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Animation Sequence Compression Yang Liu Department of Computer - - PowerPoint PPT Presentation
Animation Sequence Compression Yang Liu Department of Computer - - PowerPoint PPT Presentation
Animation Sequence Compression Yang Liu Department of Computer Science March 2009 . . . . . . Outline Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Purpose
◮ Introduction of Animation Sequence Compression
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Purpose
◮ Introduction of Animation Sequence Compression ◮ Introduction of Related Techniques
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Sample Application
◮ Interactive Entertainment
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Sample Application
◮ Interactive Entertainment ◮ Games: World of WarCraft
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Sample Application
◮ Interactive Entertainment ◮ Games: World of WarCraft ◮ 3D Movies
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Sample Application
◮ Interactive Entertainment ◮ Games: World of WarCraft ◮ 3D Movies ◮ and more...
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Audio
◮ Audio is sequence of Magnitude.
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Audio
◮ Audio is sequence of Magnitude. ◮ 44.1 kHz, etc. (NyquistShannon sampling theorem)
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Audio
◮ Audio is sequence of Magnitude. ◮ 44.1 kHz, etc. (NyquistShannon sampling theorem) ◮ Or, sequence of numbers: WAV format
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Audio
◮ Audio is sequence of Magnitude. ◮ 44.1 kHz, etc. (NyquistShannon sampling theorem) ◮ Or, sequence of numbers: WAV format ◮ There is lossy compression: MP3
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Audio
◮ Audio is sequence of Magnitude. ◮ 44.1 kHz, etc. (NyquistShannon sampling theorem) ◮ Or, sequence of numbers: WAV format ◮ There is lossy compression: MP3 ◮ There is also no-loss compression: FLAC etc.
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Image/Video
◮ Image/Video is a similar scenario
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static ◮ Video is sequence of images
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static ◮ Video is sequence of images ◮ Each image is called “frame”. NTSC video contains 30 frames
per second.
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static ◮ Video is sequence of images ◮ Each image is called “frame”. NTSC video contains 30 frames
per second.
◮ MPEG is the most popular video compression method
nowadays.
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static ◮ Video is sequence of images ◮ Each image is called “frame”. NTSC video contains 30 frames
per second.
◮ MPEG is the most popular video compression method
nowadays.
◮ MPEG-1 for VCD, MPEG-2 for DVD, MPEG-4/H.264 for
network video.
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Image/Video
◮ Image/Video is a similar scenario ◮ Image is static ◮ Video is sequence of images ◮ Each image is called “frame”. NTSC video contains 30 frames
per second.
◮ MPEG is the most popular video compression method
nowadays.
◮ MPEG-1 for VCD, MPEG-2 for DVD, MPEG-4/H.264 for
network video.
◮ Most of these compression method are lossy.
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3D Animation
◮ 3D Models are static
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames)
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects.
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects. ◮ 3D Objects in adjacent frame are similar, in most case, have
same connectivity.
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects. ◮ 3D Objects in adjacent frame are similar, in most case, have
same connectivity.
◮ 3D Objects may translate, rotate, and deform.
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects. ◮ 3D Objects in adjacent frame are similar, in most case, have
same connectivity.
◮ 3D Objects may translate, rotate, and deform. ◮ Raw data could be extremly large.
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects. ◮ 3D Objects in adjacent frame are similar, in most case, have
same connectivity.
◮ 3D Objects may translate, rotate, and deform. ◮ Raw data could be extremly large. ◮ Compress data for transferring and storage
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3D Animation
◮ 3D Models are static ◮ 3D Animation is sequence of 3D Models (frames) ◮ Each frame may contains more than one 3D objects. ◮ 3D Objects in adjacent frame are similar, in most case, have
same connectivity.
◮ 3D Objects may translate, rotate, and deform. ◮ Raw data could be extremly large. ◮ Compress data for transferring and storage ◮ De-compress/Reconstruct data for rendering
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Why data is compressible?
◮ Data Compression is based on Information Theory and Coding
Theory
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Why data is compressible?
◮ Data Compression is based on Information Theory and Coding
Theory
◮ Information is the measure of entropy for information source
(Information Theory by Shanon)
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Why data is compressible?
◮ Data Compression is based on Information Theory and Coding
Theory
◮ Information is the measure of entropy for information source
(Information Theory by Shanon)
◮ H(X) = − ∑ p(x) log p(x)
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Why data is compressible?
◮ Data Compression is based on Information Theory and Coding
Theory
◮ Information is the measure of entropy for information source
(Information Theory by Shanon)
◮ H(X) = − ∑ p(x) log p(x) ◮ It is based on probability theory and statistics.
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Why data is compressible?
