MMGRDGOct 18, 2012

Beltrami Representation and its applications to texture map and video compression

arXiv:1210.8025v18 citations
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This work addresses storage inefficiencies in computer graphics and imaging, offering a practical solution for data transmission and storage, though it appears incremental in applying existing mathematical concepts to specific domains.

The paper tackles the problem of high storage requirements for surface maps in computer graphics by proposing an algorithm that compresses surface homeomorphisms using Fourier approximation of the Beltrami representation, significantly reducing storage needs for texture maps and video compression.

Surface parameterizations and registrations are important in computer graphics and imaging, where 1-1 correspondences between meshes are computed. In practice, surface maps are usually represented and stored as 3D coordinates each vertex is mapped to, which often requires lots of storage memory. This causes inconvenience in data transmission and data storage. To tackle this problem, we propose an effective algorithm for compressing surface homeomorphisms using Fourier approximation of the Beltrami representation. The Beltrami representation is a complex-valued function defined on triangular faces of the surface mesh with supreme norm strictly less than 1. Under suitable normalization, there is a 1-1 correspondence between the set of surface homeomorphisms and the set of Beltrami representations. Hence, every bijective surface map is associated with a unique Beltrami representation. Conversely, given a Beltrami representation, the corresponding bijective surface map can be exactly reconstructed using the Linear Beltrami Solver introduced in this paper. Using the Beltrami representation, the surface homeomorphism can be easily compressed by Fourier approximation, without distorting the bijectivity of the map. The storage memory can be effectively reduced, which is useful for many practical problems in computer graphics and imaging. In this paper, we proposed to apply the algorithm to texture map compression and video compression. With our proposed algorithm, the storage requirement for the texture properties of a textured surface can be significantly reduced. Our algorithm can further be applied to compressing motion vector fields for video compression, which effectively improve the compression ratio.

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