SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Parallax Geometry of Pairs of Points for 3D Scene Analysis
ECCV '96 Proceedings of the 4th European Conference on Computer Vision-Volume I - Volume I
Sprite generation and coding in multiview image sequences
IEEE Transactions on Circuits and Systems for Video Technology
IEICE - Transactions on Information and Systems
Depth MAP compression VIA compressed sensing
ICIP'09 Proceedings of the 16th IEEE international conference on Image processing
A joint multi-view plus depth image coding scheme based on 3D-warping
Proceedings of the 1st international workshop on 3D video processing
Fast depth map compression and meshing with compressed tritree
ACCV'09 Proceedings of the 9th Asian conference on Computer Vision - Volume Part II
Adapting standard video codecs for depth streaming
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Real-time compression of depth streams through meshification and valence-based encoding
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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Realistic and interactive telepresence has been a hot research topic in recent years. Enabling telepresence using depth-based new view rendering requires the compression and transmission of video as well as dynamic depth maps from multiple cameras. The telepresence application places additional requirements on the compressed representation of depth maps, such as preservation of depth discontinuities, low complexity decoding, and amenability to real-time rendering using graphics cards. We propose an adaptation of an existing triangular mesh generation method for depth representation that can be encoded efficiently. The mesh geometry is encoded using a binary tree structure where single bit enabled flags that mark the split of triangles and the depth values at the tree nodes are differentially coded. By matching the tree traversal to the mesh rendering order, both depth map decoding and triangle strip generation for efficient rendering are achieved simultaneously. The proposed scheme also naturally lends itself to coding segmented foreground layers and providing error resilience. At similar compression ratio, new view generation using the proposed method provided similar quality as depth compression using JPEG2000. However, the new mesh based depth map representation and compression method showed a significant improvement in rendering speed when compared to using separate compression and rendering processes.