
Dynamic Mesh Coding (V-DMC, Video-based Dynamic Mesh Coding, ISO/IEC 23090-29) is an MPEG standard from ISO/IEC JTC 1/SC 29/WG 7 (Coding of 3D Graphics and Haptics) for compressing 3D meshes whose geometry, connectivity and attributes change per frame -- for example animated avatars, characters or performance-capture content. Rather than coding a mesh's full geometry directly, V-DMC reduces each frame to a simplified "basemesh" (a connectivity structure that may itself change per frame) plus per-frame displacement offsets that refine the geometry, along with a texture atlas, and then reuses existing video codecs (HEVC, VVC) to compress that data.
This differs from MPEG V3C Immersive Platform, which is point-cloud based; V-DMC targets well-parameterised mesh surfaces where point-cloud methods are less efficient.
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The Problem It Solves
A moving 3D mesh, an animated character or a performance capture, has geometry, connectivity and attributes that all change per frame, and coding that directly has no practical hardware path. V-DMC reduces each frame to a simplified basemesh plus per-frame displacement offsets and a texture atlas, then hands that data to existing video codecs (HEVC, VVC) rather than defining a new one. That reuse is what makes dynamic mesh content deliverable at all on mobile-class hardware, for the specific case, well-parameterised mesh surfaces, where the point-cloud approach V3C uses is less efficient.
Latest updates and roadmap
Status on 4 November 2026
brought to study
on-going
- Initial implementation of V-DMC web decoder and player
outcomes
The project at a glance
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The specifications this technology is built on.
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The open-source software that implements it.
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