WO2023116794A1 - Method for compressing and reconstructing texture, audio, and video - Google Patents

Method for compressing and reconstructing texture, audio, and video Download PDF

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Publication number
WO2023116794A1
WO2023116794A1 PCT/CN2022/140848 CN2022140848W WO2023116794A1 WO 2023116794 A1 WO2023116794 A1 WO 2023116794A1 CN 2022140848 W CN2022140848 W CN 2022140848W WO 2023116794 A1 WO2023116794 A1 WO 2023116794A1
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Prior art keywords
data
compression
texture
audio
compressed
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PCT/CN2022/140848
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French (fr)
Inventor
Lei Xu
Wenbo Jin
Qingpeng ZHAO
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Lei Xu
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Publication of WO2023116794A1 publication Critical patent/WO2023116794A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/10Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding
    • H04N19/134Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the element, parameter or criterion affecting or controlling the adaptive coding
    • H04N19/164Feedback from the receiver or from the transmission channel
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/40Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using video transcoding, i.e. partial or full decoding of a coded input stream followed by re-encoding of the decoded output stream
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/42Methods or arrangements for coding, decoding, compressing or decompressing digital video signals characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software implementation
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/46Embedding additional information in the video signal during the compression process
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N19/00Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
    • H04N19/10Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding
    • H04N19/134Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the element, parameter or criterion affecting or controlling the adaptive coding
    • H04N19/154Measured or subjectively estimated visual quality after decoding, e.g. measurement of distortion
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Definitions

  • the present invention belongs to the field of computer technologies, and specifically, relates to a method for compressing and reconstructing a texture, audio, and a video.
  • the present invention provides a method for compressing and reconstructing a texture, audio, and a video.
  • a method for compressing and reconstructing a texture, audio, and a video includes the following steps:
  • (4-2) selecting different compression algorithms and different quality parameters according to a compression ratio, reconstruction stage computing power, and a quality requirement, to generate compressed images of different quality
  • the present invention adopts the forthcoming structure to achieve the following beneficial effects:
  • the method for compressing and reconstructing a texture, audio, and a video provided in the present invention is properly designed and includes the following advantages:
  • FIG. 1 is a flowchart of texture compression of a method for compressing and reconstructing a texture, audio, and a video according to the present invention.
  • FIG. 2 is a flowchart of texture reconstruction of a method for compressing and reconstructing a texture, audio, and a video according to the present invention.
  • orientations or positional relationships such as “center” , “upper” , “lower” , “left” , “right” , “vertical” , “horizontal” , “inner” , and “outer” , are based on the orientations or positional relationships shown in the accompanying drawings, are used merely for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the indicated apparatuses or elements need to have specific orientations or be constructed and perform operations in specific orientations, and therefore, should not be construed as limitations on the present invention.
  • the terms “first” , “second” , and “third” are used merely for the purpose of description, and should not be understood as indicating or implying relative importance.
  • the present invention is further described below in detail with reference to the accompanying drawings.
  • a universal compression and special compression-combined data compression sub-system is established.
  • Data classification information for example, code, configurations, text, models, audio, videos, textures, graphics, images, values, or other types, is used.
  • a universal compression (lossless) algorithm for compression such as 7z, LZMA, or zip,
  • different parameters such as a compression ratio
  • a computing power requirement time consumption for compression and decompression
  • an appropriate lossless or lossy compression algorithm for example, png, jpeg, webp, or the like for images, aac, mp3, or the like for audio, mpeg, mpeg4, H264, H265, VP8, VP9, or the like for videos, as well as a self-developed algorithm
  • different parameters such as a bit rate or resolution, are used according to a timeliness requirement and a user service level, to generate compressed data of different quality.
  • texture data can be used by a GPU without being decompressed, but a compression ratio is not high as compared with RGB888 of which the compression ratio is up to 8: 1, and textures in some games are not compressed.
  • some image compression algorithms such as JPEG, PNG, and WEBP
  • JPEG, PNG, and WEBP have a compression ratio of more than 200: 1 as compared with RGB888 when the quality is acceptable, but these formats cannot be directly used by the GPU.
  • the present invention introduces the following method to resolve a texture compression problem:
  • a texture is decompressed if the texture is in a compressed format, to restore the texture into an ordinary picture format, for example, a BMP format.
  • Different compression algorithms such as JPEG, PNG, and WEBP
  • different quality parameters are selected according to a compression ratio, reconstruction stage computing power, and a quality requirement, to generate compressed images of different quality.
  • the compressed data is recombined according to different requirements (for example, packages with low quality required under a low bandwidth, packages with low reconstruction costs required under low computing power without hardware acceleration, lossless compressed packages with high quality requirements) and repackaged in a manner similar to that of an original package.
  • the parameter is saved as metadata and may be placed at a specific location in a new package or may be a separate file, for use in a reconstruction process.
  • An on-demand reconstruction sub-system for data is implemented on a client in the present invention.
  • the client may select specific compressed data and metadata according to device information and a network condition of the client. After receiving the compressed data and metadata, the client decides, according to a compression format supported locally, whether to decompress and reconstruct (perform transcoding on) the compressed data.
  • a texture part is reconstructed according to a locally supported texture format and guidance of the metadata to convert a picture into a corresponding texture format.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Compression Or Coding Systems Of Tv Signals (AREA)
  • Compression, Expansion, Code Conversion, And Decoders (AREA)

