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A Sampling-based 3D Point Cloud Compression Algorithm for Immersive Communication

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Abstract

3D point cloud is one of the most common and basic 3D object representation model that is widely used in virtual/augmented reality applications, e.g., immersive communication. Compression of 3D point cloud is a big challenge because of its huge data volume and irregular data structure. In this paper, we propose a sampling-based compression algorithm for 3D point clouds. First, a 3D point cloud was resampled by a graph filter to obtain a subset of representative 3D points. Then, the representative points were compressed by the G-PCC (geometry-based point cloud compression) encoder software that was released by MPEG. Finally, the decoded representative points were used to reconstruct the original 3D point clouds by a CNN-based up-sampling approach. Experimental results demonstrate that a significant (73.15%) bit rate reduction can be achieved by the proposed 3D point cloud compression algorithm with minimal quality degradation of the reconstructed 3D point clouds.

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Acknowledgements

This work was supported in part by Shenzhen Science and Technology Research and Development Funds under Grant JCYJ20170818103244664; in part by the National Natural Science Foundation of China under Grants 61571274 and 61871342; in part by the National Key R&D Program of China under Grants 2018YFC0831003; in part by the Shandong Provincial Key Research and Development Plan under Grant 2017CXGC1504; in part by the open project program of state key laboratory of virtual reality technology and systems, Beihang University, under Grant VRLAB2019B03; and in part by the Young Scholars Program of Shandong University (YSPSDU) under Grant 2015WLJH39.

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Yuan, H., Zhang, D., Wang, W. et al. A Sampling-based 3D Point Cloud Compression Algorithm for Immersive Communication. Mobile Netw Appl 25, 1863–1872 (2020). https://doi.org/10.1007/s11036-020-01570-y

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