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2025

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81.5%


  1. School of Arts and Science, Chengdu College of University of Electronic Science and Technology of China, Chengdu, 611731, China
  2. College of Computer Science, Chengdu College of University of Electronic Science and Technology of China, Chengdu, 611731, China



3D animation, K-means, ZIP algorithm, Deflate algorithm, Discrete cosine transform, Animation compression

1. Introduction

The widespread application of 3D animation technology in film and television, gaming, Virtual Reality (VR), and augmented reality (AR) has led to an exponential growth in the scale of 3D Animation Data (3DAD) [1]. These data typically contain a large amount of vertex, polygon, and texture information, resulting in significantly increased storage and transmission costs [2]. For example, a high-quality 3D animated movie may require hundreds of GB or even TB of storage space, which places extremely high demands on hardware resources and network bandwidth [3]. Therefore, how to efficiently compress 3DAD while maintaining its visual quality has become a key issue in current research and applications. In the current field of 3D animation image compression, ultra-high definition video polymorphic primitive encoding and decoding technology has been widely applied. This technology has invented the frame block pixel multi-scale primitive progressive encoding method, which breaks through the efficiency improvement bottleneck of traditional encoding and can greatly compress and encode ultra high definition video data. In terms of compression efficiency, data can be compressed to tens or even hundreds of times its original size. In terms of maintaining image quality, it can restore clarity after being transmitted to the user terminal through the network and decoded. In the UHD video industry, it provides core support for digital TV, Internet and other fields.

Many scholars have conducted extensive research to optimize 3D animation. In terms of 3D animation image processing, Shan F et al. constructed a scaling factor field to ensure the continuous variation of scaling factors between adjacent triangles in animation and video images. This method could significantly enhance the visual transmission and achieve high-precision reconstruction in a short period [4]. Zhao J et al. proposed a scene material planning method based on semantic web technology to solve the problems of single visual effects and insufficient interactivity of 3D animation scenes in VR. The method achieved automatic planning by constructing a material ontology library. This method could significantly enrich the visual expression of animation scenes and enhance interactive diversity [5]. Tang et al. proposed an improved Generative Adversarial Network (GAN) model to address low efficiency in 3D animation scene design and insufficient model recognition accuracy. The improved GAN model reduced the magnitude of computational loss and improved the quality of generated 3D animation scene images [6].

In terms of image compression, Strümpler Y et al. put forth an image compression method built on implicit neural representation to artificially improve the efficiency of image compression. This method outperformed the traditional Draco algorithm in terms of compression ratio and image reconstruction quality [7]. Beemelmanns et al. put forward a point cloud compression technique that combines RNNs and image compression methods to address low compression efficiency and high storage costs in 3D image point cloud data. This method significantly reduced compression rate and improved compression efficiency while maintaining high reconstruction accuracy [8]. Hebbare S B et al. proposed an image encryption and lossless compression method that combines 3D chaotic mapping, DNA encoding, and tuna swarm optimization algorithms to address noise interference, information loss, and insufficient security in image compression and transmission. This method performed well in image compression quality, denoising effect, and security, with a Peak Signal-to-Noise Ratio (PSNR) of 32.33 dB, Structural Similarity (SSIM) of 0.98, and information entropy of 7.99721, which was superior to existing methods [9].

However, existing methods still have certain limitations. Although Shan et al.'s scaling factor field method improves visual continuity, it does not design a compression strategy for the vertex redundancy problem in 3D animation, resulting in a high amount of data; Zhao's semantic web material planning method focuses on optimizing scene interactivity, but neglects the compression efficiency of dynamic frame sequences; Tang's improved GAN model has insufficient generalization ability when dealing with multi frame vertex associations, and the training cost is high. In the field of compression, although Strümpler's implicit neural representation method improves reconstruction quality, the computational complexity increases exponentially with the number of animation frames, making it difficult to adapt to real-time scenes; Beemelmanns' point cloud compression technology does not consider the temporal correlation between animation frames, which limits the improvement of compression rate; Hebbare's lossless compression method ensures security, but without introducing a lossy strategy, the compression rate is only about 30%, which is difficult to meet the storage requirements of large-scale 3D animations.

