PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
ACM Computing Surveys (CSUR)
An empirical comparison of four initialization methods for the K-Means algorithm
Pattern Recognition Letters
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Toward a compelling sensation of telepresence: demonstrating a portal to a distant (static) office
Proceedings of the conference on Visualization '00
Lightning-2: a high-performance display subsystem for PC clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
An immersive 3D video-conferencing system using shared virtual team user environments
Proceedings of the 4th international conference on Collaborative virtual environments
blue-c: a spatially immersive display and 3D video portal for telepresence
ACM SIGGRAPH 2003 Papers
Real-time compression for dynamic 3D environments
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
Visual Modeling with a Hand-Held Camera
International Journal of Computer Vision
Real-time terascale implementation of tele-immersion
ICCS'03 Proceedings of the 2003 international conference on Computational science
Intra-stream encoding for multiple depth streams
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A multi-stream adaptation framework for bandwidth management in 3D tele-immersion
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
View-dependent real-time 3d video compression for mobile devices
MM '08 Proceedings of the 16th ACM international conference on Multimedia
A distributed delivery model for 3D-video streams
Proceedings of the First International Conference on Immersive Telecommunications
M-TEEVE: real-time 3D video interaction and broadcasting framework for mobile devices
Proceedings of the 2nd International Conference on Immersive Telecommunications
Real-time remote rendering of 3D video for mobile devices
MM '09 Proceedings of the 17th ACM international conference on Multimedia
A real-time remote rendering system for interactive mobile graphics
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) - Special section of best papers of ACM multimedia 2011, and special section on 3D mobile multimedia
A 3D tele-immersion streaming approach using skeleton-based prediction
Proceedings of the 21st ACM international conference on Multimedia
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The goal of tele-immersion has long been to enable people at remote locations to share a sense of presence. A tele-immersion system acquires the 3D representation of a collaborator's environment remotely and sends it over the network where it is rendered in the user's environment. Acquisition, reconstruction, transmission, and rendering all have to be done in real-time to create a sense of presence. With added commodity hardware resources, parallelism can increase the acquisition volume and reconstruction data quality while maintaining real-time performance. However, this is not as easy for rendering since all of the data need to be combined into a single display.In this article, we present an algorithm to compress data from such 3D environments in real-time to solve this imbalance. We present a compression algorithm which scales comparably to the acquisition and reconstruction, reduces network transmission bandwidth, and reduces the rendering requirement for real-time performance. This is achieved by exploiting the coherence in the 3D environment data and removing them in real-time. We have tested the algorithm using a static office data set as well as a dynamic scene, the results of which are presented in the article.