Browsing by Subject "3D meshes"
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Item Open Access Baǧlanırlıkla yönlendirilmiş uyarlamalı dalgacık dönüşümü ile üç boyutlu model sıkıştırılması(IEEE, 2007-06) Köse, Kıvanç; Çetin, A. Enis; Güdükbay, Uğur; Onural, LeventDikdörtgensel olmayan dalgacık dönüşümüne dayalı çok çözünürlüklü üç boyutlu model sıkıştırılması için iki yöntem önerilmektedir. Bunlar Sıradüzensel Ağaç Yapılarının Kümelere Bölütlenmesi (Set Partitioning In Hierarchical Trees - SPIHT) ve JPEG2000 tekniklerine dayanmaktadır. Üç boyutlu modeller düzenli ızgara yapılar üzerinde tanımlı iki boyutlu imgelere dönüştürülmekte, ve bu gösterim bağlanırlıkla yönlendirilmiş uyarlamalı dalgacık dönüşümünden geçirilerek ortaya çıkan dalgacık kümesi verisi SPITH veya JPEG2000 yöntemlerinden biri uygulanarak bit dizgisine dönüştürülmektedir. SPIHT ile elde edilen bit dizgisinin değişik uzunluklardaki bölümlerinden modelin değişik çözünürlüklerde geri çatmak mümkün olduğundan önerilen bu yöntem modellerin aşamalı gösterimine olanak sağlamaktadır. Dalgacık dönüşümü verilerinin SPIHT ile kodlanmasıyla elde edilen sonuç JPEG2000 ve MPEG-3DGC ile yapılan kodlamanın sonucundan daha başarılı olmuştur. Two compression frameworks that are based on a Set Partitioning In Hierarchical Trees (SPIHT) and JPEG2000 methods are proposed. The 3D mesh is first transformed to 2D images on a regular grid structure. Then, this image-like representation is wavelet transformed employing an adaptive predictor that takes advantage of the connectivity information of mesh vertices. Then SPIHT or JPEG2000 is applied on the wavelet domain data. The SPIHT based method is progressive because the resolution of the reconstructed mesh can be changed by varying the length of the one-dimensional data stream created by SPIHT algorithm. The results of the SPIHT based algorith is observed to be superior to JPEG200 based mesh coder and MPEG-3DGC in rate-distortion.Item Open Access Connectivity-guided adaptive lifting transform for image like compression of meshes(IEEE, 2007-05) Köse, Kıvanç; Çetin, A. Enis; Güdükbay, Uğur; Onural, LeventWe propose a new connectivity-guided adaptive wavelet transform based mesh compression framework. The 3D mesh is first transformed to 2D images on a regular grid structure by performing orthogonal projections onto the image plane. Then, this image-like representation is wavelet transformed using a lifting structure employing an adaptive predictor that takes advantage of the connectivity information of mesh vertices. Then the wavelet domain data is encoded using "Set Partitioning In Hierarchical Trees" (SPIHT) method or JPEG2000. The SPIHT approach is progressive because the resolution of the reconstructed mesh can be changed by varying the length of the 1D data stream created by the algorithm. In JPEG2000 based approach, quantization of the coefficients determines the quality of the reconstruction. The results of the SPIHT based algorithm is observed to be superior to JPEG200 based mesh coder and MPEG-3DGC in rate-distortion.Item Open Access Nonrectangular wavelets for multiresolution mesh analysis and compression(SPIE, 2006) Köse, Kıvanç; Çetin, A. Enis; Güdükbay, Uğur; Onural, LeventWe propose a new Set Partitioning In Hierarchical Trees (SPIHT) based mesh compression framework. The 3D mesh is first transformed to 2D images on a regular grid structure. Then, this image-like representation is wavelet transformed and SPIHT is applied on the wavelet domain data. The method is progressive because the resolution of the reconstructed mesh can be changed by varying the length of the ID data stream created by SPIHT algorithm. Nearly perfect reconstruction is possible if full length of 1D data is received.Item Open Access Realistic rendering and animation of a multi-layered human body model(IEEE, 2006) Yeşil, Mehmet Şahin; Güdükbay, UğurA framework for realistic rendering of a multi-layered human body model is proposed in this paper. The human model is composed of three layers: skeleton, muscle, and skin. The skeleton layer, represented by a set of joints and bones, controls the animation of the human body using inverse kinematics. Muscles are represented with action lines that are defined by a set of control points. An action line applies the force produced by a muscle on the bones and on the skin mesh. The skin layer is modeled as a 3D mesh and deformed during animation by binding the skin layer to both the skeleton and muscle layers. The skin is deformed by a two-step algorithm according to the current state of the skeleton and muscle layers. Performance experiments show that it is possible to obtain real-time frame rates for a moderately complex human model containing approximately 33,000 triangles on the skin layer. © 2006 IEEE.