A simple method for computing general position in displaying three-dimensional objects
Computer Vision, Graphics, and Image Processing
The design of a transport protocol for on-demand graphical rendering
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Viewpoint Selection using Viewpoint Entropy
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
HoverCam: interactive 3D navigation for proximal object inspection
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Error-resilient transmission of 3D models
ACM Transactions on Graphics (TOG)
ShowMotion: camera motion based 3D design review
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Middleware for streaming 3D progressive meshes over lossy networks
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
An analytical model for progressive mesh streaming
Proceedings of the 15th international conference on Multimedia
Virtual world explorations by using topological and semantic knowledge
The Visual Computer: International Journal of Computer Graphics
A unified information-theoretic framework for viewpoint selection and mesh saliency
ACM Transactions on Applied Perception (TAP)
Receiver-driven view-dependent streaming of progressive mesh
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Automatic view selection through depth-based view stability analysis
The Visual Computer: International Journal of Computer Graphics
Peer-assisted view-dependent progressive mesh streaming
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Towards characterizing user interaction with progressively transmitted 3D meshes
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Towards affective camera control in games
User Modeling and User-Adapted Interaction
A benchmark for best view selection of 3D objects
Proceedings of the ACM workshop on 3D object retrieval
Accurately measuring the satisfaction of visual properties in virtual camera control
SG'10 Proceedings of the 10th international conference on Smart graphics
A real-time cinematography system for interactive 3D environments
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Receiver-based loss tolerance method for 3D progressive streaming
Multimedia Tools and Applications
Towards adaptive virtual camera control in computer games
SG'11 Proceedings of the 11th international conference on Smart graphics
Modelling virtual camera behaviour through player gaze
Proceedings of the 6th International Conference on Foundations of Digital Games
3TP: an application-Layer protocol for streaming 3-D models
IEEE Transactions on Multimedia
Error Resilient 3-D Mesh Compression
IEEE Transactions on Multimedia
Review of Low Frame Rate Effects on Human Performance
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Error-resilient coding of 3-D graphic models via adaptive mesh segmentation
IEEE Transactions on Circuits and Systems for Video Technology
Proceedings of the 4th ACM Multimedia Systems Conference
Hi-index | 0.00 |
Online galleries of 3D models typically provide two ways to preview a model before the model is downloaded and viewed by the user: (i) by showing a set of thumbnail images of the 3D model taken from representative views (or keyviews); (ii) by showing a video of the 3D model as viewed from a moving virtual camera along a path determined by the content provider. We propose a third approach called preview streaming for mesh-based 3D objects: by streaming and showing parts of the mesh surfaces visible along the virtual camera path. This article focuses on the preview streaming architecture and framework and presents our investigation into how such a system would best handle network congestion effectively. We present three basic methods: (a) stop-and-wait, where the camera pauses until sufficient data is buffered; (b) reduce-speed, where the camera slows down in accordance to reduce network bandwidth; and (c) reduce-quality, where the camera continues to move at the same speed but fewer vertices are sent and displayed, leading to lower mesh quality. We further propose two advanced methods: (d) keyview-aware, which trades off mesh quality and camera speed appropriately depending on how close the current view is to the keyviews, and (e) adaptive-zoom, which improves visual quality by moving the virtual camera away from the original path. A user study reveals that our keyview-aware method is preferred over the basic methods. Moreover, the adaptive-zoom scheme compares favorably to the keyview-aware method, showing that path adaptation is a viable approach to handling bandwidth variation.