To solve the above problems and improve the compression effect of 3D animation images, a research proposes an improved K-means algorithm with equal cluster size (Equal Cluster Size K-means, e K-means), combined with the Double Optimization ZIP Algorithm (DZIP). Innovatively introducing equal cluster size constraints to break through the bottleneck of uneven cluster distribution in traditional K-means algorithm; Dynamically adjust the number of clusters to adapt to the vertex features of different types of animations such as characters and landscapes, and achieve data structuring through vertex index rearrangement. The DZIP algorithm innovatively integrates a dual compression strategy and uses Deflate lossless encoding to preserve details for keyframes; Lossy compression is applied to non key frames, utilizing the spatiotemporal correlation between frames to further remove redundancy, significantly improving compression efficiency while ensuring visual quality.

2. Method

2.1. Optimization of 3D Animation Image Structure Based on e K-means Algorithm

With the utilization of 3D animation technology in gaming, VR, and film and television, the widespread application has led to explosive growth in data volume, posing severe challenges to storage and transmission efficiency [10]. To effectively reduce the storage space of 3D animation and improve transmission speed, optimizing the 3DAD structure has become key. To optimize 3D animation images, the first step is to understand their formation process, as shown in Fig. 1.

Fig. 1. The process of forming 3D animation images.

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In Fig. 1, the formation of a 3D animated image is first achieved by determining point positions to form lines, then creating polyhedra based on the lines, and finally rendering them to form a complete image. However, the vertex arrangement of traditional 3DAD is disordered, making it difficult to directly perform clustering compression. The K-means is utilized in clustering tasks since its simplicity, efficiency, and suitability for large-scale data processing [11]. However, the traditional K-means has some drawbacks, such as being very sensitive to the selection of initial clustering centers, which may lead to unstable clustering results. The number of clusters $K$ needs to be pre-set. Choosing the appropriate $K$ value is often a challenge and is also sensitive to noise and outliers [12]. To address these shortcomings, this study proposes an e K-means algorithm that reduces dependence on initial cluster center selection by ensuring that each cluster is of equal size, thereby improving the stability and reliability. The e K-means algorithm calculates the number of cluster centers based on the total number of vertices and the preset sub block size, dynamically adjusts vertex allocation during the iteration process, and ensures that the number of vertices in each cluster strictly matches the sub block size, thereby forcing the constraint of equal cluster sizes. In addition, the e K-means dynamically adjusts the number of clusters during the clustering process, avoiding the problem of needing to pre-set $K$ values. The framework of the K-means algorithm is shown in Fig. 2.

Fig. 2. e K-means algorithm structure diagram.

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In Fig. 2, the e K-means algorithm is an improved clustering algorithm used for structuring 3DAD. It first randomly selects $K$ initial cluster centers from the vertex data of the first frame of the 3 animations. The $K$ is calculated based on the gross of vertices and the size of sub blocks to ensure that the size of each cluster is equal. The initialization calculation of cluster centers is shown in Eq. (1) [13].

(1)
$K = \frac{V}{B}.$

In Eq. (1), $K$ is the amount of cluster centers. $V$ is the total number of vertices in the first frame of the 3D animation. $B$ is the size of each sub block. Next, the algorithm calculates the distance from each vertex to $K$ and assigns the vertices to the clusters represented by the nearest cluster center, forming $K$ clusters. The distance formula is shown in Eq. (2) [14].

(2)
$d_{ij} = \|V_i - C_j\|.$

In Eq. (2), $d_{ij}$ is the Euclidean distance between vertex $V_i$ and cluster center $C_j$. $\|\ \|$ is the calculation of Euclidean distance, which is the second norm of a vector. $V_i$ is the $i$-th vertex. $C_j$ is the $j$-th cluster center. Then, the mean of all vertices in each cluster is calculated and used as the new cluster center. The formula for updating cluster centers is shown in Eq. (3) [15].

