Skip to main content

Dynamic Mesh Coding

Compressing moving 3D surface meshes for real-time immersive environments

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-parameterized mesh surfaces where point-cloud methods are less efficient.

MPEG (ISO/IEC)
Dynamic Mesh Coding

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-parameterized mesh surfaces — where the point-cloud approach V3C uses is less efficient.

Open Source, Built Together

Reference Tools for This Project

The real, running software for this technology — 1 repository.