BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20240214T070242Z LOCATION:Darling Harbour Theatre\, Level 2 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231212T093000 DTEND;TZID=Australia/Melbourne:20231212T124500 UID:siggraphasia_SIGGRAPH Asia 2023_sess209_papers_252@linklings.com SUMMARY:Texture Atlas Compression Based on Repeated Content Removal DESCRIPTION:Technical Papers\n\nYuzhe Luo (State Key Laboratory of CAD & C G, Zhejiang University; LIGHTSPEED STUDIOS); Xiaogang Jin (State Key Labor atory of CAD & CG, Zhejiang University); Zherong Pan and Kui Wu (LIGHTSPEE D STUDIOS); Qilong Kou and Xiajun Yang (Tencent Technology (Shenzhen) Co., LTD); and Xifeng Gao (LIGHTSPEED STUDIOS)\n\nOptimizing the memory footpr int of 3D models can have a major impact on the user experiences during re al-time rendering and streaming visualization, where the major memory over head lies in the high-resolution texture data. In this work, we propose a robust and automatic pipeline to content-aware, lossy compression for text ure atlas. The design of our solution lies in two observations: 1) mapping multiple surface patches to the same texture region is seamlessly compati ble with the standard rendering pipeline, requiring no decompression befor e any usage; 2) a texture image has background regions and salient structu ral features, which can be handled separately to achieve a high compressio n rate. Accordingly, our method contains three phases. We first factor out redundant salient texture contents by detecting such regions and mapping their corresponding 3D surface patches to a single UV patch via a UV-prese rving re-meshing procedure. We then compress redundant background content by clustering triangles into groups by their color. Finally, we create a n ew UV atlas with all repetitive texture contents removed, and bake a new t exture via differentiable rendering to remove potential inter-patch artifa cts. To evaluate the efficacy of our approach, we batch-processed a datase t containing 100 models collected online. On average, our method achieves a texture atlas compression ratio of 81.80% with an averaged PSNR and MS-S SIM scores of 40.68 and 0.97, a marginal error in visual appearance.\n\nRe gistration Category: Full Access, Enhanced Access, Trade Exhibitor, Experi ence Hall Exhibitor URL:https://asia.siggraph.org/2023/full-program?id=papers_252&sess=sess209 END:VEVENT END:VCALENDAR