(3)
$C'_j = \frac{1}{|S_j|} \sum_{V \in S_j} V_{S_j}.$

In Eq. (3), $C'_j$ is similar to $C_j$. $|S_j|$ is the quantity of vertices in the $j$-th cluster. $S_j$ denotes the $j$-th cluster. $V_{S_j}$ means the vertex in cluster $S_j$. Convergence can be determined by calculating $\tilde{E}$, the sum of the distances from all vertices to the center of their respective clusters. If the value no longer changes significantly or reaches the preset maximum iterations, the algorithm ends; Otherwise, return to the clustering allocation step and continue iterating. The convergence judgment calculation is shown in Eq. (4).

(4)
$\tilde{E} = \sum_{j=1}^{K} \sum_{V \in S_j} \|V_{S_j} - C_k\|.$

In Eq. (4), $\tilde{E}$ is used to determine whether the algorithm converges. Finally, $K$ clusters are output. Each cluster contains an equal number of vertices, and the index value sequence of the cluster is used to reorder the original vertex set, thereby structuring the unordered vertex data into an ordered matrix form. The e K-means algorithm reduces the dependence on the initial cluster center selection by constraining the size of the clusters, improves the stability and reliability of the algorithm, and better adapts to subsequent compression processing. When using the e K-means for image structure optimization, the Sub-Block Size (SBS) of 3D animated images will affect the subsequent compression effect, so it is necessary to choose an appropriate size. The process of selecting SBS is shown in Fig. 3.

Fig. 3. Optimal sub-block size selection process

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In Fig. 3, it is first necessary to determine a set of candidate SBSs based on the characteristics of 3DAD, such as common ones such as $4 \times 4$, $8 \times 8$, $16 \times 16$, $32 \times 32$, etc. Next, the e K-means algorithm is used to cluster the vertex data of each frame of the 3D animation, reordering the vertex data and storing it in matrix form. Then, the vertex matrix of each frame is segmented according to the candidate SBSs. This study applies compression operations such as Discrete Cosine Transform (DCT), quantization, and entropy encoding to each candidate SBS, and then reconstructs it to calculate the reconstruction error. The DCT transform formula is shown in Eq. (5).

(5)
$F(u, v) = \sum_{x=0}^{N-1} \sum_{y=0}^{N-1} f(x, y) \cdot C(u) \cdot C(v) \cdot \cos\left(\frac{(2x+1)u\pi}{2N}\right) \cos\left(\frac{(2y+1)v\pi}{2N}\right).$

In Eq. (5), $F(u, v)$ is the DCT coefficient matrix at position $(u, v)$. $f(u, v)$ is the pixel value at position $(u, v)$ in the sub-block. $C(u)$ and $C(v)$ are normalization factors for DCT coefficients, used to adjust the calculation of DCT transform. $N$ is the size of the sub block. The quantification formula is shown in Eq. (6).

(6)
$Q(u, v) = \text{Round}\left(\frac{B_{dul}F(u, v)}{Q'(u, v)}\right).$

In Eq. (6), $Q(u, v)$ is the quantized DCT coefficient. $Q'(u, v)$ is the quantized value in the quantization table. This study enlarges the DCT coefficient matrix by a factor of $B_{dul}$ based on different images to preserve the floating point data. The reconstruction error calculation is shown in Eq. (7).

(7)
$KGError = \frac{100}{IJ} \sum_{i=1}^{I} \sum_{j=1}^{J} |f_{\text{original}}(i, j) - f_{\text{reconstructed}}(i, j)|.$

In Eq. (7), $KGError$ is the reconstruction error, usually expressed as a percentage. The smaller the value, the closer the compressed data is to the original data during reconstruction, and the better the compression effect. $I$ and $J$ are the number of rows and columns of data. $f_{\text{original}}(i, j)$ is the value of the original data at position $(i, j)$. $f_{\text{reconstructed}}(i, j)$ is the value of the compressed and reconstructed data at position $(i, j)$. Based on the comparison of compression effects under different SBSs, the size that achieves the best balance between compression ratio and reconstruction error is selected. The compression ratio formula is shown in Eq. (8).

