SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Accelerated MPEG compression of dynamic polygonal scenes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Polygon-assisted JPEG and MPEG compression of synthetic images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Deep compression for streaming texture intensive animations
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Network Architecture for Remote Rendering
DIS-RT '98 Proceedings of the Second International Workshop on Distributed Interactive Simulation and Real-Time Applications
Wireless MPEG-4 video on Texas Instruments DSP chips
ICASSP '99 Proceedings of the Acoustics, Speech, and Signal Processing, 1999. on 1999 IEEE International Conference - Volume 04
Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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This paper presents a server-based remote walkthrough system. The client is assumed to be a thin client, like a handset or a mobile device, with no strong processor but with some embedded video chip. The server holds the large environment, generates the frames, encodes and transmits them to the client. The encoded frames are transmitted as a video stream to the client, which then decodes the stream and displays it. We show how the computer generated frames can be efficiently encoded using layering techniques to yield a lighter stream, which enables its transmission over narrow bandwidth channels and minimizes the communication latency. To enable the interactivity of the system, the rendering engine generates the frames in real-time according to the client input, and feeds the frames to an accelerated video encoder based on the available optical flow.