426 research outputs found

    Coarse-grained Multiresolution Structures for Mobile Exploration of Gigantic Surface Models

    Get PDF
    We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D surfaces on web environments and common handheld devices. Our methods are based on compressed streamable coarse-grained multiresolution structures. By combining CPU and GPU compression technology with our multiresolution data representation, we are able to incrementally transfer, locally store and render with unprecedented performance extremely detailed 3D mesh models on WebGL-enabled browsers, as well as on hardware-constrained mobile devices

    Mesh compression: Theory and practice.

    Get PDF
    Three-dimensional meshes (3D meshes, for short) are fast becoming an emerging media type, used in a variety of application domains such as engineering design, manufacture, architecture, bio-informatics, medicine, entertainment, commerce, science, defense, etc. The volume of data of this media type that is being circulated on the internet is increasing very rapidly and is being used as frequently as other media types like text, audio (1D), images and video (2D). Hence, 3D meshes need good processing and visualization methods. Also, the sizes of these meshes are much greater than the other media types mentioned above and often exceeds the memory and bandwidth available for their storage and transmission. Compression schemes for such large 3D meshes have become a subject of intense study lately. Meshes are either made up of triangles or quadrilaterals. Meshes made up of only triangles are called triangle meshes and meshes made up of quadrilaterals are called quadrilateral meshes (quad meshes, for short). A mesh is described by specifying its geometry (vertex coordinates) and its connectivity (adjacencies of the triangles or quadrilaterals). Previous research on mesh compression has been mostly for triangle meshes. Quad meshes were traditionally handled by first triangulating them and then applying triangle mesh compression techniques. In order to avoid this additional triangulation step, a direct technique is proposed for compressing and decompressing the connectivity of quad meshes. This technique takes a quad mesh as input and encodes its connectivity as a sequence of opcodes which can be restored back to the quad mesh, using the decompression technique. A data structure called EdgeTable is introduced to aid in the traversal of a quad mesh during compression. Also, a technique based on constrained Delaunay triangulation for reconstructing the connectivity of a 2D mesh from its geometry and a minimum set of edges is proposed. Source: Masters Abstracts International, Volume: 44-03, page: 1393. Thesis (M.Sc.)--University of Windsor (Canada), 2005

    Network streaming and compression for mixed reality tele-immersion

    Get PDF
    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    SDM-NET: Deep Generative Network for Structured Deformable Mesh

    Get PDF
    We introduce SDM-NET, a deep generative neural network which produces structured deformable meshes. Specifically, the network is trained to generate a spatial arrangement of closed, deformable mesh parts, which respect the global part structure of a shape collection, e.g., chairs, airplanes, etc. Our key observation is that while the overall structure of a 3D shape can be complex, the shape can usually be decomposed into a set of parts, each homeomorphic to a box, and the finer-scale geometry of the part can be recovered by deforming the box. The architecture of SDM-NET is that of a two-level variational autoencoder (VAE). At the part level, a PartVAE learns a deformable model of part geometries. At the structural level, we train a Structured Parts VAE (SP-VAE), which jointly learns the part structure of a shape collection and the part geometries, ensuring a coherence between global shape structure and surface details. Through extensive experiments and comparisons with the state-of-the-art deep generative models of shapes, we demonstrate the superiority of SDM-NET in generating meshes with visual quality, flexible topology, and meaningful structures, which benefit shape interpolation and other subsequently modeling tasks.Comment: Conditionally Accepted to Siggraph Asia 201

    High-threshold and low-overhead fault-tolerant quantum memory

    Full text link
    Quantum error correction becomes a practical possibility only if the physical error rate is below a threshold value that depends on a particular quantum code, syndrome measurement circuit, and a decoding algorithm. Here we present an end-to-end quantum error correction protocol that implements fault-tolerant memory based on a family of LDPC codes with a high encoding rate that achieves an error threshold of 0.8%0.8\% for the standard circuit-based noise model. This is on par with the surface code which has remained an uncontested leader in terms of its high error threshold for nearly 20 years. The full syndrome measurement cycle for a length-nn code in our family requires nn ancillary qubits and a depth-7 circuit composed of nearest-neighbor CNOT gates. The required qubit connectivity is a degree-6 graph that consists of two edge-disjoint planar subgraphs. As a concrete example, we show that 12 logical qubits can be preserved for ten million syndrome cycles using 288 physical qubits in total, assuming the physical error rate of 0.1%0.1\%. We argue that achieving the same level of error suppression on 12 logical qubits with the surface code would require more than 4000 physical qubits. Our findings bring demonstrations of a low-overhead fault-tolerant quantum memory within the reach of near-term quantum processors

    A model for adapting 3D graphics based on scalable coding, real-time simplification and remote rendering

    Get PDF
    Most current multiplayer 3D games can only be played on dedicated platforms, requiring specifically designed content and communication over a predefined network. To overcome these limitations, the OLGA (On-Line GAming) consortium has devised a framework to develop distributive, multiplayer 3D games. Scalability at the level of content, platforms and networks is exploited to achieve the best trade-offs between complexity and quality
    corecore