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:20240214T070245Z LOCATION:Meeting Room C4.8\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231214T090000 DTEND;TZID=Australia/Melbourne:20231214T091000 UID:siggraphasia_SIGGRAPH Asia 2023_sess148_papers_252@linklings.com SUMMARY:Texture Atlas Compression Based on Repeated Content Removal DESCRIPTION:Technical Papers, TOG\n\nYuzhe Luo (State Key Laboratory of CA D & CG, Zhejiang University; LIGHTSPEED STUDIOS); Xiaogang Jin (State Key Laboratory of CAD & CG, Zhejiang University); Zherong Pan and Kui Wu (LIGH TSPEED STUDIOS); Qilong Kou and Xiajun Yang (Tencent Technology (Shenzhen) Co., LTD); and Xifeng Gao (LIGHTSPEED STUDIOS)\n\nOptimizing the memory f ootprint of 3D models can have a major impact on the user experiences duri ng real-time rendering and streaming visualization, where the major memory overhead lies in the high-resolution texture data. In this work, we propo se a robust and automatic pipeline to content-aware, lossy compression for texture atlas. The design of our solution lies in two observations: 1) ma pping multiple surface patches to the same texture region is seamlessly co mpatible with the standard rendering pipeline, requiring no decompression before any usage; 2) a texture image has background regions and salient st ructural features, which can be handled separately to achieve a high compr ession rate. Accordingly, our method contains three phases. We first facto r out redundant salient texture contents by detecting such regions and map ping their corresponding 3D surface patches to a single UV patch via a UV- preserving re-meshing procedure. We then compress redundant background con tent by clustering triangles into groups by their color. Finally, we creat e a new UV atlas with all repetitive texture contents removed, and bake a new texture via differentiable rendering to remove potential inter-patch a rtifacts. To evaluate the efficacy of our approach, we batch-processed a d ataset containing 100 models collected online. On average, our method achi eves a texture atlas compression ratio of 81.80% with an averaged PSNR and MS-SSIM scores of 40.68 and 0.97, a marginal error in visual appearance.\ n\nRegistration Category: Full Access\n\nSession Chair: Lin Lu (Shandong U niversity) URL:https://asia.siggraph.org/2023/full-program?id=papers_252&sess=sess148 END:VEVENT END:VCALENDAR