2,504 research outputs found
Robust and Scalable Transmission of Arbitrary 3D Models over Wireless Networks
We describe transmission of 3D objects represented by texture and mesh over unreliable networks, extending our earlier work for regular mesh structure to arbitrary meshes and considering linear versus cubic interpolation. Our approach to arbitrary meshes considers stripification of the mesh and distributing nearby vertices into different packets, combined with a strategy that does not need texture or mesh packets to be retransmitted. Only the valence (connectivity) packets need to be retransmitted; however, storage of valence information requires only 10% space compared to vertices and even less compared to photorealistic texture. Thus, less than 5% of the packets may need to be retransmitted in the worst case to allow our algorithm to successfully reconstruct an acceptable object under severe packet loss. Even though packet loss during transmission has received limited research attention in the past, this topic is important for improving quality under lossy conditions created by shadowing and interference. Results showing the implementation of the proposed approach using linear, cubic, and Laplacian interpolation are described, and the mesh reconstruction strategy is compared with other methods
Survey of Transportation of Adaptive Multimedia Streaming service in Internet
[DE] World Wide Web is the greatest boon towards the technological advancement of modern era. Using the benefits of Internet globally, anywhere and anytime, users can avail the benefits of accessing live and on demand video services. The streaming media systems such as YouTube, Netflix, and Apple Music are reining the multimedia world with frequent popularity among users. A key concern of quality perceived for video streaming applications over Internet is the Quality of Experience (QoE) that users go through. Due to changing network conditions, bit rate and initial delay and the multimedia file freezes or provide poor video quality to the end users, researchers across industry and academia are explored HTTP Adaptive Streaming (HAS), which split the video content into multiple segments and offer the clients at varying qualities. The video player at the client side plays a vital role in buffer management and choosing the appropriate bit rate for each such segment of video to be transmitted. A higher bit rate transmitted video pauses in between whereas, a lower bit rate video lacks in quality, requiring a tradeoff between them. The need of the hour was to adaptively varying the bit rate and video quality to match the transmission media conditions. Further, The main aim of this paper is to give an overview on the state of the art HAS techniques across multimedia and networking domains. A detailed survey was conducted to analyze challenges and solutions in adaptive streaming algorithms, QoE, network protocols, buffering and etc. It also focuses on various challenges on QoE influence factors in a fluctuating network condition, which are often ignored in present HAS methodologies. Furthermore, this survey will enable network and multimedia researchers a fair amount of understanding about the latest happenings of adaptive streaming and the necessary improvements that can be incorporated in future developments.Abdullah, MTA.; Lloret, J.; Canovas Solbes, A.; García-García, L. (2017). Survey of Transportation of Adaptive Multimedia Streaming service in Internet. Network Protocols and Algorithms. 9(1-2):85-125. doi:10.5296/npa.v9i1-2.12412S8512591-
Volumetric Medical Images Visualization on Mobile Devices
Volumetric medical images visualization is an important tool in the diagnosis
and treatment of diseases. Through history, one of the most dificult
tasks for Medicine Specialists has been the accurate location of broken bones
and of the damaged tissues during Chemotherapy treatment, among other
applications; like techniques used in Neurological Studies. Thus these situations
enhance the need of visualization in Medicine. New technologies,
the improvement and development of new hardware as well as software and
the updating of old ones for graphic applications have resulted in specialized
systems for medical visualization. However the use of these techniques
in mobile devices has been poor due to its low performance. In our work,
we propose a client-server scheme, where the model is compressed in the
server side and is reconstructed in a nal thin-client device. The technique
restricts the natural density values to achieve good bone visualization in
medical models, transforming the rest of the data to zero. Our proposal
uses a tridimensional Haar Wavelet Function locally applied inside units
blocks of 16x16x16, similar to the Wavelet Based 3D Compression Scheme
for Interactive Visualization of Very Large Volume Data approach. We also
implement a quantization algorithm which handles error coeficients according
to the frequency distributions of these coe cients. Finally, we made
an evaluation of the volume visualization; on current mobile devices .We
present the speci cations for the implementation of our technique in the
Nokia n900 Mobile Phone
Network streaming and compression for mixed reality tele-immersion
Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
Mobile graphics: SIGGRAPH Asia 2017 course
Peer ReviewedPostprint (published version
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