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2009, Proceedings of the seventeen ACM international conference on Multimedia - MM '09
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10 pages
1 file
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.
2008
Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. However, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer (P2P) networks for 3D streaming, and argue that due to the non-linear access patterns of 3D content, P2P 3D streaming is a new class of applications apart from existing media streaming and requires new investigations.
2006
Interactive 3D contents on the Internet have yet become popular due to their large data volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary for real-time content interactions and manipulations. However, the heavy data and processing requirements of 3D streaming challenge the scalability of current client-server-based delivery methods. We propose the use of peerto-peer (P2P) networks to make 3D streaming more scalable and affordable, so that interactive 3D contents may see wider adoptions.
2008
In multi-user networked virtual environments such as Second Life, 3D streaming techniques have been used to progressively download and render 3D objects and terrain, so that a full download or prior installation is not necessary. As existing client-server architectures may not scale easily, 3D streaming based on peer-to-peer (P2P) delivery is recently proposed to allow users to acquire 3D content from other users instead of the server. However, discovering the peers who possess relevant data and have enough bandwidth to answer data requests is non-trivial. A naive query-response approach thus may be inefficient and could incur unnecessary latency and message overhead. In this paper, we propose a peer selection strategy for P2P-based 3D streaming, where peers exchange information on content availability incrementally with neighbors. Requestors can thus discover suppliers quickly and avoid time-consuming queries. A multi-level area of interest (AOI) request is also adopted to avoid request contention due to concentrated requests. Simulation results show that our strategies achieve better system scalability and streaming performance than a naive query-response approach.
ACM Multimedia Conference, 2007
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
International Journal of Advanced Media and Communication, 2010
Peer-to-Peer streaming support for 3D content (i.e., P2P 3D streaming) has recently been proposed to provide affordable and real-time virtual environment (VE) content delivery. However, the generally limited client upload bandwidth requires maximal bandwidth utilization for effective streaming. This paper proposes Bandwidth-Aware Peer Selection (BAPS), a peer selection strategy that improves the bandwidth utilization for 3D streaming. BAPS avoids request contention and peer overloading as object and user densities increase, thus improving both bandwidth utilization and system scalability. We compare BAPS with strategies that select from only peers within the area of interest (AOI) as data sources and do not consider bandwidth capacity. Our evaluation shows that BAPS achieves better performance in general, and maintains a stable minimal quality of service (QoS) for streaming, which is important for commercial applications.
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.
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 ...
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%.
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.
Journal of Computer Science, 2012
The complexity in 3D virtual environment over the web is growing rapidly every day. This 3D virtual environment comprises a set of structured scenes and each scene has multiple 3D objects/meshes. Therefore the granular level of the block in a virtual environment is the object. In a virtual environment, it is required to give user interactions for every 3D object and at any point of time, it is enough if the system streams and brings in only the visible portion of the object from the server to the client by utilizing the limited network bandwidth and the limited client memory space. This streaming would reduce the time to present the rendered object to the requested clients. Further to reduce the time and effectively utilize the bandwidth and memory space, in the proposed study, an attempt is made to exploit the user interaction on 3D object and built a predictive agent which would minimize the latency in the rendering of the 3D mesh that is being streamed. The experiment result shows that the rendering time and cache miss rates are significantly reduced with the predictive agent.
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