(8)
$bpvf = \frac{\text{encoded}_{\text{bits}}}{I \times J}.$

In Eq. (8), $bpvf$ is the number of Bits Per Vertex per Frame (BPVF) used to measure compression ratio. $\text{encoded}_{\text{bits}}$ is the total number of bits after encoding. Finally, the SBS that maximizes the compression rate while ensuring image quality was selected. This process usually requires multiple iterations and adjustments to find the optimal SBS, thereby achieving a balance between computational efficiency and compression effect.

2.2. 3D Animation Image Compression Method Based on DZIP Algorithm

This study utilizes the e K-means to process the structure of 3D animation images, enabling them to better leverage their advantages in subsequent image compression and achieve more efficient and stable clustering effects. This study establishes a SBS selection mechanism based on different images to improve compression performance. However, as a video, the essence of 3D animation is to capture Mark points through motion, and then use the information of Mark to transform it into a computer. The generation process is shown in Fig. 4.

Fig. 4. 3D animation generation process.

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In Fig. 4, the generation process of 3D animation mainly relies on the camera capturing the movements of the captured personnel, constructing corresponding motion models, and generating real-time dynamic models. Finally, a complete 3D animation was obtained by rendering based on the dynamic model. Therefore, each frame action in 3D animation is a separate image and has a certain correlation. The video frames of 3D animation can be divided into Intra-Coded Frames (ICF), Forward Predicted Frames (PF), and Bidirectional Interpolated Frames (BPF) [16]. The compression of 3D animation requires the removal of redundant information, and the process of removing redundant information is shown in Fig. 5.

Fig. 5. Redundant information removal process diagram.

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In Fig. 5, the removal of redundant information in 3D animation compression is a multi-step optimization process. Firstly, the model is simplified through geometric data compression, reducing the number of vertices and polygons and lowering the accuracy of vertex coordinates. Next, the animation data is compressed, keyframes are optimized, and interpolation algorithms are used to generate intermediate frames, reducing the amount of animation data. Texture data are compressed using image compression algorithms or specialized texture formats to reduce texture storage space. Subsequently, spatial and temporal correlations are utilized to remove redundant information in space and time through prediction and differential encoding. Finally, entropy encoding is used to further compress the data, ensuring maximum reduction of data volume while maintaining visual effects, thereby achieving efficient 3D animation compression. The ZIP algorithm, as a conventional compression algorithm, is commonly used for video and image compression, but the compression effect is poor. To further compress 3D animation images, this study proposes a DZIP algorithm, combined with Locally Linear Embedding (LLE) algorithm, and employs both lossless and lossy compression methods for dual optimization. LLE is suitable for processing non-linear structures of high-dimensional data in 3D animation images, and can effectively reduce dimensionality while preserving local geometric features such as topological relationships between vertices and texture details, providing low dimensional and complete basic data for subsequent compression processing. The image data processing flow of DZIP algorithm is shown in Fig. 6.

Fig. 6. DZIP algorithm compression 3D animation process.

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In Fig. 6, the optimization process of DZIP algorithm starts from 3DAD input, and first uses the e K-means algorithm to structurally process the vertex data of each frame. Next, the LLE algorithm is used to reduce the dimensionality of each frame and extract 2D features. In the dimensionality reduction process of LLE algorithm, the Singular Value Decomposition (SVD) of the neighborhood matrix is first calculated. The formula for SVD is shown in Eq. (9).

(9)
$\tilde{A} = \tilde{U}\Sigma\tilde{V}^T.$

In Eq. (9), $\tilde{A}$ is the neighborhood matrix. $\tilde{U}$ and $\tilde{V}$ are SVD matrices. $\Sigma$ is a SVD matrix. In the LLE algorithm, it is necessary to select singular values that make the residual error less than a threshold to determine the dimensionality reduction feature dimension, as shown in Eq. (10).

(10)
$\sigma_k > \epsilon.$

In Eq. (10), $\sigma_k$ is the residual error of the singular value matrix, and $\epsilon$ is a threshold. Subsequently, linear regression is used to map high-dimensional data to a low-dimensional space. The original data are $X^*$, which can be expressed as Eq. (11).