Abstract

The present invention discloses a method for compressing and reconstructing a texture, audio, and a video. Data classification information is used for data compression. The compressed data is recombined according to different requirements, and are repackaged in a manner similar to that of an original package. If a parameter used in a compression process needs to be used in a reconstruction stage, the parameter is saved as metadata and may be put into a new package, for use in a reconstruction process. An on-demand reconstruction sub-system for texture, picture, audio and video data on a client selects specific compressed data and metadata according to device information and a network condition of the client. After receiving the compressed data and the metadata, the client decides, according to a supported compression format, whether to decompress and reconstruct the compressed data. The present invention belongs to the field of computer technologies, and specifically, relates to a method for compressing and reconstructing a texture, audio, and a video.

Description

METHOD FOR COMPRESSING AND RECONSTRUCTING TEXTURE, AUDIO, AND VIDEO TECHNICAL FIELD
The present invention belongs to the field of computer technologies, and specifically, relates to a method for compressing and reconstructing a texture, audio, and a video.
BACKGROUND
With the rapid development of computer technologies and the game industry, the capacities of games and programs explosively increase. The capacities of some large-scale games often exceed 200 GB. Therefore, on the conditions of existing distribution technologies (offline storage media such as compact discs, hard disks, and flash memories, and online download and installation) , distribution, installation, and storage of the games (particularly, mobile games) with large capacities become a problem. Moreover, due to the large capacities of large-scale games and the complex network environments of users, the users usually need to wait several minutes or even dozens of minutes to start a game, which seriously affects the user experience. Moreover, during the long waiting processes, many users give up directly, which in turn indirectly affects profits.
SUMMARY OF THE INVENTION
To resolve the foregoing problems, the present invention provides a method for compressing and reconstructing a texture, audio, and a video.
To implement the foregoing functions, the following technical solutions are adopted in the present invention: A method for compressing and reconstructing a texture, audio, and a video includes the following steps:
(1) establishing a universal compression and special compression-combined data  compression sub-system to perform data compression by using data classification information;
(2) selecting, according to a compression ratio and a computing power requirement for data of code, configurations, text, models, and values that needs to be accurately transmitted, a universal compression algorithm for compression and different compression ratio parameters, to generate compressed data of different levels;
(3) using, according to a timeliness requirement and a user service level for data of audio, videos, graphics, and images, a lossless or lossy compression algorithm and different bit rate or resolution parameters, to generate compressed data of different quality;
(4) introducing, for texture data, the following method to resolve a texture compression problem:
(4-1) restoring, if textures are in a compressed texture format, the textures into a picture format;
(4-2) selecting different compression algorithms and different quality parameters according to a compression ratio, reconstruction stage computing power, and a quality requirement, to generate compressed images of different quality;
(4-3) saving metadata in original compressed texture data as a part of a compression parameter, to guide a reconstruction process of the textures, reduce computing power consumption, and shorten a reconstruction time;
(5) recombining compressed data according to different requirements, and repackaging the data in a manner similar to that of an original package;
(6) saving, if a parameter used in a compression process needs to be used in a reconstruction stage, the parameter as metadata and putting the parameter into a new package for use in a reconstruction process;
(7) selecting, by an on-demand reconstruction sub-system for texture, picture, audio and video data on a client, specific compressed data and metadata according to device information and a network condition of the client; and deciding, by the client according to a supported compression format after receiving the compressed data and  the metadata, whether to decompress and reconstruct the compressed data; and
(8) directly decompressing universally compressed data; checking, for audio, picture, and video data, whether a compressed format is supported locally, and using the audio, picture, and video data directly if the compressed format is supported locally; otherwise, performing format conversion first; and reconstructing a texture part according to a supported texture format and guidance of the metadata to convert a picture into a corresponding texture format.
In a compression process and a reconstruction process, hardware is used as much as possible for encoding and decoding, to improve encoding and decoding efficiency.
The present invention adopts the forthcoming structure to achieve the following beneficial effects: The method for compressing and reconstructing a texture, audio, and a video provided in the present invention is properly designed and includes the following advantages:
(1) Sizes of games are greatly reduced, and costs of game distribution (storage, a bandwidth, a download time, and the like) are lowered. In actual tests of some large-scale games, it is found that after compression of textures, pictures, audio, and videos and universal compression, an overall compression ratio can exceed 5: 1 provided that quality is acceptable.
(2) Requirements of games (programs) for storage capacities of clients (a mobile phone or a computer) are greatly lowered.
(3) In a process of texture reconstruction (picture to compressed texture) , due to the guidance of metadata (a color table, basic colors, and an interpolation range) , the efficiency is increased by more than 1000 times.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a flowchart of texture compression of a method for compressing and reconstructing a texture, audio, and a video according to the present invention; and
