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S-Otree에 기반한 게임 캐릭터 얼굴 매시 압축 기법Face Mesh Compression Based on S-Octree for Game Characters

Other Titles
Face Mesh Compression Based on S-Octree for Game Characters
Authors
박태정강신진김창헌
Issue Date
2012
Publisher
(사)한국컴퓨터게임학회
Keywords
face mesh compression; geometry coding; face morphing; S-Octree; 얼굴 매시 압축 기하 정보 코딩 얼굴 모핑; S-Octree
Citation
한국컴퓨터게임학회논문지, v.25, no.1, pp.67 - 78
Journal Title
한국컴퓨터게임학회논문지
Volume
25
Number
1
Start Page
67
End Page
78
URI
https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/19656
ISSN
1976-6513
Abstract
For a realistic entertainment experience, home entertainment systems require the ability to handle rich and detailed human facial expressions; this consumes huge amounts of storage. We present an octree-based geometry-driven mesh compression framework optimized for human face models in game and 3D applications. We define the octree data structure in spherical coordinates (S-Octree) to reduce information entropy for human face models and to utilize the symmetry. Because our approach provides a framework for general spatial partitioning methods, it can be applied to other compression schemes based on octrees for human facial meshes. In comparison with previous methods, our method reduces number of bits and encoding/decoding time around by 50%.
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