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
MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
TELEPORT— towards immersive copresence
Multimedia Systems - Special issue on video content based retrieval
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 27th 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
3-D live: real time interaction for mixed reality
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
The blue-c distributed scene graph
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
blue-c: a spatially immersive display and 3D video portal for telepresence
ACM SIGGRAPH 2003 Papers
Real-Time Streaming of Point-Based 3D Video
VR '04 Proceedings of the IEEE Virtual Reality 2004
Adaptive networking for tele-immersion
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
MG-join: detecting phenomena and their correlation in high dimensional data streams
Distributed and Parallel Databases
Reducing bandwidth consumption in parallel networked telepresence environments
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Proceedings of the 10th European Conference on Visual Media Production
On clustering large number of data streams
Intelligent Data Analysis
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In this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them according to their traffic characteristics. Special emphasis is put on geometry-enhanced (3D) video. We review architectures for real-time 3D video pipelines and derive theoretical bounds on the minimal system latency as a function of the transmission and processing delays. Furthermore, we discuss bandwidth issues of differential update coding for 3D video. In our telepresence system驴the blue-c驴we use a point-based 3D video technology which allows for differentially encoded 3D representations of human users. While we discuss the considerations which lead to the design of our three-stage 3D video pipeline, we also elucidate some critical implementation details regarding decoupling of acquisition, processing and rendering frame rates, and audio/video synchronization. Finally, we demonstrate the communication and networking features of the blue-c system in its full deployment. We show how the system can possibly be controlled to face processing or networking bottlenecks by adapting the multiple system components like audio, application data, and 3D video.