Objective and subjective evaluation of static 3D mesh compression

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摘要

3D mesh compression is essential in the context of network-based virtual worlds, but so are objective and subjective fidelity of the reconstructed mesh to the original one. Unfortunately, it is difficult to establish a fair way to compare objectively two textured, triangular 3D meshes meant to approximate the surface of the same 3D object. We explain why by elaborating on how the geometric distance between two meshes can be estimated, after introducing some basic concepts related to mesh shape and a brief taxonomy of static 3D mesh coding techniques. We review a selection of such coding techniques, almost all of which deal only with the shape of the surface, and then focus on surface appearance, usually described separately with a texture to be mapped onto the 3D mesh at rendering time, and we also review existing techniques specifically devised to compress textures meant for 3D models. Finally, we discuss the even larger complexity of establishing any reasonable way to compare the subjective quality of the experience produced by two versions of the same 3D object, especially if different rendering methods may be used.

论文关键词:3D mesh compression,Surface distance,Texture compression,Objective error,Subjective error

论文评审过程:Available online 9 November 2012.

论文官网地址:https://doi.org/10.1016/j.image.2012.10.013