By Jean-Luc Dugelay, Atilla Baskurt, Mohamed Daoudi
The arriving, and carrying on with evolution, of top of the range 3D items has been made attainable by means of fresh development in 3D scanner acquisition and 3D photographs rendering. With this expanding caliber comes a corresponding elevate within the dimension and complexity of the information documents and the need for advances in compression recommendations. potent indexing to facilitate the retrieval of the 3D info is then required to successfully shop, seek and recapture the gadgets which have been compressed. the applying of 3D pictures in fields reminiscent of communications, medication and the army additionally demands copyright safeguard, or watermarking, to safe the knowledge for transmission.
Written via professional members, this well timed textual content brings jointly the 3 vital and complementary issues of compression, retrieval and watermarking thoughts for 3D objects. 3D item processing functions are constructing speedily and this e-book tackles the demanding situations and possibilities awarded, targeting the safe transmission, sharing and looking of 3D gadgets on networks, and includes:
- an advent to the widely used 3D illustration schemes; the features, benefits and barriers of polygonal meshes, floor established types and volumetric models;
- 3D compression strategies; the 3D coding and interpreting schemes for decreasing the scale of 3D facts to lessen transmission time and reduce distortion;
- state of the artwork responses to the intrinsic demanding situations of establishing a 3D-model seek engine, contemplating view-based, structural and full-3D approaches;
- watermarking ideas for making sure highbrow estate defense and content material safety with out changing the visible caliber of the 3D item.
3D item Processing: Compression, Indexing and Watermarking is a useful source for graduate scholars and researchers operating in sign and photograph processing, machine aided layout, animation and imaging structures. working towards engineers who are looking to extend their wisdom of 3D video gadgets, together with info compression, indexing, defense, and copyrighting of knowledge, also will locate this publication of serious use. content material:
Chapter 1 easy heritage in 3D item Processing (pages 5–43): Guillaume Lavoue
Chapter 2 3D Compression (pages 45–86): Guillaume Lavoue, Florent Dupont and Professor Atilla Baskurt
Chapter three 3D Indexing and Retrieval (pages 87–138): Stefano Berretti, Mohamed Daoudi, Alberto Del Bimbo, Tarik Filali Ansary, Pietro Pala, Julien Tierny and Jean?Phillippe Vandeborre
Chapter four 3D item Watermarking (pages 139–183): Jihane Bennour, Professor Jean?Luc Dugelay, Emmanuel Garcia and Dr Nikos Nikolaidis
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Additional resources for 3D Object Processing: Compression, Indexing and Watermarking
2004) (where a color is used to represent a plane). 2 3D Data Source There are several ways to produce 3D content, but basically we can distinguish two principal classes: • The acquisition, which reproduces a real-world object, like a camera for 2D images. • The manual creation, using specific software, similar to a painting of 2D images. 1 Acquisition The main objective is to create a 3D object which reproduces a given realworld object, like a photograph represents a real-world image. g. g. tomography).
Some real 3D metrics (ad hoc) are used to control mesh simplification algorithms, which consist of reducing the number of vertices while preserving the visual appearance. Kim et al. 22) with Q a quadratic distance, T a normal vector difference and C a discrete curvature difference. In a different way, Howlett et al . (2005) pilot their simplification algorithm so as to emphasize visually salient features, determined by an eye tracking system. Lee et al. (2005) followed a similar approach but automatically extract the saliency from the input mesh by computing kinds of multiresolution curvature maps.
Lastly, it is an extremely compact model since a smooth surface is represented by a coarse control mesh (thus no need to encode node vectors or trimming curves as for the NURBS). For all these reasons, subdivision surfaces are now widely used in computer graphics and 3D imaging, and particularly in the fields of animation, reconstruction and CAD, and have been integrated into the MPEG-4 standard (MPEG-4 2002). One of the main drawbacks of subdivision is the lack of parametric formulations. Thus they cannot be directly evaluated at any points.
3D Object Processing: Compression, Indexing and Watermarking by Jean-Luc Dugelay, Atilla Baskurt, Mohamed Daoudi