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作者:

Wang, Wendong (Wang, Wendong.) | Yin, Baocai (Yin, Baocai.) (学者:尹宝才) | Kong, Ddehui (Kong, Ddehui.)

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EI Scopus

摘要:

A geometry-based image compression method - nonuniform light field compression is proposed by combining bi-triangle-based surface light field partition and nonuniform factoring of light field matrix, through which a four orders magnitude compression ratio can be achieved. Starting from dense images captured from vantage points, the codec resample these original data and partition the resampled data over bi-triangle. Then the codec arrange these partitioned light field data into 2D matrixes and approximate the matrixes through factoring them into non-uniform textures. Finally the codec group these textures into tiles and further compress these textures using ordinary still image compression techniques. Novel image can be rendered in real-time through texture mapping. In this paper we illustrate the compression efficiency and rendering performance through dense images captured in real scene. © 2003 IEEE.

关键词:

Data handling Image compression Image texture Rendering (computer graphics) Textures

作者机构:

  • [ 1 ] [Wang, Wendong]Multimedia and Intelligent Software Technology Laboratory, Beijing University of Technology, Pingleyuan 100, Chaoyang District, Beijing 100022, China
  • [ 2 ] [Yin, Baocai]Multimedia and Intelligent Software Technology Laboratory, Beijing University of Technology, Pingleyuan 100, Chaoyang District, Beijing 100022, China
  • [ 3 ] [Kong, Ddehui]Multimedia and Intelligent Software Technology Laboratory, Beijing University of Technology, Pingleyuan 100, Chaoyang District, Beijing 100022, China

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年份: 2003

卷: 2

页码: 1058-1061

语种: 英文

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