(11)
$X^* = W\Phi(X^*) + b^*.$

In Eq. (11), $W$ denotes the weight matrix. $\Phi(X^*)$ means the feature vector of the original data. $b^*$ is the bias vector. The corresponding minimization error function is shown in Eq. (12).

(12)
$E_{W^*} = \min_{W^*} \sum_{i=1}^{n} \|X^* - W\Phi(X^*) - b^*\|^2.$

In Eq. (12), $E_{W^*}$ is the minimization error function of the weight matrix. The linear relationship between data points in the neighborhood is shown in Eq. (13).

(13)
$x_i = W_i \cdot z_i + b_i, \quad i = 1, 2, \dots, k.$

In Eq. (13), $x_i$ is the $i$-th data point. $W_i$ is the corresponding weight matrix. $z_i$ is a low dimensional vector. $b_i$ is the corresponding bias term. The dimensionality reduction of high-dimensional data also requires calculating the reconstruction error of high-dimensional data as shown in Eq. (14).

(14)
$E_g = \sum_{i=1}^{n} \|x_i - \tilde{x}_i\|^2.$

In Eq. (14), $E_g$ is the reconstruction error of high-dimensional data. $\tilde{x}_i$ is a high-dimensional data point reconstructed from a low dimensional vector $z_i$. The update of dimensionality reduction linear coefficients adopts gradient descent method, as shown in Eq. (15).

(15)
$w_{ij} = \frac{x_i - x_j}{\|x_i - x_j\|^2} k_{ij}.$

In Eq. (15), $w_{ij}$ is the dimensionality reduction linear coefficient. $k_{ij}$ is the similarity between data points, which can be calculated based on the distance relationship between data points. For ICF and PF, this study uses the Deflate algorithm for lossless compression, combined with Lempel-Ziv-77 dictionary encoding and Huffman encoding, to ensure high-precision restoration of these keyframe data. This study uses DCT transform for lossy compression of BPF, including DCT, quantization, and Huffman coding, to reduce data volume and improve compression ratio. Finally, the compressed data is stored as the final compressed file. This optimization process fully utilizes the high fidelity processing of keyframes by lossless compression and the efficient compression of a large number of BPF frames by lossy compression, thereby significantly reducing file size while ensuring the quality of 3D animation.

3. Result

3.1. Performance Analysis of the e K-means

To validate the effectiveness of the e K-means in processing 3D animation image structures and accurately analyze its performance, this study sets up a high-performance experimental platform and compared the K*-Means and Bisecting K-means algorithms [17, 18]. Table 1 shows the specific parameters.

Table 1. Experimental platform parameters and algorithm parameters.

Experimental platform parameters
Parameter name Parameter value
Processor Intel Core i7-10700K @ 3.8 GHz
Memory 32 GB DDR4 @ 3200 MHz
Graphics card NVIDIA GeForce RTX 3080
Operating system Windows 10 Pro 64-bit
Development environment Python 3.8, TensorFlow 2.4, PyTorch 1.7
3D animation software Blender 2.93
Algorithm parameters
Parameter name Parameter Value
Maximum iterations 100
Convergence threshold 0.001
Candidate SBSs 4×4, 8×8, 16×16, 32×32

The experimental dataset uses the Objaverse, which is a large-scale dataset containing over 800,000+ annotated 3D objects. Each object has a name, description, label, and other metadata. This dataset includes static objects, animated objects, characters with annotated parts, decomposable models, indoor and outdoor environments, etc., with diverse visual styles. The 3D animation image structure processing effect of the e K-means is assessed utilizing the reconstruction error KGEerror as the metric. The lower the KGEerr, the better the processing effect. The KGEerrows of the e K-means algorithm for processing different types of 3D animated images under different SBSs are displayed in Fig. 7.

Fig. 7. KGEerror of e K-means processing different types of 3D animation images.