FIG. 2 is a flowchart of texture reconstruction of a method for compressing and reconstructing a texture, audio, and a video according to the present invention.
DETAILED DESCRIPTION OF THE EMBODIMENTS
The technical solutions of the present invention are described below clearly and completely with reference to the accompanying drawings. Apparently, the described embodiments are some rather than all of the embodiments of the present invention. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.
In the description of the present invention, it should be noted that the terms indicating orientations or positional relationships, such as "center" , "upper" , "lower" , "left" , "right" , "vertical" , "horizontal" , "inner" , and "outer" , are based on the orientations or positional relationships shown in the accompanying drawings, are used merely for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the indicated apparatuses or elements need to have specific orientations or be constructed and perform operations in specific orientations, and therefore, should not be construed as limitations on the present invention. Furthermore, the terms "first" , "second" , and "third" are used merely for the purpose of description, and should not be understood as indicating or implying relative importance. The present invention is further described below in detail with reference to the accompanying drawings.
As shown in FIG. 1 and FIG. 2, in a method for compressing and reconstructing a texture, audio, and a video provided by the present invention, a universal compression and special compression-combined data compression sub-system is established. Data classification information, for example, code, configurations, text, models, audio, videos, textures, graphics, images, values, or other types, is used.
For data, such as code, configurations, text, models, and values, that needs to be accurately transmitted, a universal compression (lossless) algorithm for compression (such as 7z, LZMA, or zip, ) and different parameters, such as a compression ratio, are selected according to a compression ratio and a computing power requirement (time consumption for compression and decompression) , to generate compressed data of  different levels.
For data such as audio, videos, textures, graphics, and images, an appropriate lossless or lossy compression algorithm (for example, png, jpeg, webp, or the like for images, aac, mp3, or the like for audio, mpeg, mpeg4, H264, H265, VP8, VP9, or the like for videos, as well as a self-developed algorithm) and different parameters, such as a bit rate or resolution, are used according to a timeliness requirement and a user service level, to generate compressed data of different quality.
Due to the existing texture compression algorithms (ASTC, DXT, ETC, and the like) , texture data can be used by a GPU without being decompressed, but a compression ratio is not high as compared with RGB888 of which the compression ratio is up to 8: 1, and textures in some games are not compressed. On the other hand, some image compression algorithms (such as JPEG, PNG, and WEBP) have a compression ratio of more than 200: 1 as compared with RGB888 when the quality is acceptable, but these formats cannot be directly used by the GPU. The present invention introduces the following method to resolve a texture compression problem:
A texture is decompressed if the texture is in a compressed format, to restore the texture into an ordinary picture format, for example, a BMP format.
Different compression algorithms (such as JPEG, PNG, and WEBP) and different quality parameters are selected according to a compression ratio, reconstruction stage computing power, and a quality requirement, to generate compressed images of different quality.
Because compression processes of the existing texture compression algorithm (ASTC, DXT, ETC, and the like) are time-consuming, in the present invention, metadata (a color table, basic colors, an interpolation range, and the like) in original compressed texture data as a part of a compression parameter, to guide a reconstruction process of the textures, reduce computing power consumption, and shorten a reconstruction time.
The compressed data is recombined according to different requirements (for example, packages with low quality required under a low bandwidth, packages with low reconstruction costs required under low computing power without hardware  acceleration, lossless compressed packages with high quality requirements) and repackaged in a manner similar to that of an original package.
If a parameter used in a compression process needs to be used in a reconstruction stage (for example, the compressed texture metadata mentioned above) , the parameter is saved as metadata and may be placed at a specific location in a new package or may be a separate file, for use in a reconstruction process.
An on-demand reconstruction sub-system for data, such as textures, pictures, audio, and videos, is implemented on a client in the present invention. The client may select specific compressed data and metadata according to device information and a network condition of the client. After receiving the compressed data and metadata, the client decides, according to a compression format supported locally, whether to decompress and reconstruct (perform transcoding on) the compressed data.
Universally compressed data is directly decompressed.
For audio, picture, and video data, whether a compressed format is supported locally is checked. The audio, picture, and video data is directly used if the compressed format is supported locally. Otherwise, format conversion (transcoding) is performed first.
A texture part is reconstructed according to a locally supported texture format and guidance of the metadata to convert a picture into a corresponding texture format.
In a compression process and a reconstruction process, hardware is used as much as possible for encoding and decoding, to improve encoding and decoding efficiency.
The present invention and its implementations are described above. Such descriptions are not limitative. The accompanying drawings show only one of the implementations of the present invention, and an actual structure is not limited thereto. In conclusion, structural modes and embodiments that are similar to the technical solutions and that are designed by a person of ordinary skill in the art without creative efforts and without departing from the creation purpose of the present invention shall all fall within the protection scope of the present invention.

