2009
DOI: 10.1016/j.image.2008.10.011
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MPEG-4 Part 25: A graphics compression framework for XML-based scene graph formats

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Cited by 13 publications
(7 citation statements)
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“…The MPEG-4 Codecs were compiled from source code as available at [22] with the MS Visual Studio 2010 compiler. To avoid overhead of MPEG-4 part 25 that deals with loading the supported text formats [23] (XMT/Collada), we interfaced directly the class SC3DMCEncoder and SC3DMCDecoder with an MPEG indexed face set structure that is loaded directly from the input mesh. This way any overhead delays in accessing the MPEG SC3DMC codec are avoided.…”
Section: Resultsmentioning
confidence: 99%
“…The MPEG-4 Codecs were compiled from source code as available at [22] with the MS Visual Studio 2010 compiler. To avoid overhead of MPEG-4 part 25 that deals with loading the supported text formats [23] (XMT/Collada), we interfaced directly the class SC3DMCEncoder and SC3DMCDecoder with an MPEG indexed face set structure that is loaded directly from the input mesh. This way any overhead delays in accessing the MPEG SC3DMC codec are avoided.…”
Section: Resultsmentioning
confidence: 99%
“…It has to be noted, however, that the object based representation used here is not optimized. Even existent coding schemes for objects can create an additional compression factor of up to 70 [11].…”
Section: Discussionmentioning
confidence: 99%
“…First, live-captured full geometry (triangle mesh / point clouds) can be delivered. In particular, we use octree compression for point clouds [15] (available in PCL) and MPEG-4 SC3DMC coding [18] for triangle meshes. Second, MPEG BBA/AFX is used for transmitting motion commands, if a model-based representation (e.g.…”
Section: Real-time Streamingmentioning
confidence: 99%