Texture Coordinate Compression via Chart Partition for Dynamic Meshes
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Solution Overview
Problem
Existing mesh compression standards do not effectively handle time-varying attribute maps and connectivity information in dynamic meshes, particularly under real-time constraints, and volumetric acquisition techniques struggle to generate constant connectivity dynamic meshes.
Innovation Solution
The method involves partitioning a mesh into charts with local texture domains, generating a texture plane based on these charts, predicting texture coordinates of vertices based on the coding status of neighboring vertices, and entropy encoding residuals between predicted and actual texture coordinates.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If existing mesh compression standards (IC, MESHGRID, FAMC) are used, then constant connectivity dynamic meshes can be compressed, but time-varying attribute maps and connectivity information cannot be handled
Solution Approach 1:
The patent applies dynamics by making the mesh representation adaptive to time-varying changes. The system dynamically updates attribute maps and connectivity information based on temporal variations, allowing the compression standard to handle non-static mesh data while maintaining compression efficiency through predicted texture coordinates that adapt to changing mesh states.
Solution Approach 2:
The patent segments the mesh into multiple charts with local texture domains, allowing different regions of the mesh to be processed independently. This segmentation enables the system to handle time-varying attribute maps and connectivity information more effectively by applying compression techniques to manageable portions of the mesh separately.
2Productivity
If volumetric acquisition techniques are used to generate dynamic meshes, then 3D data can be captured, but constant connectivity cannot be maintained under real-time constraints
Solution Approach 1:
The system accepts that connectivity may vary over time in real-time volumetric acquisition and builds prediction mechanisms that work effectively despite these variations. The predicted texture coordinates are computed based on current mesh states, allowing the system to maintain productivity while accommodating dynamic connectivity changes rather than forcing constant connectivity.
Solution Approach 2:
The patent performs preliminary actions by pre-computing predicted texture coordinates based on mesh parameterization and chart partitioning before actual encoding. This preliminary computation enables faster processing during real-time operation, improving productivity while the system adapts to connectivity changes as they occur.
3Quantity of substance
If texture coordinates are encoded without prediction, then all vertex attributes must be transmitted, but data volume increases significantly
Solution Approach 1:
The system uses self-service by having the mesh structure itself provide the basis for prediction. The chart partitioning and mesh parameterization create a self-referential prediction mechanism where texture coordinates are predicted based on the geometric structure and previously encoded vertices, eliminating the need for external prediction models and reducing data volume while maintaining accuracy.
Solution Approach 2:
The patent implements feedback by using the encoded texture coordinates of some vertices to predict the coordinates of other vertices. The residual between predicted and actual coordinates is then encoded, creating a feedback loop that refines the prediction and reduces the information that needs to be transmitted, thereby reducing data volume while preserving precision.
Data Source
AI summary
Method, apparatus, and system for mesh compression are provided. The process may include generating a texture plane associated with a mesh comprising three-dimensional coordinates using mesh parameterization. The process may include predicting, for a triangle in the texture plane, texture coordinates of a first vertex among vertices of the triangle based on an encoding status of texture coordinates of a second vertex and texture coordinates of a third vertex of the triangle. The process may further include determining a residual between the predicted texture coordinate of the first vertex and an actual texture coordinate of the first vertex; and encoding the residual using entropy coding.