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In Fig. 7 (a), in terms of optimizing the 3D animation image structure of character types, KGEerr gradually decreases with the increase of BPVF. When BPVF is 10, the KGEerrows for SBSs of 4×4, 8×8, 16×16, and 32×32 are 0.98%, 0.69%, 0.26%, and 0.49%. When optimizing the 3D animation image structure of character types, the optimization effect is best when the SBS is 16 × 16. In Fig. 7 (b), when BPVF is 10, the KGEerrows for SBSs of 4 × 4, 8 × 8, 16 × 16, and 32 × 32 are 1.12%, 0.67%, 0.48%, and 0.41%. When optimizing the 3D animation image structure of character types, the optimization effect is best when the SBS is 32 × 32. When BPVF is 10, the corresponding KGEeerror is less than 0.5%. Continuing to increase BPVF has no significant practical significance, so BPVF is determined to be 10. When BPVF is 10, the SBSs for processing 3D animation images of character and landscape types are 16×16 and 32×32. The time required for each algorithm to process different types of 3D animated images is shown in Fig. 8.

Fig. 8. Time taken by various algorithms to process different types of 3D animation images.

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In Fig. 8 (a), when processing 3D animated images of character types, the e K-means algorithm stabilizes at 11.09ms after 25 iterations, with a variance of only 0.32ms, demonstrating strong stability. The K*-Means algorithm has a stable time of 14.83ms and a variance of 0.87ms. The Bisecting K-means algorithm has a stable time of 17.69ms and a variance of 1.15ms. In Fig. 8 (b), when processing landscape type images, the e K-means algorithm is stable at 13.68ms and a variance of 0.45ms. The K*-Means algorithm has a stable time of 18.24ms and a variance of 1.03ms. The Bisecting K-means algorithm has a stable time of 24.12ms and a variance of 1.56ms. It can be seen that e K-means not only has the fastest processing speed, but also has significantly lower variance than the comparison algorithm, indicating that its time fluctuation in different iteration stages is smaller and the clustering process is more stable. The complexity of polyhedra in landscape images results in longer overall processing time, and the variance of various algorithms is slightly higher than that of human image processing scenes, further confirming the impact of data complexity on algorithm stability.

3.2. Analysis of the Compression Performance and Practical Application Effect of DZIP Algorithm

The e K-means algorithm performs well in optimizing 3D animated images. To analyze the performance of the DZIP algorithm, this study compares the Spectral Clustering-based Dynamic Reshaping Model (SCDRM) with the Perceptual Adaptive Compression Algorithm Driven By Perplexity (PACP) [19, 20]. PACP stands out in balancing subjective visual quality and compression efficiency through its perplexity driven perception adaptive compression mechanism. SCDRM dynamically reshapes the model through spectral clustering, effectively mining the structural redundancy of 3D mesh animations. The reconstruction error $E_g$ of each algorithm for dimensionality reduction of different 3D animated images is shown in Fig. 9.

Fig. 9. Reconstruction errors of various algorithms for dimensionality reduction of different 3D animated images.

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In Fig. 9 (a), when processing 3D animated images of character types, when BPVF is 10, the dimensionality reduction reconstruction errors $E_g$ of DZIP, SCDRM, and PACP are 0.34%, 0.42%, and 0.48%, all less than 0.5%, indicating good dimensionality reduction effect. In Fig. 9 (b), when processing landscape type 3D animation images, when BPVF is 10, the $E_g$ values of the three algorithms are 0.49%, 0.78%, and 0.83%, with only DZIP having a $E_g$ value less than 0.5%. Therefore, a BPVF of 10 is more appropriate. Continuing to increase BPVF will waste computing resources and lead to a decrease in computing speed. Due to the influence of LLE algorithm in DZIP algorithm, DZIP has better performance in the dimensionality reduction process of image compression. In this study, different algorithms are used to compress a certain 3D animation, and the utilization of computer CPU resources and RAM usage during the actual compression process are shown in Fig. 10.

Fig. 10. CPU and RAM usage during the actual compression process of a 3D animation using different algorithms.

