Real-Time Network Streaming of Dynamic 3D Content with In-frame and Inter-frame Compression

P. Gasparello, G. Marino, F. Banno, F. Tecchia, M. Bergamasco
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引用次数: 4

Abstract

Real-time 3D content distribution over a network (either LAN or WAN) has many possible applications, but requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of "in-frame" geometric compression on 3D structures inferred from generic OpenGL command sequences and adding "inter-frame" redundancy exploitation of the traffic generated by the typical architecture of interactive applications. Measurements reveal for this combination of techniques a very effective reduction of network traffic and a CPU overhead compatible with the requirements of interactive applications, suggesting a significant application potential for Internet-based 3D content streaming.
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帧内和帧间压缩动态3D内容的实时网络流
通过网络(LAN或WAN)进行实时3D内容分发有许多可能的应用,但需要面临几个挑战,最明显的是处理通常与3D网格相关的大量数据。本文的范围落在OpenGL命令序列的实时捕获和流的既定背景下,特别关注数据压缩方案。然而,我们超越了先前从通用OpenGL命令序列推断的3D结构的“帧内”几何压缩的最先进的改进,并增加了典型交互式应用程序架构产生的流量的“帧间”冗余利用。测量结果表明,这种技术组合非常有效地减少了网络流量,并且CPU开销与交互式应用程序的要求相兼容,这表明基于internet的3D内容流具有重要的应用潜力。
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