On the coding of active quadtree mesh
We consider the coding of a quadrangular mesh structure generated by a multiresolution deformable quadtree algorithm. Such a structure has been found efficient for region based video coding, but few works deal with the coding of the mesh structure. We propose to use the rules of the mesh generation to significantly reduce the number of bits required for the coding of the nodes position defining the mesh structure. This reduction induces an improvement of either the image quality or either the global bit rate.