Volumetric Video Mesh Mapping for Lower-Bitrate 3D Animation
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Solution Overview
Problem
Current volumetric video streaming solutions are inefficient and resource-intensive, particularly for interactive scenarios where 3-D objects need to interact with users, due to the high data requirements for updating meshes and animating objects.
Innovation Solution
A data stream encoding volumetric video data in a scene description language that includes first and second mesh data, along with correspondence information to map between meshes, allowing animation information to be applied to one mesh based on the other, reducing the need for redundant data transmission.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If high-fidelity 3-D volumetric objects are transmitted to achieve immersive experience, then quality of volumetric video is improved, but bitrate requirement increases
Solution Approach 1:
The patent segments the 3-D object representation into multiple meshes with different levels of detail. Each mesh captures specific aspects of the object (e.g., different poses, levels of geometry detail), allowing selective transmission based on required quality and available bandwidth. This segmentation enables quality adaptation without transmitting complete high-fidelity data for all scenarios.
Solution Approach 2:
The patent changes the parameter of mesh fidelity by providing multiple meshes representing the same object at different quality levels or different poses. The system can dynamically select which meshes to transmit based on viewing conditions, interaction requirements, and bandwidth availability, thus adjusting effective quality without fixed high bitrate requirements.
2Adaptability or versatility
If multiple meshes representing different poses of 3-D object are transmitted to enable interactive animation, then interactivity is improved, but data transmission requirements increase
Solution Approach 1:
The patent makes the mesh data universal by creating meshes that can represent multiple poses or states of the 3-D object. A single mesh structure can be animated through correspondence with other meshes, allowing the same base mesh to serve multiple interactive functions rather than requiring separate complete models for each pose.
Solution Approach 2:
Instead of transmitting complete separate models for each pose, the patent uses correspondence information to create virtual copies or transformations of the base mesh. The correspondence data acts as a template that can be applied to generate different poses on-demand, reducing the need to transmit actual duplicate mesh data for every possible interaction state.
3Measurement precision
If complete mesh data for each pose is transmitted to support interactive scenarios, then animation quality is improved, but signaling cost increases
Solution Approach 1:
The patent extracts only the essential correspondence information from complete pose data. Instead of transmitting full mesh coordinates for every pose, it extracts and transmits only the relational correspondence data that defines how meshes map to each other. This extracted minimal information is sufficient to reconstruct high-quality animations through computational transformation.
Data Source
AI summary
A data stream having volumetric video data encoded therein in a scene description language, the data stream representing a scene comprising one or more objects is disclosed, wherein the data stream comprises for at least one object first mesh data, second mesh data and correspondence information, wherein the first mesh data describes the at least one object with a first mesh, the second mesh data describes the at least one object with a second mesh, and wherein the correspondence information indicates a mapping between the first and second mesh. Devices, Methods and a computer program product are also described.


