249 research outputs found

    Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches

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    Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Online MoCap Data Coding with Bit Allocation, Rate Control, and Motion-Adaptive Post-Processing

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    With the advancements in methods for capturing 3D object motion, motion capture (MoCap) data are starting to be used beyond their traditional realm of animation and gaming in areas such as the arts, rehabilitation, automotive industry, remote interactions, and so on. As the amount of MoCap data increases, compression becomes crucial for further expansion and adoption of these technologies. In this paper, we extend our previous work on low-delay MoCap data compression by introducing two improvements. The first improvement is the bit allocation to long-term and short-term reference MoCap frames, which provides a 10-15% reduction in coded bitrate at the same quality. The second improvement is the post-processing in the form of motion-adaptive temporal low-pass filtering, which is able to provide another 9-13%savings in the bitrate. The experimental results also indicate that the proposed online MoCap codec is competitive with several state-of-the-art offline codecs. Overall, the proposed techniques integrate into a highly effective online MoCap codec that is suitable for low-delay applications, whose implementation is provided alongside this paper to aid further research in the field

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

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    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

    Network streaming and compression for mixed reality tele-immersion

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

    Adaptive Streaming in Mobile Network

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    Mobile ecommerce is immersed rapid familiar to other high-flying Internet markets. With the fast developing of wireless connections and Internet, electronic commerce more and more moves to mobile environment. Streaming, as a rapid growing application in Internet, will be more used in mobile ecommerce. In this paper, we’ll review the network protocol used in mobile ecommerce and streaming technology. An optimized architecture is given based on MPEG-4 and Mobile Ipv6. The core streaming protocol used in this architecture is RTSP/RTP proposed by IETF. This system gives one possible implementation of streaming over wireless network. Two key bottlenecks we found in this project are wireless bandwidth and mobile client power. To avoid the two problems, self-adaptive methodology is used. Let streaming application be adaptive to the wireless network environment to improve streaming performance
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