Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches
Presented at the SPIE optics + photonics, San Diego
Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction.
|Information (theme 2), Software (theme 1)|
|Real and Virtual Engagement in Realistic Immersive Environments|
|SPIE optics + photonics|
|Organisation||Distributed and Interactive Systems|
Mekuria, R.N, César Garcia, P.S, & Bulterman, D.C.A. (2014). Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches. In Proceedings of SPIE optics + photonics 2014. SPIE.