Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
Curvature scale space image in shape similarity retrieval
Multimedia Systems
Computer Networking: A Top-Down Approach Featuring the Internet
Computer Networking: A Top-Down Approach Featuring the Internet
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Shape Matching and Object Recognition Using Shape Contexts
IEEE Transactions on Pattern Analysis and Machine Intelligence
Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition
Mobile 3D Graphics: Learning 3D Graphics with the Java Micro Edition
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Communications of the ACM - Urban sensing: out of the woods
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Opengl® es 2.0 programming guide
Opengl® es 2.0 programming guide
Mobile 3D Graphics: with OpenGL ES and M3G
Mobile 3D Graphics: with OpenGL ES and M3G
IEEE Internet Computing
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Envelope detection of multi-object shapes
ICIAR'05 Proceedings of the Second international conference on Image Analysis and Recognition
Optimal edge-based shape detection
IEEE Transactions on Image Processing
Energy-aware adaptations in mobile 3d graphics
Proceedings of the 20th ACM international conference on Multimedia
Energy-budget-compliant adaptive 3D texture streaming in mobile games
Proceedings of the 4th ACM Multimedia Systems Conference
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With the growing demand of mobile applications and games, one of the challenges is how to efficiently transmit the bulky 3D information to bandwidth- and computationally-limited mobile devices. In this paper, we propose two methods for improving the transmission delay of M3G-based 3D mobile game content over unreliable and congested networks. We introduce Object Mesh Similarity as a server side approach, in which we try to detect an alternative object with minimum complexities that is similar to the original object, and then transmit this reconstructed object, as well as Texture Stretching as a client-side approach, which leads to the efficient receipt of object textures. Our results show 35% to 70% improvement in the transmission delay of 3D textures.