SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
GAPS: General and Automatic Polygonal Simplification
GAPS: General and Automatic Polygonal Simplification
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
View-Dependent Streaming of Progressive Meshes
SMI '04 Proceedings of the Shape Modeling International 2004
Computer Architecture, Fourth Edition: A Quantitative Approach
Computer Architecture, Fourth Edition: A Quantitative Approach
An analytical model for progressive mesh streaming
Proceedings of the 15th international conference on Multimedia
Streaming of 3D progressive meshes
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Chaos and Graphics: Evaluating Second Life for the collaborative exploration of 3D fractals
Computers and Graphics
Peer-assisted view-dependent progressive mesh streaming
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Geological and geophysical modeling on virtual globes using KML, COLLADA, and Javascript
Computers & Geosciences
Receiver-based loss tolerance method for 3D progressive streaming
Multimedia Tools and Applications
3D Model Streaming Based on JPEG 2000
IEEE Transactions on Consumer Electronics
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The complexity in 3D virtual environment over the web is growing rapidly every day. This 3D virtual environment comprises of set of structured static and dynamic scenes and each scene has multiple 3D objects/meshes. Therefore, the granular level in any 3D virtual environments is the object. In 3D virtual environment, it is required to give user interactions for every 3D object and at any point of time, it is enough if the system streams and brings in only the visible portion of the object from server to the client by utilizing the limited network bandwidth and the limited client memory space. This streaming would reduce the time to present the rendered object to the requested clients. Further to reduce the time and effectively utilize the bandwidth and memory space, in proposed work, an attempt is made to exploit the user interactions on 3D object and built a predictive model. The experiment result shows that the built predictive model minimizes the rendering latency of the 3D mesh that is being streamed to the possible extent. Also, the results convey that the reduction in time is subjected to the type of 3D object that is taken for streaming and rendering.