◮ Data Compression is based on Information Theory and Coding
Theory
◮ Information is the measure of entropy for information source
(Information Theory by Shanon)
◮ H(X) = − ∑ p(x) log p(x) ◮ It is based on probability theory and statistics. ◮ This indicates the minimum number of bits required
(maximum compression possible)
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Why data is compressible?-cnt
◮ Entropy Coding (Huffman Coding) is a good way to compress.
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Why data is compressible?-cnt
◮ Entropy Coding (Huffman Coding) is a good way to compress. ◮ Basic idea is to represent frequently appearing symbols with
less bits.
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Why data is compressible?-cnt
◮ Entropy Coding (Huffman Coding) is a good way to compress. ◮ Basic idea is to represent frequently appearing symbols with
less bits.
◮ Arithmetic Coding is the the closest coding method to
- ptimal encoding.
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Why data is compressible?-cnt
◮ Entropy Coding (Huffman Coding) is a good way to compress. ◮ Basic idea is to represent frequently appearing symbols with
less bits.
◮ Arithmetic Coding is the the closest coding method to
- ptimal encoding.
◮ Complexity is the problem.
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Why data is compressible?-cnt 2
◮ Previously we talked about “independent” variables.
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Why data is compressible?-cnt 2
◮ Previously we talked about “independent” variables. ◮ When next symbol is related to previous symbol, we have less
information.
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Why data is compressible?-cnt 2
◮ Previously we talked about “independent” variables. ◮ When next symbol is related to previous symbol, we have less
information.
◮ Possible to compress more.
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Why data is compressible?-cnt 2
◮ Previously we talked about “independent” variables. ◮ When next symbol is related to previous symbol, we have less
information.
◮ Possible to compress more. ◮ Hidden Markov Model in Audio Compression.
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Lossy Compression
◮ We do need exact information, in some cases.
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always.
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always. ◮ MP3, JPEG, MPEG, H.264, ... , all lossy
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always. ◮ MP3, JPEG, MPEG, H.264, ... , all lossy ◮ For CAD/CAE/documents, precision does matter
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always. ◮ MP3, JPEG, MPEG, H.264, ... , all lossy ◮ For CAD/CAE/documents, precision does matter ◮ For entertainment, not really
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always. ◮ MP3, JPEG, MPEG, H.264, ... , all lossy ◮ For CAD/CAE/documents, precision does matter ◮ For entertainment, not really ◮ Just drop not-so-important info
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Lossy Compression
◮ We do need exact information, in some cases. ◮ But not always. ◮ MP3, JPEG, MPEG, H.264, ... , all lossy ◮ For CAD/CAE/documents, precision does matter ◮ For entertainment, not really ◮ Just drop not-so-important info ◮ Usually done by quantization – Covered later
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor.
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor. ◮ Idea: any magnitude is related to previous magnitude.
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor. ◮ Idea: any magnitude is related to previous magnitude. ◮ Identical predictors work on both ends: Compression and
De-compression.
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor. ◮ Idea: any magnitude is related to previous magnitude. ◮ Identical predictors work on both ends: Compression and
De-compression.
◮ Only residue is stored/transferred.
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor. ◮ Idea: any magnitude is related to previous magnitude. ◮ Identical predictors work on both ends: Compression and
De-compression.
◮ Only residue is stored/transferred. ◮ Residue should be very small.
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Techniques in Audio Compression
◮ Basically, audio compression relies on predictor. ◮ Idea: any magnitude is related to previous magnitude. ◮ Identical predictors work on both ends: Compression and
De-compression.
◮ Only residue is stored/transferred. ◮ Residue should be very small. ◮ Entropy coding could compress residue easily
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Techniques in Audio Compression-cnt
◮ Predictors for non-lossy compression: FLAC etc.
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Techniques in Audio Compression-cnt
◮ Predictors for non-lossy compression: FLAC etc. ◮ MP3: Just drop high-frequency signals.
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Techniques in Audio Compression-cnt
◮ Predictors for non-lossy compression: FLAC etc. ◮ MP3: Just drop high-frequency signals. ◮ People are not picky on high-frequency sound
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Techniques in Audio Compression-cnt
◮ Predictors for non-lossy compression: FLAC etc. ◮ MP3: Just drop high-frequency signals. ◮ People are not picky on high-frequency sound ◮ Fourier Transform
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed.
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed. ◮ Drop High-Frequency signal (Details).
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed. ◮ Drop High-Frequency signal (Details). ◮ Run-Length Encoding
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed. ◮ Drop High-Frequency signal (Details). ◮ Run-Length Encoding ◮ Huffman Coding
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed. ◮ Drop High-Frequency signal (Details). ◮ Run-Length Encoding ◮ Huffman Coding ◮ Lossy
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Techniques in JPEG
◮ Employes Discrete Cosine Transform (Specialized Fourier
Transform).
