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Proceedings of the 20th International Conference on 3D Web Technology最新文献

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Dynamic adaptive mesh streaming for real-time 3D teleimmersion 动态自适应网格流实时三维远程沉浸
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775296
Simon Crowle, Alexandros Doumanoglou, Benjamin Poussard, M. Boniface, D. Zarpalas, P. Daras
Recent advances in full body 3D reconstruction methods have lead to the realisation of high quality, real-time, photo realistic capture of users in a range of tele-immersion (TI) contexts including gaming and mixed reality environments. The full body reconstruction (FBR) process is computationally expensive requiring comparatively high CPU, GPU and network resources in order to maintain a shared, virtual reality in which high quality 3D reproductions of users can be rendered in real-time. A significant optimisation of the delivery of FBR content has been achieved through the real-time compression and de-compression of 3D geometry and textures. Here we present a new, adaptive compression methodology that allows a TI system called 3D-LIVE to modify the quality and speed of a FBR TI pipeline based on the data carrying capability of the network. Our rule-based adaptation strategy uses network performance sampling processes and a configurable rule engine to dynamically alter the compression of FBR reconstruction on-the-fly. We demonstrate the efficacy of the approach with an experimental evaluation of system and conclude with a discussion of future directions for adaptive FBR compression.
全身3D重建方法的最新进展已经导致在包括游戏和混合现实环境在内的一系列远程沉浸(TI)环境中实现高质量,实时,逼真的用户捕获。全身重建(FBR)过程的计算成本很高,需要相对较高的CPU、GPU和网络资源,以维持共享的虚拟现实,在虚拟现实中,可以实时渲染高质量的用户3D复制品。通过实时压缩和解压缩3D几何和纹理,实现了FBR内容传输的显著优化。在这里,我们提出了一种新的自适应压缩方法,该方法允许TI系统3D-LIVE根据网络的数据承载能力修改FBR TI管道的质量和速度。我们的基于规则的自适应策略使用网络性能采样过程和一个可配置的规则引擎来动态地改变FBR重构的压缩。我们通过系统的实验评估证明了该方法的有效性,并讨论了自适应FBR压缩的未来方向。
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引用次数: 4
Model-based design of multimodal interaction for augmented reality web applications 基于模型的增强现实web应用程序多模态交互设计
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775293
S. Feuerstack, Allan Oliveira, Mauro dos Santos Anjo, R. B. Araujo, E. Pizzolato
Despite the increasing use of Augmented Reality (AR) in many different application areas, implementation support is limited and still driven by development at source-code level. Although efforts have been made to overcome these limitations, there is a clear gap between authoring environments and source code level framework approaches for creating AR interfaces for the web with multimodal control. Model-based design for interaction can offer support to fill this gap between authoring environments and frameworks. However, to the best of our knowledge, a declarative and model-driven design (MDD) has not yet been applied to model AR interfaces for a wide spectrum of modes. Thus, this paper presents an extension of the model-driven design to cope with interactors, whose novelty lies on the introduction of a modeling approach targeted at AR developers and designers in their task to design new forms of interactions that can be later used in authoring environments. To validate our approach, we demonstrate how a reality spanning Drag-and-Drop interaction can be modeled for an online furniture shop. And we implemented a gesture based control to show how new control modes can be added to an existing MDD-based design to extend the interaction capabilities.
尽管在许多不同的应用领域中增强现实(AR)的使用越来越多,但实现支持是有限的,并且仍然由源代码级别的开发驱动。尽管已经努力克服了这些限制,但是在为带有多模态控制的web创建AR界面的创作环境和源代码级框架方法之间存在明显的差距。基于模型的交互设计可以提供支持,以填补创作环境和框架之间的空白。然而,据我们所知,声明性和模型驱动设计(MDD)还没有应用于为广泛的模式建模AR接口。因此,本文提出了模型驱动设计的扩展,以应对交互器,其新颖性在于引入了针对AR开发人员和设计人员的建模方法,以设计可稍后在创作环境中使用的新形式的交互。为了验证我们的方法,我们演示了如何为在线家具商店建模跨越现实的拖放交互。我们实现了一个基于手势的控制,以展示如何将新的控制模式添加到现有的基于mdd的设计中,以扩展交互功能。
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引用次数: 4
Fusality: an open framework for cross-platform mirror world installations Fusality:用于跨平台镜像世界安装的开放框架
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775317
Nicholas F. Polys, R. B. Knapp, Matthew Bock, Christina Lidwin, Dane Webster, Nathan Waggoner, I. Bukvic
As computing and displays become more pervasive and wireless networks are increasing the connections between people and things, humans inhabit both digital and physical realities. In this paper we describe our prototype Mirror Worlds framework, which is designed to fuse these realities: Fusality. Our goal for Fusality is to support innovative research and exhibitions in presence and collaboration, sensors and smart buildings and mixed reality in applications from engineering to art. By fusing live sensor data from the building and its occupants with online 3D environments and participants, we demonstrate a first-principles approach to online multi-entity messaging communication. This demonstration shows how the variety of Mirror Worlds clients can be supported through the open Web architecture. These technologies enable new possibilities for collaboration as well as directions for interoperability. Finally, we layout out our research agenda for the framework and discuss its transformative applications.
