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Compression of Cell Animation

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Surface Simplification & Edgebreaker Compression for 2D Cel Animations ... Hardware supported OpenGL stencil buffers to expedite process. Results. Jello (5.6M) ... – PowerPoint PPT presentation

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Title: Compression of Cell Animation


1
Surface Simplification Edgebreaker Compression
for 2D Cel Animations
Vivek Kwatra Jarek Rossignac GVU Center,
College of Computing Georgia Institute of
Technology
2
Cel Animations Example
Foreground Cel
Background Cel
Animation
3
Motivation
  • Need to compress
  • To speed up transmission
  • Want to compress boundary of region
  • Image/video compression too expensive
  • Compress pixels instead of regions
  • MPEG, RLE, Octree, Gzip
  • Applications
  • Entertainment Animations
  • Web-based instruction manuals, tutorials,
    explanations
  • Visualization weather, environmental, medical

4
Cel Animations Observations
  • Collection of regions
  • Uniform color per region
  • Only few colors/regions
  • Shape of region changes slowly with time
  • Want to encode shape instead of pixels

5
Overview
Compression
Decompression
Video
6
Prior Art (building blocks)
  • Iso-surface extraction to build 3D model
  • Marching Cubes Lorensen Cline87
  • Tetrahedral Decomposition Gueziec95
  • Surface simplification for lossy compression
  • Hoppe96, Lindstrom Turk98, Rossignac
    Borrel93, Ronfard Rossignac96
  • Geometric Compression
  • King Rossignac99, King et al00,
    Rossignac99 Edgebreaker, Rossignac
    Szymczak99, Rossignac et al01, Taubin
    Rossignac98, Touma Gotsman98

7
Overview
Compression
Video
Decompression
8
Voxelization
  • Assume animation is segmented into regions
  • Pixels P(x,y,t) sample 3D image-time space
  • We could extract the black/white bounding faces
  • But it would be too jaggy
  • Given region R, we define a scalar field
  • As t changes, R sweeps a volume V

9
Iso-surface Extraction
  • Compute S (bounding surface of V)
  • Interpolate F between pixel centers
  • piecewise constant
  • bilinear interpolation
  • linear interpolation(over triangular elements)
  • Use Marching tetrahedra Gueziec95 simpler and
    more robust than marching cubes

10
Marching Tetrahedra
  • Each cube is divided into five tetrahedra
  • The iso-surface of a tetrahedron is either a
    triangle or a quad
  • Consistent tetrahedral decomposition of cubes
    ensures a watertight mesh

11
Marching Tetrahedra (contd)
  • Tetrahedralization may produce sharp corners
    depends upon the particular decomposition
  • Move corner away from the midpoint to smooth it
    out
  • Result is then independent of tetrahedralization

12
Overview
Compression
Video
Decompression
13
Simplification
  • Triangle count reduced by 95-99 for geometric
    error of less than 0.2
  • Metro Cignoni et al.98
  • Simplify using edge-collapse operations
  • Lindstrom Turk98
  • Degenerate cases
  • Surface folds onto itself
  • Manifold connectivity preserved
  • Surface remains watertight
  • Parity preserved

14
Compression
  • Edgebreaker for connectivity compression
  • Compresses connectivity to 1 bit per triangle
  • Vertex quantization
  • Span the range represented by the animation
  • Predictive encoding for vertices
  • Parallelogram prediction rule
  • Compresses geometry to 13 bits per vertex

...CRSRLECRRRLE (2T bit code C0, L110, R101,
S100, E111)
15
Overview
Compression
Video
Decompression
16
Animation Playback
  • Clip the surface with the plane t frame
  • Paint the front-facing triangles (shown in green
    here) in color of background (black)
  • Paint the back-facing triangles (shown in gray)
    with the region color
  • Degenerate triangles can causing popping
    artifacts

17
Animation Playback (contd)
  • Parity checking logic improved to handle
    overlapping triangles
  • No need for z-buffer
  • Odd parity point on clipping plane is inside the
    solid
  • Even parity Front facing is visible
  • Hardware supported OpenGL stencil buffers to
    expedite process

Parity
Even
Odd
Odd
Even
Clipping Plane
View Plane
18
Results
19
Results (contd)
20
Show Animation
21
Summary
  • Input series of images (uniform regions)
  • Represent each region as pixels
  • Represent its evolution as volume of voxels
  • Compute 3D boundary as iso-surface
  • Simplify while preserving parity test
  • Compress using Edgebreaker
  • Use clipping and stencils to display slices

22
Conclusion Future Work
  • Conclusion
  • Improve cel animation compression
  • Ratios of 200 - 300
  • Leverage existing techniques
  • Iso-surface extraction for binary voxels
  • Simplification
  • Compression
  • Future work
  • Compressing multiple regions together
  • Extensions to other applications
  • medical imaging, weather visualization etc.

23
  • Thank You
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