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CASA 2006. A Skinning Approach for Dynamic Mesh Compression. Khaled Mamou Titus Zaharia Françoise Prêteux. 3D animation industry. Context & Objectives. Applications. Virtual and augmented reality. Cartoons. Video games and CGI films. Dynamic 3D content.
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CASA 2006 A Skinning Approach for Dynamic Mesh Compression Khaled Mamou Titus Zaharia Françoise Prêteux
3D animation industry Context & Objectives • Applications Virtual and augmented reality Cartoons Video games and CGI films
Dynamic 3D content Context & Objectives • Content creation Motion capture Skinning models Physical-based simulation … How to exchange, transmit and visualize such 3D content in a platform-independent manner ?!
Dynamic 3D content Interpolation Interpolation Context & Objectives 3D animation industry: key-frame representations • Principle Represent the animation sequence as a set of key-meshes Key-frames Apply interpolation procedures to generate the in-between frames at the desired framerate Animation
Dynamic 3D content Time-varying geometry Constant topology Context & Objectives Key-frame representations: dynamic 3D meshes • Sequence of meshes with: Constant topology Time-varying geometry • Advantages Generality Interoperability Content protection • Drawbacks Huge amount of data • Need of compact representations
Objectives • Compression efficiency Compactness of the coded representation • Progressive transmission Bitstream adaptation to different, fixed or mobile communication networks and terminal devices • Scalable rendering Bitstream adaptation for real-time rendering Context & Objectives
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
State of the art Vertex prediction Wavelets Dynamic 3D mesh compression PCA-based Clustering AWC • Emerging field of research GV MPEG-4/AFX-IC Dynapack • Four families of approaches PCA RT LPCA D3DMC CPCA
State of the art Vertex prediction Wavelets Dynamic 3D mesh compression PCA-based Clustering Skinning-based compression AWC • Principle: extension of the RT technique GV MPEG-4/AFX-IC Dynapack A more elaborated motion model: skinning New motion-based segmentation procedure PCA Temporal DCT-based compression of the residual errors RT LPCA D3DMC CPCA
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
Motion-based segmentation Skinning-based compression • Objective Partition the mesh vertices into clusterswhose motion can be accurately described by a single affine motion
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v*
Motion-based segmentation Vector of homogeneous coordinates of vertex pat frame i Skinning-based compression • Principle For each vertex v, select a neighborhood v* … For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Frame 0 Frame 1 Frame (F-1)
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v* For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Determine the partition π= (πk)k by applying the k-means clustering algorithm to the set (αv)v Cow
Motion-based segmentation Skinning-based compression • Principle For each vertex v, select a neighborhood v* For each frame i, compute an affine transform Aiv Store the (Aiv)i of each vertex as a single vector αv Determine the partition π= (πk)k by applying the k-means clustering algorithm to the set (αv)v Dancer
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
Affine motion estimation Skinning-based compression • Principle Model the motion of each cluster k at each frame i by an affine transform Hik Predict the geometry of frame i from frame 0 by using the affine transforms(Hik)k
Affine motion estimation 4% 0% Frame 0 Frame 36 Predicted frame 36 Error distribution Skinning-based compression • Performances Captures well the object motion Induces discontinuities at the level of clusters boundaries We need a more elaborated motion model
Skinning model Skinning-based compression • Objective Derive a continuous motion field • Principle Linearly combine the affine motion of adjacent clusters with appropriate weighting coefficients Compute the animation weights by solving a least squares minimization problem
General view Skinning-based compression Static encoder Compressed M0 Prediction residuals Compressed DCT coefficients M0 Temporal DCT Affine motion and weights estimation Affine transforms Animation weights Quantization and arithmetic encoding (Mi) Motion-based segmentation Partition
DCT-based compression of the residual errors Skinning-based compression • Objective Prediction error at frameiand vertex v Compress the residual errors by exploiting the temporal correlations • Principle For each vertex v, compute the spectra of its x, y and z errors Concatenate the spectral coefficients of all vertices into a single vector S Quantize and arithmetically encode S Well-adapted to progressive transmission
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Experimental results Evaluation corpus: Snake 9179 vertices 134 frames
Experimental results Evaluation corpus: Dancer 7061 vertices 201 frames
Experimental results Evaluation corpus: Humanoid 7646 vertices 154 frames
Experimental results Evaluation corpus: Chicken 3030 vertices 400 frames
Experimental results Objective evaluation: criteria • Compression rates: bits per frame per vertex (bpfv) • Distortion measures: RMSE [MESH tool, Aspert et al, 2002] D: length of the diagonal of the object’s bounding box
Experimental results Compression results: Chicken RMSE • Performances D3DMC & skinning: best performances Skinning: up to 47% gain over D3DMC in term of bitrates bpfv
Experimental results Compression results: Snake RMSE • Performances PCA: worst performances (F>>V not verified) Skinning: up to 45% gain over RT in term of bitrates bpfv
Experimental results Compression results: Humanoid RMSE • Performances AFX-IC: poor performances: elementary predictor Skinning: up to 67% gain over D3DMC in term of bitrates bpfv
Experimental results Compression results: Dancer RMSE • Performances GV: re-meshing related problems Skinning: up to 65% gain over GV in term of bitrates bpfv
Previous work Skinning-based compression Experimental evaluation Conclusion et perspectives Outline
Conclusion & perspectives Summary • A new skinning-based compression techniques for dynamic meshes • Specifically efficient for articulated dynamic meshes • Gains range from 47% to 67% in terms of bitrates over state-of-the-art encoders
Conclusion & perspectives Future work • Optimize the motion-based segmentation stage: How to determine automatically the number of clusters? • Multiple and dynamic skinning models: Temporal segmentation of the sequence • Compression of other attributes: normals, texture coordinates…