随着计算机和显示器变得越来越普及,无线网络增加了人与物之间的联系,人类生活在数字和物理现实中。在本文中,我们描述了我们的原型镜像世界框架,它旨在融合这些现实:Fusality的目标是支持创新研究和展览的存在和协作,传感器和智能建筑以及从工程到艺术的混合现实应用。通过将来自建筑物及其居住者的实时传感器数据与在线3D环境和参与者融合在一起,我们展示了在线多实体消息传递通信的第一原理方法。这个演示展示了如何通过开放的Web体系结构支持各种Mirror Worlds客户机。这些技术为协作提供了新的可能性,也为互操作性指明了方向。最后,我们为该框架制定了研究议程,并讨论了其变革性应用。
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引用次数: 14
Evaluating 3D thumbnails for virtual object galleries 评估虚拟对象画廊的3D缩略图
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775314
Max Limper, Florian Brandherm, D. Fellner, Arjan Kuijper
Virtual 3D object galleries on the Web nowadays often use real-time, interactive 3D graphics. However, this does usually still not hold for their preview images, sometimes referred to as thumbnails. We provide a technical analysis on the applicability of so-called 3D thumbnails within the context virtual 3D object galleries. Like a 2D thumbnail for an image, a 3D thumbnail acts as a compact preview for a real 3D model. In contrast to an image series, however, it enables a wider variety of interaction methods and rendering effects. By performing a case study, we show that such true 3D representations are, under certain circumstances, even able to outperform 2D image series in terms of bandwidth consumption. We thus present a complete pipeline for generating compact 3D thumbnails for given meshes in a fully automatic fashion.
现在网络上的虚拟3D对象库经常使用实时的、交互式的3D图形。然而,这通常仍然不适用他们的预览图像,有时被称为缩略图。我们对所谓的3D缩略图在虚拟3D对象库中的适用性进行了技术分析。就像图像的2D缩略图一样,3D缩略图充当了真实3D模型的紧凑预览。然而,与图像系列相比,它支持更广泛的交互方法和渲染效果。通过执行一个案例研究,我们表明,在某些情况下,这种真实的3D表示甚至能够在带宽消耗方面优于2D图像系列。因此,我们提出了一个完整的管道,以全自动的方式为给定的网格生成紧凑的3D缩略图。
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引用次数: 2
webVis/instant3DHub: visual computing as a service infrastructure to deliver adaptive, secure and scalable user centric data visualisation webVis/instant3DHub:可视化计算即服务基础设施,提供自适应、安全和可扩展的以用户为中心的数据可视化
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775299
J. Behr, C. Mouton, S. Parfouru, J. Champeau, Clotilde Jeulin, Maik Thöner, Christian Stein, Michael Schmitt, Max Limper, Miguel de Sousa, T. Franke, G. Voss
This paper presents the webVis/instant3DHub platform, which combines a novel Web-Components based framework and a Visual Computing as a Service infrastructure to deliver an interactive 3D data visualisation solution. The system focuses on minimising resource consumption, while maximising the end-user experience. It utilises an adaptive and automated combination of client, server and hybrid visualisation techniques, while orchestrating transmission, caching and rendering services to deliver structural and semantically complex data sets on any device class and network architecture. The API and Web Component framework allow the application developer to compose and manipulate complex data setups with a simple set of commands inside the browser, without requiring knowledge about the underlying service infrastructure, interfaces and the fully automated processes. This results in a new class of interactive applications, built around a canvas for real-time visualisation of massive data sets.
