Paper
21 April 1995 Two- versus three-dimensional object-based coding
Author Affiliations +
Proceedings Volume 2501, Visual Communications and Image Processing '95; (1995) https://doi.org/10.1117/12.206728
Event: Visual Communications and Image Processing '95, 1995, Taipei, Taiwan
Abstract
We propose a new, efficient 2D object-based coding method for very low bit rate video compression based on affine motion compensation with triangular patches under connectivity constraints. We, then, compare this approach with a 3D object-based method using a flexible wireframe model of a head-and-shoulders scene. The two approaches will be compared in terms of the resulting bitrates, peak-signal-to-noise-ratio (PSNR), visual image quality, and execution time. We show that 2D object-based approaches with affine transformations and triangular mesh models can simulate all capabilities of 3D object-based approaches using wireframe models under the orthographic projection, at a fraction of the computational cost. Moreover, 2D object-based methods provide greater flexibility in modeling arbitrary input scenes in comparison to 3D object-based methods.
© (1995) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
A. Murat Tekalp, Yucel Altunbasak, and Gozde Bozdagi "Two- versus three-dimensional object-based coding", Proc. SPIE 2501, Visual Communications and Image Processing '95, (21 April 1995); https://doi.org/10.1117/12.206728
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Cited by 2 scholarly publications.
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KEYWORDS
3D modeling

Motion models

Affine motion model

3D image processing

Motion estimation

Model-based design

Visualization

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