SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
Measuring and predicting visual fidelity
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
Model simplification using image and geometry-based metrics
Model simplification using image and geometry-based metrics
A new, fast, and efficient image codec based on set partitioning in hierarchical trees
IEEE Transactions on Circuits and Systems for Video Technology
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
A local roughness measure for 3D meshes and its application to visual masking
ACM Transactions on Applied Perception (TAP)
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)
Perceptual visual quality metrics: A survey
Journal of Visual Communication and Image Representation
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In this paper, we propose an efficient transmission method to stream textured 3D models. We develop a bit-allocation algorithm that distributes the bit budget between the geometry and the mapped texture to maximize the quality of the model displayed on the client's screen. Both the geometry and the texture are progressively and independently compressed. The resolutions for the geometry and the texture are selected to maximize the quality for a given bitrate. We further propose a novel and fast quality measure (FQM) to quantify the perceptual fidelity of the simplified model. Experimental results demonstrate the effectiveness of the proposed bit-allocation algorithm using FQM. For example, when the bit budget is 10KB, the quality of the Zebra model is improved by 15% using the proposed method compared to distributing the bit budget equally between the geometry and the texture.