Digital images and human vision
Digital images and human vision
Digital image processing
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
New quadric metric for simplifiying meshes with appearance attributes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
ACM Transactions on Graphics (TOG)
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2nd ACM international workshop on Wireless multimedia networking and performance modeling
Packet-loss modeling for perceptually optimized 3D transmission
Advances in Multimedia
Streaming of plants in distributed virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Robust and scalable transmission of arbitrary 3D models over wireless networks
Journal on Image and Video Processing - 3D Image and Video Processing
Compact and progressive plant models for streaming in networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Streaming 3D meshes using spectral geometry images
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Perceptual visual quality metrics: A survey
Journal of Visual Communication and Image Representation
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An optimized scheme of multiplexing coded mesh and texture data to facilitate progressive transmission of 3D textured models is proposed in this work. The mesh and texture data of a 3D textured model are fed into their respective compression modules and represented by a series of levels of details. Then, for a given viewpoint, a rate-distortion surface can be generated based on the multiplexing of mesh and texture data in different details. The distortion is calculated by measuring the visual quality of rendered images. Furthermore, an optimal path over the rate-distortion surface is determined by the steepest descent algorithm. When the mesh and texture data streams are transmitted in a certain ratio along the optimal path, it is guaranteed that the rendered images have the best visual quality perceived from the given viewpoint. To deal with an arbitrary viewpoint, we propose a hierarchical sampling algorithm so that the optimal path can be interpolated from finite sampling points. Experimental results demonstrate that the proposed method can provide the best visual quality of a 3D textured model for any observation point at any bit rate.