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 by way of fresh growth in 3D scanner acquisition and 3D pix rendering. With this expanding caliber comes a corresponding bring up within the measurement and complexity of the knowledge documents and the need for advances in compression innovations. potent indexing to facilitate the retrieval of the 3D information is then required to successfully shop, seek and recapture the gadgets which were compressed. the appliance of 3D pictures in fields reminiscent of communications, drugs and the army additionally demands copyright safety, or watermarking, to safe the knowledge for transmission.
Written via professional individuals, this well timed textual content brings jointly the 3 vital and complementary themes of compression, retrieval and watermarking suggestions for 3D objects. 3D item processing purposes are constructing swiftly and this publication tackles the demanding situations and possibilities offered, concentrating on the safe transmission, sharing and looking of 3D items on networks, and includes:
- an advent to the generally used 3D illustration schemes; the features, merits and boundaries of polygonal meshes, floor dependent types and volumetric models;
- 3D compression thoughts; the 3D coding and interpreting schemes for lowering the scale of 3D info to minimize transmission time and reduce distortion;
- state of the artwork responses to the intrinsic demanding situations of establishing a 3D-model seek engine, contemplating view-based, structural and full-3D approaches;
- watermarking strategies for making sure highbrow estate defense and content material safety with out 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, machine aided layout, animation and imaging structures. working towards engineers who are looking to extend their wisdom of 3D video items, together with info compression, indexing, safety, and copyrighting of data, also will locate this e-book of significant 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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Additional resources for 3D Object Processing: Compression, Indexing and Watermarking
Most of these works concern off line rendering. Luebke and Erikson (1997), Luebke and Hallen (2001) and Dumont et al. (2003) presented view-dependent simplification algorithms for real-time rendering, based on the worst cases of imperceptible contrast and spatial frequency changes. Williams et al. (2003) extended the work of Luebke et al . to textured objects. Although the existing work on realistic rendering is based mostly on 2D image metrics, several authors have considered some kinds of 3D metrics, namely Tian and AlRegib (2004) and Pan et al.
Superquadrics Superquadrics were introduced by Barr (1981) in the early 1980s. They are an extension of quadrics: two additional parameters were introduced, ε1 and ε2 , which control the latitudinal and longitudinal curvatures. These primitives have the specificity to possess both implicit and parametric formulations. The most commonly used ones are superellipsoids, defined as follows. 13) Parameters a1 , a2 , a3 control the size of the superellipsoid while ε1 and ε2 control its curvature. 12 illustrates some examples of superellipsoids associated to different ε1 and ε2 values.
Luebke and Erikson (1997), Luebke and Hallen (2001) and Dumont et al. (2003) presented view-dependent simplification algorithms for real-time rendering, based on the worst cases of imperceptible contrast and spatial frequency changes. Williams et al. (2003) extended the work of Luebke et al . to textured objects. Although the existing work on realistic rendering is based mostly on 2D image metrics, several authors have considered some kinds of 3D metrics, namely Tian and AlRegib (2004) and Pan et al.
3D Object Processing: Compression, Indexing and Watermarking by Jean-Luc Dugelay, Atilla Baskurt, Mohamed Daoudi