◮ In JPEG2000, Wavelet Transform is employed. ◮ Drop High-Frequency signal (Details). ◮ Run-Length Encoding ◮ Huffman Coding ◮ Lossy ◮ Image may be blurred, with high compression ratio.
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Techniques in MPEG
◮ Intuitive way to store/transfer video is to transfer all images
- ne by one (Raw Data).
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Techniques in MPEG
◮ Intuitive way to store/transfer video is to transfer all images
- ne by one (Raw Data).
◮ By using similarity between adjacent image, it is possible to
remove redundant information, thus compress data.
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Techniques in MPEG
◮ Intuitive way to store/transfer video is to transfer all images
- ne by one (Raw Data).
◮ By using similarity between adjacent image, it is possible to
remove redundant information, thus compress data.
◮ Another way is to “drop” some not so important information.
That is, lossy compression.
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Techniques in MPEG
◮ Intuitive way to store/transfer video is to transfer all images
- ne by one (Raw Data).
◮ By using similarity between adjacent image, it is possible to
remove redundant information, thus compress data.
◮ Another way is to “drop” some not so important information.
That is, lossy compression.
◮ MPEG is based on JPEG. Both of them are lossy to gain more
compression ratio.
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Techniques in MPEG - cnt
◮ Normally, video contains 24 - 30 frams per second
(Film/NTSC)
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Techniques in MPEG - cnt
◮ Normally, video contains 24 - 30 frams per second
(Film/NTSC)
◮ In-Frame Compression: JPEG
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Techniques in MPEG - cnt
◮ Normally, video contains 24 - 30 frams per second
(Film/NTSC)
◮ In-Frame Compression: JPEG ◮ I-frame and P-frame
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Techniques in MPEG - cnt
◮ Normally, video contains 24 - 30 frams per second
(Film/NTSC)
◮ In-Frame Compression: JPEG ◮ I-frame and P-frame ◮ I-frame is stored/transferred completely (high-quality)
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Techniques in MPEG - cnt
◮ Normally, video contains 24 - 30 frams per second
(Film/NTSC)
◮ In-Frame Compression: JPEG ◮ I-frame and P-frame ◮ I-frame is stored/transferred completely (high-quality) ◮ P-frame is stroed/transferred as residue (low-quality)
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Techniques in MPEG - cnt-2
◮ What the coder do:
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Techniques in MPEG - cnt-2
◮ What the coder do: ◮ Find blocks moving on screen and background
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Techniques in MPEG - cnt-2
◮ What the coder do: ◮ Find blocks moving on screen and background ◮ Compress background and moving objects seperately
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Techniques in MPEG - cnt-2
◮ What the coder do: ◮ Find blocks moving on screen and background ◮ Compress background and moving objects seperately ◮ For I-frame, just store/transfer it.
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Techniques in MPEG - cnt-2
◮ What the coder do: ◮ Find blocks moving on screen and background ◮ Compress background and moving objects seperately ◮ For I-frame, just store/transfer it. ◮ For P-frame, predicts movement of blocks, store/transfer
residue
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Techniques in MPEG - cnt-2
◮ What the coder do: ◮ Find blocks moving on screen and background ◮ Compress background and moving objects seperately ◮ For I-frame, just store/transfer it. ◮ For P-frame, predicts movement of blocks, store/transfer
residue
◮ For blocks, it may change. Store/transfer the residue of block
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Techniques in MPEG - cnt-3
◮ Finding moving blocks is hard. So encoding takes more time
than decoding.
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Techniques in MPEG - cnt-3
◮ Finding moving blocks is hard. So encoding takes more time
than decoding.
◮ That’s why different MPEG encoder may produce different
compression result
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Techniques in MPEG - cnt-3
◮ Finding moving blocks is hard. So encoding takes more time
than decoding.
◮ That’s why different MPEG encoder may produce different
compression result
◮ More residue information means better quality and more bits
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Techniques in MPEG - cnt-3
◮ Finding moving blocks is hard. So encoding takes more time
than decoding.
◮ That’s why different MPEG encoder may produce different
compression result
◮ More residue information means better quality and more bits ◮ Less residue information means lower quality and less bits
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Techniques in MPEG - cnt-3
◮ Finding moving blocks is hard. So encoding takes more time
than decoding.
◮ That’s why different MPEG encoder may produce different
compression result
◮ More residue information means better quality and more bits ◮ Less residue information means lower quality and less bits ◮ That’s why action movie requires more bits.
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Outline
Introduction Purpose Animation Sequence Problem Definition Theory about Compression Techniques Techniques in Animation Compression
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Animation Compression
◮ Predictor-Based method:
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices.
