S-Otree에 기반한 게임 캐릭터 얼굴 매시 압축 기법

Face Mesh Compression Based on S-Octree for Game Characters
  • 박태정
  • 강신진
  • 김창헌

초록

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%.

키워드

얼굴 매시 압축 기하 정보 코딩 얼굴 모핑S-Octreeface mesh compressiongeometry codingface morphingS-Octree
제목
S-Otree에 기반한 게임 캐릭터 얼굴 매시 압축 기법
제목 (타언어)
Face Mesh Compression Based on S-Octree for Game Characters
저자
박태정강신진김창헌
발행일
2012
저널명
한국컴퓨터게임학회논문지
25
1
페이지
67 ~ 78