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S-Otree에 기반한 게임 캐릭터 얼굴 매시 압축 기법

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dc.contributor.author박태정-
dc.contributor.author강신진-
dc.contributor.author김창헌-
dc.date.accessioned2021-12-02T06:43:32Z-
dc.date.available2021-12-02T06:43:32Z-
dc.date.created2021-11-29-
dc.date.issued2012-
dc.identifier.issn1976-6513-
dc.identifier.urihttps://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/19656-
dc.description.abstractFor 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%.-
dc.language영어-
dc.language.isoen-
dc.publisher(사)한국컴퓨터게임학회-
dc.titleS-Otree에 기반한 게임 캐릭터 얼굴 매시 압축 기법-
dc.title.alternativeFace Mesh Compression Based on S-Octree for Game Characters-
dc.typeArticle-
dc.contributor.affiliatedAuthor강신진-
dc.identifier.bibliographicCitation한국컴퓨터게임학회논문지, v.25, no.1, pp.67 - 78-
dc.relation.isPartOf한국컴퓨터게임학회논문지-
dc.citation.title한국컴퓨터게임학회논문지-
dc.citation.volume25-
dc.citation.number1-
dc.citation.startPage67-
dc.citation.endPage78-
dc.type.rimsART-
dc.identifier.kciidART001650763-
dc.description.journalClass2-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthorface mesh compression-
dc.subject.keywordAuthorgeometry coding-
dc.subject.keywordAuthorface morphing-
dc.subject.keywordAuthorS-Octree-
dc.subject.keywordAuthor얼굴 매시 압축 기하 정보 코딩 얼굴 모핑-
dc.subject.keywordAuthorS-Octree-
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