本文介绍了webVis/instant3DHub平台,该平台结合了一种新颖的基于web组件的框架和视觉计算即服务基础设施,以提供交互式3D数据可视化解决方案。该系统的重点是尽量减少资源消耗,同时最大限度地提高最终用户的体验。它利用客户端、服务器和混合可视化技术的自适应和自动化组合,同时编排传输、缓存和渲染服务,在任何设备类别和网络架构上提供结构和语义复杂的数据集。API和Web组件框架允许应用程序开发人员在浏览器中使用一组简单的命令来组合和操作复杂的数据设置,而不需要了解底层服务基础设施、接口和完全自动化的过程。这就产生了一类新的交互式应用程序,围绕着画布构建,用于实时可视化海量数据集。
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引用次数: 23
Hybrid visualisation of digital production big data 数字化生产大数据混合可视化
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775319
A. Evans, J. Agenjo, J. Blat
In this paper, we present a web application for the hybrid visualisation of digital production Big Data. In a typical film or television production, several terabytes of data can be recorded per day, such as film footage from multiple cameras or background information regarding the set. Interactive visualisation of this multimodal data, integrating 2D (image and video) and 3D graphics modes, would result in enhanced use. A browser-based context is capable of this integration in a seamless and powerful manner, but faces significant challenges related to data transfer and compression which must be overcome. This paper presents an application designed to harness the power of a hybrid web context while attempting to overcome or compensate for the difficulties of data transfer limitations and rendering power. Results are presented from three, publicly available test datasets, which represent a realistic sample of data recorded on a typical high-budget production set.
在本文中,我们提出了一个用于数字生产大数据混合可视化的web应用程序。在一部典型的电影或电视制作中,每天可以记录数tb的数据,例如来自多个摄像机的电影片段或有关布景的背景信息。这种多模态数据的交互式可视化,集成了2D(图像和视频)和3D图形模式,将会增强使用。基于浏览器的上下文能够以无缝和强大的方式进行这种集成,但面临着与数据传输和压缩相关的重大挑战,这些挑战必须克服。本文提出了一个应用程序,旨在利用混合web上下文的力量,同时试图克服或弥补数据传输限制和渲染能力的困难。结果来自三个公开可用的测试数据集,这些数据集代表了在典型高预算生产集上记录的真实数据样本。
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引用次数: 5
Exploring the Jenolan Caves: bringing the physical world to 3D online education 探索杰诺兰洞穴:将物理世界带入3D在线教育
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2778298
Matt Adcock, Stuart Anderson, S. Berkovsky, Paul Flick, Dennis Frousheger, Brett Grandbois, C. Gunn, Dave Haddon, Jane Li, Thomas Lowe, Benjamin Mackey, Fred Pauling, Christian Richter, Kazys Stepanas, Fletcher Talbot, Gavin Walker, B. Ward, Luke Tomes, Sally Miles, Daniel Keogh, B. Colenso, Hay Wie Lie, D. Longmore, Jayden Hanly, D. Canavan
In August 2014, CSIRO and 3P Learning (through subsidiary IntoScience) launched what is probably Australia's biggest (and arguably coolest) school excursion ever. In classrooms around the country, students can now set out to explore the spectacular Jenolan Caves located in the scenic Blue Mountains. Students are immersed, via the web, in an authentic 3D digital recreation of the Jenolan Caves to discover the science behind cave formation.
2014年8月,CSIRO和3P Learning(通过子公司IntoScience)发起了可能是澳大利亚有史以来最大的(也可以说是最酷的)学校游览活动。在全国各地的教室里,学生们现在可以开始探索位于风景秀丽的蓝山的壮观的杰诺兰洞穴。通过网络,学生们沉浸在一个真实的3D数字再现的杰诺兰洞穴中,探索洞穴形成背后的科学。
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引用次数: 1
Animation on the web: a survey 网络动画:一项调查
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775298
Amit L. Ahire, A. Evans, J. Blat
The main motivation of this paper is to provide a current state and a brief overview of animation on the web. Computer animation is used in many fields and it has seen a lot of development in the recent years. With the widespread use of WebGL and the age of powerful modern hardware available on small devices, 3D rendering on the browser is now becoming commonplace. Computer Animation can be described as the rendering of objects on screen, which can change shape and properties with respect to time. There are many approaches to rendering animation on the web, but none of them yet provide a coherent approach in terms of transmission, compression and handling of the animation data on the client side (browser). And if computer animation has to become more accessible over the web, these challenges need to be addressed in the same "minimalistic manner (requirement wise)" as every other multimedia content has been addressed on the web. We aim to provide an overview of the current state of the art, while commenting on the shortcomings pertaining to current formats/approaches and discuss some of the upcoming standards and trends which can help with the current implementation.
