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2007, ACM Multimedia Conference
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10 pages
1 file
D triangular mesh is becoming an increasingly important data type for networked applications such as digital museums, online games, and virtual worlds. In these applications, a multi-resolution rep- resentation is typically desired for streaming large 3D meshes, al- lowing for incremental rendering at the viewers while data is still being transmitted. Such progressive coding, however, introduces dependencies between data. This
2009 11th IEEE International Symposium on Multimedia, 2009
Fast and efficient streaming of detailed 3D model over lossy network has long been a challenge, although progressive compression techniques were proposed long time ago. One reason is that packet loss occurring in unreliable networks is highly unpredictable, and leads to connectivity inconsistency and distortions. In this paper, we address this problem by proposing a receiver-based loss tolerance scheme based on a prediction technique. Our method works without introducing protection bits and retransmission. We stream mesh refinement data on reliable and unreliable networks separately so as to reduce the transmission delay as well as to obtain a satisfactory decompression result. The tests indicate that the decompression is completed quickly, suggesting that it is a practical solution. Moreover, the proposed prediction technique achieves a good approximation of the original mesh with low distortion.
Proceedings Shape Modeling Applications, 2004., 2004
Multiresolution geometry streaming has been well studied in recent years. The client can progressively visualize a triangle mesh from the coarsest resolution to the finest one while a server successively transmits detail information. However, the streaming order of the detail data usually depends only on the geometric importance, since basically a mesh simplification process is performed backwards in the streaming. Consequently, the resolution of the model changes globally during streaming even if the client does not want to download detail information for the invisible parts from a given view point.
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video - NOSSDAV '08, 2008
Progressive mesh streaming enables users to view 3D meshes over the network with increasing level of details, by sending coarse version of the meshes initially, followed by a series of refinements. To optimally increase the rendered mesh quality, refinements should be sent in descending order of their visual contributions based on the user's viewpoint. A common approach is to let the sender decide this sending order, but the computational cost of making this decision prohibits such sender-driven approach from scaling to large number of clients. To improve scalability, we propose a receiver-driven protocol, in which the receiver decides the sending order and explicitly requests the refinements, while the sender simply sends the data requested. The sending order is computed at the receiver by estimating the visibility and visual contributions of the refinements, even before receiving them, with the help of GPU. Experiments show that our protocol reduces the CPU cost of the sender by 24% and the outgoing traffic of the sender by 40%.
2008 IEEE International Conference on Multimedia and Expo, 2008
Nowadays, the Internet provides a convenient medium for sharing complex 3D models online. However, transmitting 3D progressive meshes over networks may encounter the problem of packets loss that can lead to connectivity inconsistency and distortion of the reconstructed meshes. In this paper, we combine reliable and unreliable channels to reduce both time delay and mesh distortion, and we propose an error-concealment scheme for tolerating packet loss when the meshes are transmitted over unreliable network channels. When the loss of connectivity data occurs, the decoder can predict the geometry data and mesh connectivity information, and construct an approximation of the original mesh. Therefore, the proposed error-concealment scheme can significantly reduce the data size required to be transmitted over reliable channels. The results show that both the computational cost of our error-concealment scheme and the distortion introduced by our scheme are small.
Proceedings of the seventeen ACM international conference on Multimedia - MM '09, 2009
Progressive mesh streaming is increasingly used in 3D networked applications, such as online games, virtual worlds, and digital museums. To scale such applications to a large number of users without high infrastructure cost, we apply peer-to-peer techniques to mesh streaming. We consider two issues: how to partition a progressive mesh into chunks and how to lookup the provider of a chunk. For the latter issue, we investigated into two solutions, which trade off server overhead and response time. The first uses a simple centralized lookup service, while the second organizes peers into groups according to the hierarchical structure of the progressive meshes to take advantage of access pattern. Simulation results show that our proposed systems are robust under high churn rate, reduce the server overhead by more than 90%, keep control overhead below 10%, and achieve low average response time.
