Abstract
The Tri-Dimensional Graphics (3DG) information coding tools of MPEG-4 are mostly contained in MPEG-4 Part 16, “Animation Framework eXtension (AFX)”, and focus on three important requirements for 3DG applications: compression, streamability and scalability. There are tools for the efficient representation and coding of both individual 3D objects and whole interactive scenes composed by several objects. Usually, the shape, appearance and animation of a 3D object are treated separately, so we devote different sections to each of those subjects, and we also devote another section to scene graph coding, in which we describe how to integrate MPEG-4’s 3DG compression tools with other (non MPEG-4-compliant) XML-based scene graph definitions. A final section on application examples gives hints on the flexibility provided by the 3DG toolset of MPEG-4.
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Notes
- 1.
AFX contains tools for the efficient coding of solids, and of surfaces approximated by Bézier’s or NURBS patches, and for the joint description of the shape and appearance of a 3D object, such as the ones contained in the Depth Image Based Representation (DIBR) and DIBR version 2 toolsets, but we will not address them Fig. 11.1.
- 2.
D mesh reconstruction errors are typically measured with both the L 2 (i.e., RMS) and L ∞ (i.e., Hausdorff’s or maximum) distances, and expressed in sub-units (10−4 is common) of the original mesh bounding box diagonal.
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Burgos, F.M., Preda, M. (2012). MPEG 3D Graphics Representation. In: Chiariglione, L. (eds) The MPEG Representation of Digital Media. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-6184-6_11
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