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
- 박태정; 강신진; 김창헌
- Issue Date
- 2012
- Publisher
- (사)한국컴퓨터게임학회
- Keywords
- 얼굴 매시 압축 기하 정보 코딩 얼굴 모핑; S-Octree; face mesh compression; geometry coding; face morphing; S-Octree
- Citation
- 한국컴퓨터게임학회논문지, v.25, no.1, pp.67 - 78
- Indexed
- KCI
- Journal Title
- 한국컴퓨터게임학회논문지
- Volume
- 25
- Number
- 1
- Start Page
- 67
- End Page
- 78
- URI
- https://scholar.korea.ac.kr/handle/2021.sw.korea/110063
- 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%.
- Files in This Item
- There are no files associated with this item.
- Appears in
Collections - Graduate School > Department of Computer Science and Engineering > 1. Journal Articles
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.