用带纹理的体素面片树表示3D场景,压缩更高效、画质更高。
TeSO: Representing and Compressing 3D Point Cloud Scenes with Textured Surfel Octree
- 用八叉树组织带纹理的立方体面片,实现多尺度表面表达
- 在低码率下渲染质量优于点云和3D高斯基线方法
- 适合需要高质量实时3D流传输的AR/VR应用
3D视觉内容流传输是新兴3D远程存在与增强现实/虚拟现实应用的关键技术。其核心在于一种兼具高质量渲染与高效压缩能力的通用3D表示方法。现有表示如点云、网格和3D高斯各有局限:渲染质量、表面定义或可压缩性不足。本文提出纹理面片八叉树(TeSO),从点云构建,将3D场景表示为八叉树结构上的立方体面片,每个面片附带纹理贴图。通过在粗粒度层级用大面片近似光滑表面,大幅减少所需原始数量,同时通过面片纹理贴图保留高频细节。我们进一步设计了基于八叉树结构的编码压缩方案,有效联合压缩几何与纹理信息。所提方法在更低码率下实现更高渲染质量,优于多个基于点云和3D高斯的基准方法。
原文摘要 · Abstract (English)
3D visual content streaming is a key technology for emerging 3D telepresence and AR/VR applications. One fundamental element underlying the technology is a versatile 3D representation that is capable of producing high-quality renders and can be efficiently compressed at the same time. Existing 3D representations like point clouds, meshes and 3D Gaussians each have limitations in terms of rendering quality, surface definition, and compressibility. In this paper, we present the Textured Surfel Octree (TeSO), a novel 3D representation that is built from point clouds but addresses the aforementioned limitations. It represents a 3D scene as cube-bounded surfels organized on an octree, where each surfel is further associated with a texture patch. By approximating a smooth surface with a large surfel at a coarser level of the octree, it reduces the number of primitives required to represent the 3D scene, and yet retains the high-frequency texture details through the texture map attached to each surfel. We further propose a compression scheme to encode the geometry and texture efficiently, leveraging the octree structure. The proposed textured surfel octree combined with the compression scheme achieves higher rendering quality at lower bit-rates compared to multiple point cloud and 3D Gaussian-based baselines.
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