9 research outputs found

    AN INTERACTIVE REMOTE VISUALIZATION SYSTEM FOR MOBILE APPLICATION ACCESS

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    This paper introduces a remote visualization approach that enables the visualization of data sets on mobile devices or in web environments. With this approach the necessary computing power can be outsourced to a server environment. The developed system allows the rendering of 2D and 3D graphics on mobile phones or web browsers with high quality independent of the size of the original data set. Compared to known terminal server or other proprietary remote systems our approach offers a very simple way to integrate with a large variety of applications which makes it useful for real-life application scenarios in business processes

    Selection strategies for peer-to-peer 3D streaming

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    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

    A case for 3D streaming on peer-to-peer networks

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    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 – a system’s scalability in terms of the number of concurrent users. We argue that due to 3D contents ’ 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

    Segmentação de ambientes virtuais urbanos para vizualização em arquitecturas com recursos limitados

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    Tese de Mestrado. Tecnologia Multimédia. Faculdade de Engenharia. Universidade do Porto. 200

    Streaming of Complex 3D Scenes for Remote Walkthroughs

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    Streaming of Complex 3D Scenes for Remote Walkthroughs

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    We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the entire scene from the server. Our algorithm achieves this by selectively transmitting only small parts of the scene and lower quality representations of objects, based on the user's viewing parameters and the available connection bandwidth. An online optimization algorithm selects which object representations to send, based on the integral of a benefit measure along the predicted path of movement. The rendering quality at the client depends on the available bandwidth, but practical navigation of the scene is possible even when bandwidth is low

    Modélisation et distribution adaptatives de grandes scènes naturelles

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    Cette thèse traite de la modélisation et la diffusion de grandes scènes 3D naturelles. Nous visons à fournir des techniques pour permettre à des utilisateurs de naviguer à distance dans une scène 3D naturelle, tout en assurant la cohérence botanique et l'interactivité. Tout d'abord, nous fournissons une technique de compression multi-résolution, fondée sur la normalisation, l'instanciation, la décorrélation, et sur le codage entropique des informations géometriques pour des modèles de plantes. Ensuite, nous étudions la transmission efficace de ces objets 3D. L'algorithme de paquétisation proposé fonctionne pour la plupart des représentations multi-résolution d'objet 3D. Nous validons les techniques de paquétisation par des expériences sur un WAN (Wide Area Network), avec et sans contrôle de congestion (Datagram Congestion Control Protocol). Enfin, nous abordons les questions du streaming au niveau de la scène. Nous optimisons le traitement des requêtes du côté serveur en fournissant une structure de données adaptée et nous préparons le terrain pour nos travaux futurs sur l'évolutivité et le déploiement de systèmes distribués de streaming 3D. ABSTRACT : This thesis deals with the modeling and the interactive streaming of large natural 3D scenes. We aim at providing techniques to allow the remote walkthrough of users in a natural 3D scene ensuring botanical coherency and interactivity.First, we provide a compact and progressive representation for botanically realistic plant models. The topological structure and the geometry of the plants are represented by generalized cylinders. We provide a multi-resolution compression scheme, based on standardization and instantiation, on difference-based decorrelation, and on entropy coding. Then, we study efficient transmission of these 3D objects. The proposed packetization scheme works for any multi-resolution 3D representation. We validate our packetization schemes with extensive experiments over a WAN (Wide Area Network), with and without congestion control (Datagram Congestion Control Protocol). Finally, we address issues on streaming at the scene-level. We optimize the viewpoint culling requests on server-side by providing an adapted datastructure and we prepare the ground for our further work on scalability and deployment of distributed 3D streaming systems
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