ACM Transactions on Multimedia Computing, Communications, and Applications, 2014
Online galleries of 3D models typically provide two ways to preview a model before the model is downloaded and viewed by the user: (i) by showing a set of thumbnail images of the 3D model taken from representative views (or keyviews); (ii) by showing a video of the 3D model as viewed from a moving virtual camera along a path determined by the content provider. We propose a third approach called preview streaming for mesh-based 3D objects: by streaming and showing parts of the mesh surfaces visible along the virtual camera path. This article focuses on the preview streaming architecture and framework and presents our investigation into how such a system would best handle network congestion effectively. We present three basic methods: (a) STOP-AND-WAIT, where the camera pauses until sufficient data is buffered; (b) REDUCE-SPEED, where the camera slows down in accordance to reduce network bandwidth; and (c) REDUCE-QUALITY, where the camera continues to move at the same speed but fewer vertices are sent and displayed, leading to lower mesh quality. We further propose two advanced methods: (d) KEYVIEW-AWARE, which trades off mesh quality and camera speed appropriately depending on how close the current view is to the keyviews, and (e) ADAPTIVE-ZOOM, which improves visual quality by moving the virtual camera away from the original path. A user study reveals that our KEYVIEW-AWARE method is preferred over the basic methods. Moreover, the ADAPTIVE-ZOOM scheme compares favorably to the KEYVIEW-AWARE method, showing that path adaptation is a viable approach to handling bandwidth variation.
2008 12th International Conference on Computer Supported Cooperative Work in Design, 2008
Large-volume 3D triangle mesh model has large difficult to render, store, and transmit in Internet. This research investigates a 3D (3-dimension) streaming technology to overcome the difficulties in model transmission over web. Edge collapse based mesh simplification and progressive mesh refinement are studied, which is crucial to establish 3D streaming technology. A prototype with GUI for mesh simplification and refinement and Peer-to-Peer network architecture are developed to implement the 3D streaming technology for internet-enabled transmission of 3D mesh model.
IEEE Visualization, 2005. VIS 05, 2005
Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats, which were designed years ago when meshes were orders of magnitudes smaller, do not account for this. Using such formats to store large meshes is inefficient and complicates all subsequent processing. We describe a streaming format for polygon meshes that is simple enough to replace current offline mesh formats and is more suitable for representing large data sets. Furthermore, it is an ideal input and output format for I/O-efficient out-of-core algorithms that process meshes in a streaming, possibly pipelined, fashion. This paper chiefly concerns the underlying theory and the practical aspects of creating and working with this new representation. In particular, we describe desirable qualities for streaming meshes and methods for converting meshes from a traditional to a streaming format. A central theme of this paper is the issue of coherent and compatible layouts of the mesh vertices and polygons. We present metrics and diagrams that characterize the coherence of a mesh layout and suggest appropriate strategies for improving its "streamability." To this end, we outline several out-of-core algorithms for reordering meshes with poor coherence, and present results for a menagerie of well known and generally incoherent surface meshes.
ACM Transactions on Multimedia Computing, Communications, and Applications, 2006
Streaming 3D graphics have been widely used in multimedia applications such as online gaming and virtual reality. However, a gap exists between the zero-loss-tolerance of the existing compression schemes and the lossy network transmissions. In this article, we propose a generic 3D middleware between the 3D application layer and the transport layer for the transmission of triangle-based progressively compressed 3D models. Significant features of the proposed middleware include. 1) handling 3D compressed data streams from multiple progressive compression techniques. 2) considering end user hardware capabilities for effectively saving the data size for network delivery. 3) a minimum cost dynamic reliable set selector to choose the transport protocol for each sublayer based on the real-time network traffic. Extensive simulations with TCP/UDP and SCTP show that the proposed 3D middleware can achieve the dual objectives of maintaining low transmission delay and small distortion, and thus ...
2006
For PC and even mobile devices, video and image streaming technologies, such as H.264 and JPEG/JPEG 2000, are already mature. However, the 3D model streaming technology is still far from practical use. Therefore, we wonder if 3D model streaming can directly benefit from current image and video streaming technologies. Hence, in this paper, we propose a mesh streaming method based on geometry image [3] to represent a 3D model or a 3D scene and integrate it into an existed client-server multimedia streaming server. In this method, the mesh data of a 3D model is first converted into a JPEG 2000 (J2K) image. Based on the JPEG 2000 streaming technique, the mesh data can then be transmitted over the Internet as a mesh streaming. Furthermore, the view-dependent issue is also taken into account. Moreover, since this method is based on JPEG 2000 standard, our system is much suitable to be integrated into any existed image and video streaming system.
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