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Scene Representation and 3D Mesh Coding


For a widespread use of 3D video objects in interactive applications, the scene description needs to be standard conform. Since MPEG-4 already provides a number of functionalities for synthetic 3D objects, we used MPEG-4 SNHC elements for geometry and texture description. Furthermore, the developed view-dependent multi-texturing was intergrated into MPEG-4 AFX, so that the entire scene description is done in MPEG-4. For transmission purposes, the different parts of the developed scene description have to be coded. Here, we investigated available technology and implemented a 3D mesh coding scheme for compression of the object geometry.

Scene Representation

If a 3D video object has been constructed from a number of original cameras, its 3D geometry and texture information from all cameras can be assembled into a standardized scene description, as shown in Fig.1.. 
Description and Coding Overview
Fig. 1:  Scene Description Overview
Here, the scene description contains the geometry information as a mesh or wireframe seuence with single meshes for each time instance. Furthermore, a number of original textures is added together with the associated camera vectors to enable view dependent object rendering. All components are described by the MultiTexture node that was integrated into MPEG-4 AFX to provide standard conformity. Fig.1 also shows the underlying geometry with D3DMC as newly developed mesh coder and the state-of-the-art video codec H.264/AVC for efficient video coding.

3D Mesh Coding

In the developed scene description, the geometry consists of a mesh sequence with time intervalls of constant mesh topology, if the objects's 3D motion is limited. The number of meshes of such time intervalls are grouped as groups-of-meshes (GOMs) with constant wireframe connectivety. To exploit the spatial and temporal coherences in such GOMs, we developed a mesh predictive mesh coding structure, and named it D3DMC (differential 3D mesh coding).
D3DMC structure
Fig. 2: Original mesh (left) and reconstruction error and error distribution using 3DMC at 274 kBit/s (middle) and D3DMC at 253 kBit/s (right).


Fig. 2 shows a block diagram of the encoder. It contains MPEG-4 3DMC as fallback mode that is enabled through the Intra/Inter switch that is fixed to either one per 3D mesh. This Intra mode is used for instance when the first mesh of a GOM is encoded, i.e. when no prediction from previously transmitted meshes is used. Additionally, the Intra mode can also be assigned by the encoder control in any other case, i.e. if the prediction error is too large. This fallback modus provides backwards compatibility to 3DMC and ensures that the new algorithm can never be worse than the state-of-the-art. The new predictive mode is a classical DPCM-loop with arithmetic coding of the residuals. First the previous decoded mesh is subtracted from the current mesh to be encoded. This step can only be done if time-consistent meshes with the same connectivity are available, and therefore we have constrained the mesh extraction process as described above. In the next step, a spatial clustering algorithm is applied to the difference vectors, in order to compute one representative for a number of vectors. Finally the residual signal is passed to an arithmetic coder for further lossless compression.
doo young coding results
Fig. 3: Original mesh (left) and reconstruction error and error distribution using 3DMC at 274 kBit/s (middle) and D3DMC at 253 kBit/s (right).
Fig. 3 illustrates the reconstruction error. Left is again the original. The other images show the reconstruction error of the standard MPEG-4 3DMC coder (middle) and D3DMC (right). Both color codes have a maximum value of 0.03. The reconstruction error for D3DMC very low values smaller then 0.0075, as indicated by the blue and green colors in Fig. 3 right.