This work covers entire pipeline of a 3D immersive system, comprising acquistion and reconstruction of 3D objects, transforming the 3D objects into popular 3D format, compression of data with MPEG-4 compliant encoders and acquisition of animation motion data. For the acquisition part we created 3D human face object with the help of depth-field camera, in particular we used Microsoft Kinect. We process the raw data given by Kinect and transform it into a mesh, and texture it with photometric data. The reconstructed objects are quiet large in size and need to be compressed for an efficient network transmission. We encoded the objects using MPEG-4 encoder, and measured the performance of scalable mesh encoding techniques. For an interactive immersive application, motion data of player must be cap-tured, which is transmitted to remote client for playing the animation on the virtual character of player. For this purpose MPEG-4 standard defines a Bone Based An-imation to acquire and compress the motion data. We acquired the motion data of a player using a novel algorithm which is compliant to bone based animation. Our proposed approach of extracting motion data is computationally efficient.

3D Graphics Reconstruction, Compression and Animation / Ahmad, Akhlaque. - (2014). [10.6092/polito/porto/2529091]

3D Graphics Reconstruction, Compression and Animation

AHMAD, AKHLAQUE
2014

Abstract

This work covers entire pipeline of a 3D immersive system, comprising acquistion and reconstruction of 3D objects, transforming the 3D objects into popular 3D format, compression of data with MPEG-4 compliant encoders and acquisition of animation motion data. For the acquisition part we created 3D human face object with the help of depth-field camera, in particular we used Microsoft Kinect. We process the raw data given by Kinect and transform it into a mesh, and texture it with photometric data. The reconstructed objects are quiet large in size and need to be compressed for an efficient network transmission. We encoded the objects using MPEG-4 encoder, and measured the performance of scalable mesh encoding techniques. For an interactive immersive application, motion data of player must be cap-tured, which is transmitted to remote client for playing the animation on the virtual character of player. For this purpose MPEG-4 standard defines a Bone Based An-imation to acquire and compress the motion data. We acquired the motion data of a player using a novel algorithm which is compliant to bone based animation. Our proposed approach of extracting motion data is computationally efficient.
2014
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2529091
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