16,971 research outputs found
Selection strategies for peer-to-peer 3D streaming
In multi-user networked virtual environments such as Sec-ond Life, 3D streaming techniques have been used to pro-gressively 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 unnec-essary latency and message overhead. In this paper, we propose a peer selection strategy for P2P-based 3D stream-ing, where peers exchange information on content availabil-ity incrementally with neighbors. Requestors can thus dis-cover 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
PEER-TO-PEER 3D/MULTI-VIEW VIDEO STREAMING
Abstract The recent advances in stereoscopic video capture, compression and display have made 3D video a visually appealing and costly affordable technology. More sophisticated multi-view videos have also been demonstrated. Yet their remarkably increased data volume poses greater challenges to the conventional client/server systems. The stringent synchronization demands from different views further complicate the system design. In this thesis, we present an initial attempt toward efficient streaming of 3D videos over peer-to-peer networks. We show that the inherent multi-stream nature of 3D video makes playback synchronization more difficult. We address this by a 2-stream buffer, together with a novel segment scheduling. We further extend our system to support multi-view video with view diversity and dynamics. We have evaluated our system under different end-system and network configurations with typical stereo video streams. The simulation results demonstrate the superiority of our system in terms of scalability, streaming quality and dealing with view dynamics
A case for 3D streaming on peer-to-peer networks
One of the most serious issues holding back the widespread of 3D contents on Internet has been their inaccessibility due to large data volume. Many compression and progressive transmission tech-niques, as well as format standards, have been proposed in recent years to make 3D streaming increasingly viable for the efficient and accessible delivery of 3D contents. However, existing propos-als have yet to seriously address one of the most important issues in practical adoption â a systemâs scalability in terms of the number of concurrent users. We argue that due to 3D contents â large data vol-ume and interactive nature, client-server architecture, with its inher-ently fixed resource availability and high cost, will not be suitable to support popular Internet-scale 3D streaming. On the other hand, peer-to-peer (P2P) architectures hold the promise of both scalabil-ity and affordability. In this position paper, we describe the po-tential promises and challenges in adapting 3D streaming to P2P networks, using multi-user networked virtual environment (NVE) as an example. We also propose Flowing LoD (FLoD), a scalable, distributed and fault-tolerant P2P 3D streaming mechanism, that is based on Voronoi-based Overlay Network (VON), a P2P overlay specifically designed for NVE applications
3D Multi-Beam and Null Synthesis by Phase-Only Control for 5G Antenna Arrays
This paper presents an iterative algorithm for the synthesis of the three-dimensional
(3D) radiation pattern generated by an antenna array of arbitrary geometry. The algorithm is
conceived to operate in fifth-generation (5G) millimeter-wave scenarios, thus enabling the support of
multi-user mobile streaming and massive peer-to-peer communications, which require the possibility
to synthesize 3D patterns with wide null regions and multiple main beams. Moreover, the proposed
solution adopts a phase-only control approach to reduce the complexity of the feeding network
and is characterized by a low computational cost, thanks to the closed-form expressions derived
to estimate the phase of each element at the generic iteration. These expressions are obtained from
the minimization of a weighted cost function that includes all the necessary constraints. To finally
check its versatility in a 5G environment, the developed method is validated by numerical examples
involving planar and conformal arrays, considering desired patterns with different numbers of main
beams and nulls
3D video coding and transmission
The capture, transmission, and display of
3D content has gained a lot of attention in the last few
years. 3D multimedia content is no longer con fined to
cinema theatres but is being transmitted using stereoscopic
video over satellite, shared on Blu-RayTMdisks,
or sent over Internet technologies. Stereoscopic displays
are needed at the receiving end and the viewer needs to
wear special glasses to present the two versions of the
video to the human vision system that then generates
the 3D illusion. To be more e ffective and improve the
immersive experience, more views are acquired from a
larger number of cameras and presented on di fferent displays,
such as autostereoscopic and light field displays.
These multiple views, combined with depth data, also
allow enhanced user experiences and new forms of interaction
with the 3D content from virtual viewpoints.
This type of audiovisual information is represented by a
huge amount of data that needs to be compressed and
transmitted over bandwidth-limited channels. Part of
the COST Action IC1105 \3D Content Creation, Coding
and Transmission over Future Media Networks" (3DConTourNet)
focuses on this research challenge.peer-reviewe
Recommended from our members
Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
An Efficient Transport Protocol for delivery of Multimedia An Efficient Transport Protocol for delivery of Multimedia Content in Wireless Grids
A grid computing system is designed for solving complicated scientific and
commercial problems effectively,whereas mobile computing is a traditional
distributed system having computing capability with mobility and adopting
wireless communications. Media and Entertainment fields can take advantage from
both paradigms by applying its usage in gaming applications and multimedia data
management. Multimedia data has to be stored and retrieved in an efficient and
effective manner to put it in use. In this paper, we proposed an application
layer protocol for delivery of multimedia data in wireless girds i.e.
multimedia grid protocol (MMGP). To make streaming efficient a new video
compression algorithm called dWave is designed and embedded in the proposed
protocol. This protocol will provide faster, reliable access and render an
imperceptible QoS in delivering multimedia in wireless grid environment and
tackles the challenging issues such as i) intermittent connectivity, ii) device
heterogeneity, iii) weak security and iv) device mobility.Comment: 20 pages, 15 figures, Peer Reviewed Journa
Enabling collaboration in virtual reality navigators
In this paper we characterize a feature superset for Collaborative
Virtual Reality Environments (CVRE), and derive a component
framework to transform stand-alone VR navigators into full-fledged
multithreaded collaborative environments. The contributions of our
approach rely on a cost-effective and extensible technique for
loading software components into separate POSIX threads for
rendering, user interaction and network communications, and adding a
top layer for managing session collaboration. The framework recasts
a VR navigator under a distributed peer-to-peer topology for scene
and object sharing, using callback hooks for broadcasting remote
events and multicamera perspective sharing with avatar interaction.
We validate the framework by applying it to our own ALICE VR
Navigator. Experimental results show that our approach has good
performance in the collaborative inspection of complex models.Postprint (published version
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