Polygon Mesh UV Coordinate Coding via Seam Vertex Queue

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Solution Overview

Problem

Existing technologies face challenges in efficiently coding UV coordinates and normals in polygon mesh compression, particularly when faces in the UV space are disconnected, leading to increased bitstream sizes and reduced coding efficiency.

Innovation Solution

The method involves generating a seam vertex queue for UV vertices, determining an initial UV vertex based on unvisited vertices, and reconstructing or encoding UV coordinates and normal components using predictive coding techniques that exploit the two degrees of freedom of normal vectors.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If traditional coding methods are used for UV coordinates and normals in polygon mesh compression, then the implementation is simple, but the bitstream size increases and coding efficiency decreases

Engineering Contradiction:
Improvebitstream sizeVSAvoidcoding efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent segments UV vertices into multiple UV vertex groups based on their connectivity relationships in the mesh. By dividing the coding task into segments (different UV vertex groups) and coding them separately with appropriate prediction strategies, the method reduces redundancy more effectively than uniform coding, thereby decreasing bitstream size while improving coding efficiency.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary ordering of UV vertices within each UV vertex group before coding. By pre-organizing the vertices in an optimal sequence that maximizes prediction accuracy (e.g., ordering based on connectivity or spatial proximity), the method enables more efficient differential coding, reducing the bitstream size and improving overall coding efficiency.

Inventive Principle:
Principle #10Preliminary action

2Quantity of substance

If UV coordinates are coded without considering face connectivity, then the coding process is simpler, but disconnected faces lead to increased bit requirements

Engineering Contradiction:
Improvebit requirementsVSAvoidcoding process complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The patent implements feedback mechanisms where previously coded UV vertices and their reconstruction accuracy are used to inform the coding strategy for subsequent vertices. By analyzing the prediction errors and adjusting the coding approach based on actual reconstruction performance, the method optimizes bit usage for disconnected faces while managing coding complexity through adaptive decision-making.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent changes coding parameters (such as prediction mode, bit allocation, and ordering strategy) based on the connectivity characteristics of different UV vertex groups. By dynamically adjusting these parameters according to whether faces are connected or disconnected, the method reduces bit requirements for disconnected faces while maintaining manageable coding complexity through systematic parameter selection.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250157083A1Efficient coding of attributes in polygon mesh compression
Publication Date: 2025.05.15 TENCENT AMERICA LLC
  • US20250157083A1 patent drawing
  • US20250157083A1 patent drawing
  • US20250157083A1 patent drawing

AI summary

A bitstream that includes attribute information of a plurality of UV vertices corresponding to a mesh is received. A seam vertex queue that includes one or more UV vertices of the plurality of UV vertices is generated. Each of the one or more UV vertices in the seam vertex queue belongs to a respective UV vertex group of a plurality of seam UV vertex groups. Each of the plurality of seam UV vertex groups corresponds to a same three-dimensional (3D) vertex of the mesh in a 3D space. An initial UV vertex of the mesh is determined based on whether one of the one or more UV vertices in the seam vertex queue includes an unvisited UV vertex. UV coordinates of the mesh are reconstructed based on the initial UV vertex.