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In Fig. 10 (a), the CPU resource utilization rate of the SCDRM model remains above 40% and shows an upward trend over time until the compression task is completed in 21 hours. DZIP maintained a CPU resource utilization rate of around 37.84% during image compression, completing the compression task in just 16 hours. In Fig. 10 (b), DZIP has a lower RAM usage due to the removal of redundant information during compression, resulting in fewer cache files. When completing the compression task, the RAM usage rate is only 46.24%. The RAM occupancy rates of SCDRM and PACP during compression tasks are 68.57% and 89.98%. DZIP can compress 3D animations faster and has lower computer resource utilization. To further analyze the practical application of e K-means and DZIP, this study selects four 3D animation files for processing, each with a duration of 1 hour and file sizes of 4.86GB, 4.57GB, 3.98GB, and 4.65GB. The video quality of the animation is evaluated using Video Multi-Method Assessment Fusion (VMAF) as the evaluation metric. VMAF is a video quality evaluation metric developed by Netflix, which integrates multiple basic indicators such as visual information fidelity, and can retain the evaluation advantages of each basic indicator. The numerical range of VMAF is from 0 to 100, where 0 means the lowest quality and 100 denotes the highest quality. Table 2 shows the processing effect of e K-means combined with DZIP on all video files.

Table 2. Processing results of 3D animation files.

Algorithm Original (GB) Compressed (GB) Compressibility (%) Average CPU usage (%) VMAF Compression time (minutes)
e K-means DZIP 4.86 2.67 45.23 35.34 92.50 15.30
4.57 2.37 48.15 37.89 91.75 14.20
3.98 1.99 50.10 36.12 93.20 12.50
4.65 2.46 47.85 34.56 90.80 16.10
Average 4.52 2.37 47.83 35.98 92.06 14.53
SCDRM 4.86 2.91 40.12 58.45 89.50 18.20
4.57 2.64 42.34 56.89 88.75 17.50
3.98 2.21 44.56 54.34 90.20 15.80
4.65 2.71 41.78 57.12 87.90 19.10
Average 4.52 2.62 42.20 56.70 89.09 17.65
PACP 4.86 3.13 35.67 62.34 85.50 22.30
4.57 2.84 37.89 60.56 84.75 21.50
3.98 2.42 39.12 68.90 86.20 20.10
4.65 2.96 36.45 61.23 83.90 23.40
Average 4.52 2.84 37.28 63.26 85.09 21.83

In Table 2, the performance of e K-means combined with DZIP in 3D animation compression is significantly better than SCDRM and PACP. Taking a 4.86GB 3D animation file as an example, the file size compressed by e K-means combined with DZIP is 2.67GB (variance 0.12GB), the compression rate is 45.23% (variance 1.05%), the VMAF reaches 92.50, and the compression time is 15.30 minutes (variance 0.62 minutes). The SCDRM compresses the file with a size of 2.91GB (variance 0.21GB), a compression rate of 40.12% (variance 1.32%), VMAF of 89.50 (variance 1.15), and a compression time of 18.20 minutes (variance 0.98 minutes); The corresponding results of PACP algorithm are 3.13GB (variance 0.25GB), 35.67% (variance 1.58%), 85.50 (variance 1.42), and 22.30 minutes (variance 1.24 minutes). This indicates that the combination of e K-means and DZIP can compress files more efficiently and with shorter processing time while ensuring higher video quality. In addition, the average CPU usage of e K-means DZIP is 35.98%, which is lower than the 56.70% and 63.26% of SCDRM and PACP, demonstrating its advantage in resource utilization. In contrast, PACP has the worst performance, the lowest compression ratio, and the longest time consumption, and VMAF is also the lowest, indicating its shortcomings in compression efficiency and video quality. Overall, the combination of eK-means and DZIP performs the best in terms of compression rate, video quality, resource utilization, and compression time, making it an efficient 3D animation image compression algorithm.

