3D Object Processing: Compression, Indexing and Watermarking by Jean-Luc Dugelay, Atilla Baskurt, Mohamed Daoudi

By Jean-Luc Dugelay, Atilla Baskurt, Mohamed Daoudi

The coming, and carrying on with evolution, of top of the range 3D gadgets has been made attainable via fresh development in 3D scanner acquisition and 3D photographs rendering.    With this expanding caliber comes a corresponding raise within the measurement and complexity of the knowledge records and the need for advances in compression recommendations. potent indexing to facilitate the retrieval of the 3D facts is then required to successfully shop, seek and recapture the gadgets which have been compressed. the applying of 3D pictures in fields comparable to communications, medication and the army additionally demands copyright safeguard, or watermarking, to safe the information for transmission.

Written by means of professional participants, this well timed textual content brings jointly the 3 very important and complementary themes of compression, retrieval and watermarking suggestions for 3D objects.  3D item processing functions are constructing speedily and this publication tackles the demanding situations and possibilities offered, targeting the safe transmission, sharing and looking out of 3D gadgets on networks, and includes: 

  • an creation to the generally used 3D illustration schemes; the features, benefits and barriers of polygonal meshes, floor dependent versions and volumetric models; 
  • 3D compression concepts; the 3D coding and interpreting schemes for lowering the dimensions of 3D information to minimize transmission time and reduce distortion; 
  • state of the paintings responses to the intrinsic demanding situations of creating a 3D-model seek engine, contemplating view-based, structural and full-3D approaches; 
  • watermarking options for   making sure highbrow estate safeguard and content material safeguard with no changing the visible caliber of the 3D item.

3D item Processing: Compression, Indexing and Watermarking is a useful source for graduate scholars and researchers operating in sign and picture processing, desktop aided layout, animation and imaging platforms. training engineers who are looking to extend their wisdom of 3D video gadgets, together with facts compression, indexing, safety, and copyrighting of knowledge, also will locate this e-book of serious use. content material:
Chapter 1 uncomplicated historical past in 3D item Processing (pages 5–43): Guillaume Lavoue
Chapter 2 3D Compression (pages 45–86): Guillaume Lavoue, Florent Dupont and Professor Atilla Baskurt
Chapter three 3D Indexing and Retrieval (pages 87–138): Stefano Berretti, Mohamed Daoudi, Alberto Del Bimbo, Tarik Filali Ansary, Pietro Pala, Julien Tierny and Jean?Phillippe Vandeborre
Chapter four 3D item Watermarking (pages 139–183): Jihane Bennour, Professor Jean?Luc Dugelay, Emmanuel Garcia and Dr Nikos Nikolaidis

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We consider the subdivision scheme as being composed of two distinct steps: a linear subdivision (a vertex is added at the middle of each edge), and then a smoothing (each vertex is replaced by a linear combination of itself and its direct neighbors). 11(a) with ne the 3D Representation and Models 21 valence of the considered vertex. Special rules were introduced by Hoppe et al. (1994) for handling sharp and boundary edges. 11(b) illustrates the smoothing coefficients for vertices shared by two sharp edges.

Watson, Ed. MIT Press, Cambridge, MA, 179–206. DeCarlo D and Metaxas D 1998 Shape evolution with structural and topological changes using blending. IEEE Transactions on Pattern Analysis and Machine Intelligence 20, 1186–1205. Doo D and Sabin M 1978 Behavior of recursive division surfaces near extraordinary points. Computer Aided Design 10, 356–360. Drelie Gelasca E, Corsini M and Ebrahimi T 2005 Objective evaluation of the perceptual quality of 3D watermarking. IEEE International Conference on Image Processing, pp.

Most of the work on 3D perceptual distances has focused on three specific applications: realistic rendering, mesh simplification and evaluation of specific processes (compression or watermarking). The objective of perceptually driven rendering is to determine, according to the location of the observer, which level of detail (LoD) to use to satisfy frame rate and image quality requirements. In fact these methods are based on 2D image perceptual models described in the previous section. Reddy (1996, 2001) analyzed the frequency content in several pre-rendered images to determine the best LoD.

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