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Xiajun Yang

dblp:362/9539 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0000-7888-1002ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Image and video coding · 50% Rendering · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.712023
Texture Atlas Compression Based on Repeated Content Removal · SIGGRAPH Asia 2023
Image and video coding
texture compression
0.712023
Texture Atlas Compression Based on Repeated Content Removal · SIGGRAPH Asia 2023

Methods — techniques the papers use, named apart from their topics

texture baking · 0.7remeshing · 0.7image segmentation · 0.7UV unwrapping · 0.7
YearPublicationVenuePosition
2023 Texture Atlas Compression Based on Repeated Content Removal
abstract
Optimizing the memory footprint of 3D models can have a major impact on the user experiences during real-time rendering and streaming visualization, where the major memory overhead lies in the high-resolution texture data. In this work, we propose a robust and automatic pipeline to content-aware, lossy compression for texture atlas. The design of our solution lies in two observations: 1) mapping multiple surface patches to the same texture region is seamlessly compatible with the standard rendering pipeline, requiring no decompression before any usage; 2) a texture image has background regions and salient structural features, which can be handled separately to achieve a high compression rate. Accordingly, our method contains joint operations of image segmentation, re-meshing, UV unwrapping, and texture baking. To evaluate the efficacy of our approach, we batch-processed a dataset containing 100 models collected online. On average, our method achieves a texture atlas compression ratio of 81.41% with an averaged PSNR and MS-SSIM scores of 40.90 and 0.98, a marginal error in visual appearance.
Yuzhe Luo, Xiaogang Jin 0001, Zherong Pan, Kui Wu 0003, Qilong Kou, Xiajun Yang, Xifeng Gao
SIGGRAPH Asia6