4. Discussion

The excellent performance of the proposed e K-means combined with DZIP algorithm in 3D animation image compression lies in the synergistic effect of two-stage optimization. e K-means solves the problem of unstable clustering in traditional K-means by imposing equal cluster size constraints, making vertex data more structured and balanced, laying the data foundation for subsequent compression. Compared with the improved GAN model proposed by Tang et al., the DZIP algorithm performs more stably in handling complex 3D animation processing. Although GAN models can improve the quality of scene image generation, they are prone to problems such as slow training convergence and insufficient compression efficiency when facing large-scale vertex data. The DZIP algorithm, through structured clustering and hierarchical compression strategies, maintains a VMAF score of 92.06 (close to visual lossless) while increasing the average compression rate to 47.83%, and keeping CPU usage below 38%, making it more suitable for batch processing of high complexity animations. Compared with ShanF et al.'s scaling factor field method, DZIP algorithm not only focuses on the continuity of visual effects, but also achieves a breakthrough in compression efficiency by combining equal cluster size clustering with DCT transform. Although Shan et al.'s method can improve reconstruction accuracy, it does not design compression strategies for the spatiotemporal redundancy characteristics of 3D animation. The DZIP algorithm adopts a dual-mode of lossless compression for keyframes and lossy compression for non keyframes, which precisely utilizes the correlation between animation frames. This is also the core reason why its compression time is shortened by more than 30% compared to traditional methods. The method proposed by the research institute has significant advantages in resource consumption. This is due to the fast convergence characteristics of eK means and the redundant information layer removal mechanism of DZIP algorithm. The results support the view that "structured preprocessing can improve compression efficiency" and fill the theoretical gap in the collaborative optimization of clustering algorithms and encoding strategies in 3D animation compression.

However, the application of technology is still constrained by practical conditions. In terms of hardware, differences in computing power of terminal devices may affect the decoding speed of DZIP; Network bandwidth fluctuations can cause delays in high compression rate data transmission; Real time requirements (such as VR/AR interaction) pose higher challenges to algorithm complexity. These limitations may delay the implementation of technology on mobile devices or in low bandwidth scenarios. In the future, artificial intelligence technology can be combined to deepen research: using deep learning to optimize the initial cluster center selection of eK means and adaptive decision-making based on Service Based Systems, reducing manual intervention; Introducing reinforcement learning to dynamically adjust the compression strategy of DZIP, balancing real-time performance and compression rate; Explore the integration of generative artificial intelligence and compression technology, repair compression losses through generative models, and further break through quality bottlenecks. At the same time, the lightweight algorithm version developed for edge computing scenarios can broaden its application in the field of real-time interaction.

5. Conclusion

The aim of this study was to perfect the compression quality and efficiency of 3D animation images, and to propose e K-means and DZIP. The e K-means optimized the structure of 3D animated images by ensuring that each cluster was of equal size, improving the stability and reliability of clustering. DZIP combined lossless compression and lossy compression techniques, using LLE for dimensionality reduction and Deflate for keyframe compression, further improving the compression effect. In the experiment, the proposed e K-means achieved KGErrors of 0.26% and 0.41% when processing 3D animated images of characters and landscapes, corresponding to optimal SBSs of 16×16 and 32×32. DZIP performed well in dimensionality reduction, with $E_g$ values of 0.34% and 0.49% for character and landscape animations. In practical applications, the average compression rate of the method combining e K-means and DZIP reached 47.83%, and VMAF reached 92.06, indicating that the compressed video quality remains at a high level. At the same time, the average compression time has been shortened to 14.53 minutes, and the CPU utilization rate remained below 38%, reflecting the efficiency and low resource consumption of the algorithm. However, there are still some limitations to the research methods. The performance of the e K-means depends on the initial selection of SBSs, which may require manual adjustments for different datasets. In addition, the complexity of the DZIP algorithm may impose certain limitations on real-time applications. Future research directions include automating the SBS selection process and optimizing the DZIP algorithm to achieve real-time compression. Future exploration should combine machine learning models with hybrid compression techniques to further improve compression efficiency and quality.

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Xiang Feng
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Xiang Feng received his bachelor of arts degree from University of Electronic Science and Technology of China in 2010 and a master of engineering in the field of software engineering from Sichuan University in 2012. His main research interests include animation production technology, and film and television visual effects design, etc.

Maoyi Li
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Maoyi Li was graduated from Chengdu University of Information Technology in 2020 with a Master’s degree in Agricultural Informatization. His main research interests include cloud computing technology, as well as the study of informatization technologies such as data communication and algorithm research.