SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
A memory insensitive technique for large model simplification
Proceedings of the conference on Visualization '01
IEEE Transactions on Visualization and Computer Graphics
Single Resolution Compression of Arbitrary Triangular Meshes with Properties
DCC '99 Proceedings of the Conference on Data Compression
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Normal vector compression of 3D mesh model based on clustering and relative indexing
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Hardware-compatible vertex compression using quantization and simplification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Progressive transmission of appearance preserving octree-textures
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
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This paper presents an improved client-server system that increases the availability of remote 3D data. In order to reduce the required bandwidth, the data related to the appearance (color and normal) involved in the rendering of meshes and point clouds is quantized on-the-fly during the transmission to the final client, without reducing the geometric complexity. Our new quantization technique for the appearance that can be implemented on the GPU, strongly reduces the CPU load on the server-side and the transmission time is largely decreased.