本文的主要动机是提供当前状态和简要概述的动画在网络上。计算机动画在许多领域都有应用,近年来有了很大的发展。随着WebGL的广泛使用和小型设备上强大的现代硬件时代的到来,浏览器上的3D渲染现在变得越来越普遍。计算机动画可以被描述为物体在屏幕上的渲染,它可以随时间改变形状和属性。在web上呈现动画的方法有很多,但是没有一种方法能够在客户端(浏览器)上提供连贯的传输、压缩和处理动画数据的方法。如果计算机动画必须在网络上变得更容易访问,那么这些挑战需要以同样的“极简主义方式(需求方面)”来解决,就像在网络上解决其他多媒体内容一样。我们的目标是概述当前的技术状态,同时评论当前格式/方法的缺点,并讨论一些即将到来的标准和趋势,这些标准和趋势可以帮助当前的实现。
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引用次数: 4
Synchronized delivery of 3D scenes with audio and video 同步交付3D场景与音频和视频
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775324
C. Concolato, J. L. Feuvre, Emmanouil Potetsianakis
Nowadays, 3D graphics have established their presence on the web - alongside audio and video. In fact, 3D scenes are often used in conjunction with audio and video, to create virtual worlds. However, the diverse nature of these various media components raises synchronization and packaging challenges. In order to address these challenges, we propose packaging 3D scenes, with audio and video, inside MP4 containers. This way, the 3D and other media are delivered as a whole, and on the receiving end, we are able to extract and synchronize the content, from within the browser. In this paper, we explain our methodology, present an end-to-end example scenario, and its associated implementation, using open-source tools.
如今,3D图形已经与音频和视频一起在网络上建立了自己的存在。事实上,3D场景通常与音频和视频结合使用,以创建虚拟世界。然而,这些不同媒体组件的多样性带来了同步和封装方面的挑战。为了应对这些挑战,我们建议将带有音频和视频的3D场景包装在MP4容器中。通过这种方式,3D和其他媒体作为一个整体传送,在接收端,我们能够从浏览器中提取和同步内容。在本文中,我们解释了我们的方法,提供了一个端到端示例场景,以及使用开源工具的相关实现。
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引用次数: 8
Volumetric texture data compression scheme for transmission 体积纹理数据压缩传输方案
Pub Date : 2015-06-18 DOI: 10.1145/2775292.2775323
Yeonsoo Yang, Ankit Sharma, Armand Girier
We present a texture data compression technique for transmission of volumetric weather radar data. High resolution volume rendering of such time varying volumetric data sets requires large size and number of texture files. In case of WebGL based volume rendering on web browsers, performance problems occur due to the latencies associated with loading of 3D assets, especially transmission of huge texture files. Existing compression technique can help to solve this problem. The most relevant work is S3TC texture compression. As an advanced compression scheme, we combine the S3TC compression method with efficient encoding of volume data in the RGBA channels of an image followed by DEFLATE compression to further reduce the file size. We show how this optimized scheme with X3D/X3DOM extensions fits into our weather data visualization application requirements and provide experimental results.
提出了一种用于体积气象雷达数据传输的纹理数据压缩技术。这种随时间变化的体积数据集的高分辨率体绘制需要较大的尺寸和数量的纹理文件。在web浏览器上基于WebGL的体渲染的情况下,由于与3D资源加载相关的延迟,特别是巨大纹理文件的传输,会出现性能问题。现有的压缩技术可以帮助解决这一问题。最相关的工作是S3TC纹理压缩。作为一种先进的压缩方案,我们将S3TC压缩方法与图像RGBA通道中体积数据的有效编码相结合,然后进行DEFLATE压缩,以进一步减小文件大小。我们展示了这种带有X3D/X3DOM扩展的优化方案如何适合我们的天气数据可视化应用程序需求,并提供了实验结果。
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引用次数: 5
期刊
Proceedings of the 20th International Conference on 3D Web Technology
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