LEE- Bilgisayar Mühendisliği Lisansüstü Programı
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Yazar "Bahçe Gülbak, Canan" ile LEE- Bilgisayar Mühendisliği Lisansüstü Programı'a göz atma
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ÖgeCompression of geometry videos by 3D-SPECK wavelet coder(Lisansüstü Eğitim Enstitüsü, 2021) Bahçe Gülbak, Canan ; Bayazıt, Uluğ ; 723134 ; Bilgisayar MühendisliğiA geometry image represents a manifold surface in 3D space as an 2D array of 3D points. This involves 3 steps : First, cutting the manifold which essential defines the boundary of the square, second, defining the parametrization which defines the interior of the square and lastly, rasterizing and scan converting the geometry and applying compression to it. By representing manifold 3D objects using a global 2D parametrization (mapping) it is possible to use existing video techniques to represent 3D animations. 2D-SPECK coder, discovered by Islam and Pearlman, codes sets of DWT coefficients grouped within subbands. SPECK coder is different from the other schemes in that it does not use trees which span and also exploits the similarity accross different subbands. It makes use of sets in the form of blocks. The main idea is to exploit the clustering of energy in frequency and space in the hierarchical structures of wavelet transformed images. 3D-SPECK coder, is an extension of the 2D-SPECK algorithm for compressing 3D data with high coding efficiency. A geometry video is formed as a sequence of geometry images where each frame is a remeshed form of a frame of an animated mesh sequence. For efficiently coding geometry videos by exploiting temporal as well spatial correlation at multiple scales, this thesis proposes the 3D-SPECK algorithm which has been successfully applied to the coding of volumetric medical image data and hyperspectral image data in the past. The thesis also puts forward several postprocessing operations on the reconstructed surfaces that compensate for the visual artifacts appearing in the form of undulations due to the loss of high frequency wavelet coefficients, cracks near geometry image boundaries due to vertex coordinate quantization errors and serrations due to regular or quad splitting triangulation of local regions of large anisotropic geometric stretch. Experimental results on several animated mesh sequences demonstrate the superiority of the subjective and objective coding performances of the newly proposed approach to those of the commonly recognized animated mesh sequence coding approaches at low and medium coding rates.