151. Non-uniform light field compression: a geometry-based method for image processing
- Author
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Yin Baocai, Kong Ddehui, and Wang Wendong
- Subjects
Lossless compression ,Texture compression ,Computer science ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Data compression ratio ,Geometry ,Data_CODINGANDINFORMATIONTHEORY ,Lossy compression ,Computer Science::Graphics ,Computer Science::Computer Vision and Pattern Recognition ,S3 Texture Compression ,Computer vision ,Artificial intelligence ,business ,ComputingMethodologies_COMPUTERGRAPHICS ,Data compression ,Image compression ,Color Cell Compression - Abstract
A geometry-based image compression method-non-uniform light field compression is proposed by combining bi-triangle-based surface light field partition and non-uniform 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 matrices and approximate the matrices 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.
- Published
- 2003
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