二维细胞动画的表面简化和破边压缩

Vivek Kwatra, J. Rossignac
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引用次数: 2

摘要

数字化细胞动画通常由帧组成,其中包含少量区域,每个区域包含相同颜色的像素,并且随着时间的推移表现出显著的形状一致性。为了利用这种一致性,我们将帧堆栈视为一个3D体,并通过它扫出的3D体V的边界面来表示每个区域的演变。为了降低传输成本,我们对边界曲面进行三角化和简化,然后使用破边压缩方案对其进行编码。为了恢复原始动画的近似值,客户端播放器解压表面,并通过将V与恒定时间平面相交来产生连续的帧。交叉点是通过改进的封顶(即实体裁剪)技术与标准图形硬件实时生成的,该技术可以正确处理重叠的切面。我们已经在真实的和合成的黑白动画上测试了这种方法,并报告了压缩比比使用MPEG、MRLE和GZIP压缩标准产生的压缩比得到同等质量的结果。
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Surface simplification and Edgebreaker compression for 2D cell animations
Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.
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