TeSO represents a point cloud scene as textured surfels on an octree and compresses it with a learned entropy model, reporting lower LPIPS at equal bit-rates than G-PCC, P2ENet, and B2P baselines.
Bits-to-Photon: End-to-End Learned Scalable Point Cloud Compression for Direct Rendering
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abstract
Point cloud is a promising 3D representation for volumetric streaming in emerging AR/VR applications. Despite recent advances in point cloud compression, decoding and rendering high-quality images from lossy compressed point clouds is still challenging in terms of quality and complexity, making it a major roadblock to achieve real-time 6-Degree-of-Freedom video streaming. In this paper, we address this problem by developing a point cloud compression scheme that generates a bit stream that can be directly decoded to renderable 3D Gaussians. The encoder and decoder are jointly optimized to consider both bit-rates and rendering quality. It significantly improves the rendering quality while substantially reducing decoding and rendering time, compared to existing point cloud compression methods. Furthermore, the proposed scheme generates a scalable bit stream, allowing multiple levels of details at different bit-rate ranges. Our method supports real-time color decoding and rendering of high quality point clouds, thus paving the way for interactive 3D streaming applications with free view points.
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TeSO: Representing and Compressing 3D Point Cloud Scenes with Textured Surfel Octree
TeSO represents a point cloud scene as textured surfels on an octree and compresses it with a learned entropy model, reporting lower LPIPS at equal bit-rates than G-PCC, P2ENet, and B2P baselines.