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices. ◮ Inter-frame compression: Time-only predictor and residue for
each vertex
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices. ◮ Inter-frame compression: Time-only predictor and residue for
each vertex
◮ Combine them together: Space-Time predictor
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices. ◮ Inter-frame compression: Time-only predictor and residue for
each vertex
◮ Combine them together: Space-Time predictor ◮ Using quantization, we can compress model with degraded
quality.
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices. ◮ Inter-frame compression: Time-only predictor and residue for
each vertex
◮ Combine them together: Space-Time predictor ◮ Using quantization, we can compress model with degraded
quality.
◮ Assumption: Connectivity never change.
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Animation Compression
◮ Predictor-Based method: ◮ In-frame compression: Space-only predictor ◮ That is, transfer only part of vertices. ◮ Inter-frame compression: Time-only predictor and residue for
each vertex
◮ Combine them together: Space-Time predictor ◮ Using quantization, we can compress model with degraded
quality.
◮ Assumption: Connectivity never change. ◮ Dynapack: Space-Time compression of the 3D animations of
triangle meshes with fixed connectivity, Lawrence Ibarria et al.
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Animation Compression-cnt
◮ Skeleton-Based method:
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF).
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate. ◮ Thus we can use sequence of rotation quaternions and
translation vectors to represent each frame.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate. ◮ Thus we can use sequence of rotation quaternions and
translation vectors to represent each frame.
◮ Then it comes to compression of quaternions and vectors,
which is much easier.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate. ◮ Thus we can use sequence of rotation quaternions and
translation vectors to represent each frame.
◮ Then it comes to compression of quaternions and vectors,
which is much easier.
◮ That’s why in most game animation has no deformation.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate. ◮ Thus we can use sequence of rotation quaternions and
translation vectors to represent each frame.
◮ Then it comes to compression of quaternions and vectors,
which is much easier.
◮ That’s why in most game animation has no deformation. ◮ It’s possible to apply Fourier Transform on quaternions.
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Animation Compression-cnt
◮ Skeleton-Based method: ◮ For many models, such as human, there are skeletons. ◮ Skeleton has much less degree of freedom (DOF). ◮ Normally skeletons just rotate and translate. ◮ Thus we can use sequence of rotation quaternions and
translation vectors to represent each frame.
◮ Then it comes to compression of quaternions and vectors,
which is much easier.
◮ That’s why in most game animation has no deformation. ◮ It’s possible to apply Fourier Transform on quaternions. ◮ Efficient Implementation of Quaternion Fourier Transform,
Convolution, and Correlation by 2-D Complex FFT, Soo-Chang Pei et al.
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Animation Compression-cnt 2
◮ What if there is no skeleton?
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Animation Compression-cnt 2
◮ What if there is no skeleton? ◮ Find relative patches by statistics
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Animation Compression-cnt 2
◮ What if there is no skeleton? ◮ Find relative patches by statistics ◮ Then use these patch to represent animations
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Animation Compression-cnt 2
◮ What if there is no skeleton? ◮ Find relative patches by statistics ◮ Then use these patch to represent animations ◮ Add more details progressively.
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Animation Compression-cnt 2
◮ What if there is no skeleton? ◮ Find relative patches by statistics ◮ Then use these patch to represent animations ◮ Add more details progressively. ◮ Skinning Mesh Animation, Doug L. James
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Animation Compression-cnt 3
◮ Decomposition-based compression:
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Animation Compression-cnt 3
◮ Decomposition-based compression: ◮ Decompose the difference between “reference” frame and
“other frame”
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Animation Compression-cnt 3
◮ Decomposition-based compression: ◮ Decompose the difference between “reference” frame and
“other frame”
◮ Add difference progressively
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Animation Compression-cnt 3
◮ Decomposition-based compression: ◮ Decompose the difference between “reference” frame and
“other frame”
◮ Add difference progressively ◮ Use quantization to compromise between bits and quality
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Animation Compression-cnt 4
◮ Geometry Video:
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Animation Compression-cnt 4
◮ Geometry Video: ◮ It is based on Geometry Image: Convert 3D models to 2D
image by generating regular connectivity.
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Animation Compression-cnt 4
◮ Geometry Video: ◮ It is based on Geometry Image: Convert 3D models to 2D
image by generating regular connectivity.
◮ Putting all images for frames together, we have a video.
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Animation Compression-cnt 4
◮ Geometry Video: ◮ It is based on Geometry Image: Convert 3D models to 2D
image by generating regular connectivity.
◮ Putting all images for frames together, we have a video. ◮ Compress it as video.
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Animation Compression-cnt 4
◮ Geometry Video: ◮ It is based on Geometry Image: Convert 3D models to 2D
image by generating regular connectivity.
◮ Putting all images for frames together, we have a video. ◮ Compress it as video. ◮ Geometry videos: a new representation for 3D animations,
Hector M Briceno et al.
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Thank you
◮ More details about techniques will be covered next time.
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