Claims (1)

  1. A method for compressing and reconstructing a texture, audio, and a video, comprising the following steps:
    (1) establishing a universal compression and special compression-combined data compression sub-system to perform data compression by using data classification information;
    (2) selecting, according to a compression ratio and a computing power requirement for data of code, configurations, text, models, and values that needs to be accurately transmitted, a universal compression algorithm for compression and different compression ratio parameters, to generate compressed data of different levels;
    (3) using, according to a timeliness requirement and a user service level for data of audio, videos, graphics, and images, a lossless or lossy compression algorithm and different bit rate or resolution parameters, to generate compressed data of different quality;
    (4) introducing, for texture data, the following method to resolve a texture compression problem:
    (4-1) restoring, if textures are in a compressed texture format, the textures into a picture format;
    (4-2) selecting different compression algorithms and different quality parameters according to a compression ratio, reconstruction stage computing power, and a quality requirement, to generate compressed images of different quality;
    (4-3) saving metadata in original compressed texture data as a part of a compression parameter, to guide a reconstruction process of the texture, reduce computing power consumption, and shorten a reconstruction time;
    (5) recombining compressed data according to different requirements, and repackaging the data in a manner similar to that of an original package;
    (6) saving, if a parameter used in a compression process needs to be used in a reconstruction stage, the parameter as metadata and putting the parameter into a new package for use in a reconstruction process;
    (7) selecting, by an on-demand reconstruction sub-system for texture, picture, audio and video data on a client, specific compressed data and metadata according to device information and a network condition of the client; and deciding, by the client according to a supported compression format after receiving the compressed data and the metadata, whether to decompress and reconstruct the compressed data; and
    (8) directly decompressing universally compressed data; checking, for audio, picture, and video data, whether a compressed format is supported locally, and using the audio, picture, and video data directly if the compressed format is supported locally; otherwise, performing format conversion first; and reconstructing a texture part according to a supported texture format and guidance of the metadata to convert a picture into a corresponding texture format.
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