Title: Compressing Texture Coordinates
1CompressingTexture Coordinates
with hSelective
LinearPredictions
Martin Isenburg
Jack Snoeyink
University of North Carolina at Chapel Hill
2Take this home
- We predict texture coordinateswith four
different rules taking into account the
presence of mapping discontinuities. - We compress the corresponding corrective vectors
with different arithmetic contexts.
3Overview
- Background
- Compressing Vertex Positions
- Linear Prediction Schemes
- Texture Coordinate Mappings
- Compressing Texture Coordinates
- Alternative Approaches
- Summary
4Background
5Meshes - Basic Ingredients
6Meshes - Optional Properties
7Mesh Compression
-
- Fast Rendering
- Progressive Transmission
- Maximum Compression
-
Geometry Compression Deering, 95
Maximum Compression
8Mesh Compression
- Geometry Compression Deering, 95
- Fast Rendering
- Progressive Transmission
- Maximum Compression
- Connectivity
- Geometry
- Properties
Geometry Compression Deering, 95
Maximum Compression
Properties
9Mesh Compression
- Geometry Compression Deering, 95
- Fast Rendering
- Progressive Transmission
- Maximum Compression
- Connectivity
- Geometry
- Properties
- Mapping
- Values
Geometry Compression Deering, 95
Maximum Compression
Properties
Texture Coordinates
Values
10Triangle Mesh Compression
Triangle Mesh Compression Touma Gotsman,
Graphics Interface 98
Yes! But
11Generalization of TG coder
12CompressingVertex Positions
13Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
14Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
15Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
Spectral Compressionof Mesh Geometry Karni
Gotsman, 00
16Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
Progressive GeometryCompression Khodakovsky et
al., 00
17Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
Geometric Compressionfor interactive
transmission Devillers Gandoin, 00
18Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
Vertex data compressionfor triangle meshes Lee
Ko, 00
19Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
20Compressing Vertex Positions
- Classic approaches 95 98
- linear prediction
- Recent approaches 00 02
- spectral
- re-meshing
- space-dividing
- vector-quantization
- feature discovery
- angle-based
Angle-Analyzer A triangle-quad mesh
codec Lee, Alliez Desbrun, 02
21Linear Prediction Schemes
22Linear Prediction Schemes
- quantize positions with b bits
- traverse positions
- linear prediction from neighbors
- store corrective vector
23Linear Prediction Schemes
- quantize positions with b bits
- traverse positions
- linear prediction from neighbors
- store corrective vector
24Linear Prediction Schemes
- quantize positions with b bits
- traverse positions
- linear prediction from neighbors
- store corrective vector
25Linear Prediction Schemes
- quantize positions with b bits
- traverse positions
- linear prediction from neighbors
- store corrective vector
26Deering, 95
processed region
unprocessed region
27Taubin Rossignac, 98
processed region
unprocessed region
28Touma Gotsman, 98
- Prediction Parallelogram Rule
processed region
unprocessed region
29Parallelogram Rule
good prediction
badprediction
badprediction
non-convex
non-planar
30Not Triangles Polygons!
Face Fixer Isenburg Snoeyink, 00
31Non-triangular Faces
- Question Why would a mesh have a
non-triangular face?
32Non-triangular Faces
- Question Why would a mesh have a
non-triangular face?
Answer Because there was no reason to
triangulate it! This face was
convex and planar.
? use this info for better predictions
33within versus across
across-prediction
within-prediction
- ? within-predictions avoid creases
? within-predictions often find existing
parallelograms (? quadrilaterals)
34Texture Coordinate Mappings
35Texture Mapping (1)
- the process of applying a texture image to a
mesh
36Texture Mapping (2)
- putting every 3D polygon of the mesh in
correspondence with a2D polygon in the image
37Discontinuities in Mapping (1)
- some vertices of the mesh havemultiple
corresponding locations in texture
space
38Discontinuities in Mapping (2)
- vertices may have multiple associated texture
coordinates
39Encoding the Mapping (1)
1
2. distinguish corners
0
1
40Encoding the Mapping (2)
26
24
23
25
41Encoding the Mapping (3)
37
38
42Why Discontinuities ?
- cuts required to flatten mesh
- no boundary
- non-zero genus
- piece-wise texture mapping
- author / artist decision
- easier for automated techniques
- additional cuts to meet objectives
- angle/area preserving parameterization
- minimizing texture stretch
43Piece-wise Mappings (1)
44Piece-wise Mappings (2)
45CompressingTexture Coordinates
46Selective Linear Prediction
- analyze neighborhood
- use most promising predictor
- ? within (for polygon meshes only)
- ? across
- ? nearby
- ? center
- avoid unreasonable predictions
- compress with different contexts
47Unreasonable Predictions
48Example Scenarios (1)
13
16
11
49Example Scenarios (2)
20
19
21
22
26
25
50Example Scenarios (3)
50
53
54
52
47
44
51Example Scenarios (4)
81
80
74
52Example Bit-Rates (10 bit)
by prediction type
model
within
across
nearby
center
lion wolf raptor
5.6 8.5 9.7 20.2 5.9 9.1 11.1 20.2 5.5 8.4 8.9
19.5
53Selection Histogram
frequency of prediction type
model
within
across
nearby
center
lion wolf raptor
82 14 3 1 84 13 2 1 78 18
5 1
54Alternative Approaches
55Alternative Approaches
- make texture coordinates implicit
- change the mesh (re-meshing)
Geometry Images Gu et al, 02
- change the image (re-texturing)
Bounded Distortion piece-wise Mesh
Parameterization Sorkine et al, 02
Space-Optimized Texture Maps Balmelli et al,
02
56Summary Acknowledgments
57Summary (1)
- use the parallelogram predictor for texture
coordinates - avoid unreasonable predictions across
discontinuities (seams) - switch to less-promising predictor
- compress resulting corrective vectors with
separate arithmetic contexts
58Summary (2)
- compressionsoftware asbenchmarkfor
futureresearch isavailable onthe Web
local link
http//www.cs.unc.edu/isenburg/pmc/
59Acknowledgments
CuriousLabs,California
- ArchaeologyTechnologyLabs,North DakotaState
University
60http//www.cs.unc.edu/isenburg/pmc/