Abstract:One of the most serious issues holding back the widespread of 3D contents on Internet has been their inaccessibility due to large data volume. Many compression and progressive transmission techniques, as well as format standards, have been proposed in recent years to make 3D streaming increasingly viable for the efficient and accessible delivery of 3D contents. However, existing proposals have yet to seriously address one of the most important issues in practical adoption -a system's scalability in terms of th… Show more
“…Current 3D streaming scheme may be classified into four types: object streaming, scene streaming, visualization streaming and image-based streaming [6]. In this paper we focus on scene streaming, which is an extension of object streaming where many objects constitute a scene.…”
Section: D Streamingmentioning
confidence: 99%
“…However, as content gets larger and more dynamic, it would become increasingly inconvenient for new users to try, or for existing users to update the content. A better way thus is to acquire only the content of interest progressively via 3D streaming techniques [20,6,3].…”
Section: Introductionmentioning
confidence: 99%
“…However, as more clients join with more requests, the server becomes a bottleneck when the data requirement exceeds its capacity. To address this, peer-to-peer (P2P) delivery has been proposed to achieve better scalability [6]. As each peer has some data in its local cache, other clients could request from their peers first when in need of similar content.…”
In multi-user networked virtual environments such as Second Life, 3D streaming techniques have been used to progressively download and render 3D objects and terrain, so that a full download or prior installation is not necessary. As existing client-server architectures may not scale easily, 3D streaming based on peer-to-peer (P2P) delivery is recently proposed to allow users to acquire 3D content from other users instead of the server. However, discovering the peers who possess relevant data and have enough bandwidth to answer data requests is non-trivial. A naive query-response approach thus may be inefficient and could incur unnecessary latency and message overhead. In this paper, we propose a peer selection strategy for P2P-based 3D streaming, where peers exchange information on content availability incrementally with neighbors. Requestors can thus discover suppliers quickly and avoid time-consuming queries. A multi-level area of interest (AOI) request is also adopted to avoid request contention due to concentrated requests. Simulation results show that our strategies achieve better system scalability and streaming performance than a naive query-response approach.
“…Current 3D streaming scheme may be classified into four types: object streaming, scene streaming, visualization streaming and image-based streaming [6]. In this paper we focus on scene streaming, which is an extension of object streaming where many objects constitute a scene.…”
Section: D Streamingmentioning
confidence: 99%
“…However, as content gets larger and more dynamic, it would become increasingly inconvenient for new users to try, or for existing users to update the content. A better way thus is to acquire only the content of interest progressively via 3D streaming techniques [20,6,3].…”
Section: Introductionmentioning
confidence: 99%
“…However, as more clients join with more requests, the server becomes a bottleneck when the data requirement exceeds its capacity. To address this, peer-to-peer (P2P) delivery has been proposed to achieve better scalability [6]. As each peer has some data in its local cache, other clients could request from their peers first when in need of similar content.…”
In multi-user networked virtual environments such as Second Life, 3D streaming techniques have been used to progressively download and render 3D objects and terrain, so that a full download or prior installation is not necessary. As existing client-server architectures may not scale easily, 3D streaming based on peer-to-peer (P2P) delivery is recently proposed to allow users to acquire 3D content from other users instead of the server. However, discovering the peers who possess relevant data and have enough bandwidth to answer data requests is non-trivial. A naive query-response approach thus may be inefficient and could incur unnecessary latency and message overhead. In this paper, we propose a peer selection strategy for P2P-based 3D streaming, where peers exchange information on content availability incrementally with neighbors. Requestors can thus discover suppliers quickly and avoid time-consuming queries. A multi-level area of interest (AOI) request is also adopted to avoid request contention due to concentrated requests. Simulation results show that our strategies achieve better system scalability and streaming performance than a naive query-response approach.
“…Current 3D streaming schemes can be classified into four main types: object streaming, scene streaming, visualization streaming, and image-based streaming [4]. In this paper we look at scene streaming, which usually involves a collection of 3D objects placed arbitrarily in space that are streamed to clients according to user visibility or interests.…”
Section: Introductionmentioning
confidence: 99%
“…Novel understandings to the fundamental problems involved and the design of new streaming techniques thus are necessary for P2P 3D streaming. This paper builds on our earlier work [4] to provide a conceptual model for 3D scene streaming, and presents the design and evaluation of FLoD (Flowing Level-of-Details), the first P2P framework that supports 3D scene streaming for MMOG or virtual globe applications. By separating the graphics and the networking aspects of the problem, FLoD also allows both fields to tackle each aspect independently.…”
Abstract-Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. However, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer (P2P) networks for 3D streaming, and argue that due to the non-linear access patterns of 3D content, P2P 3D streaming is a new class of applications apart from existing media streaming and requires new investigations.We also present FLoD, the first P2P 3D streaming framework that allows clients of 3D virtual globe or virtual environment (VE) applications to obtain relevant data from other clients while minimizing server resource usage. To demonstrate how FLoD applies to real-world scenarios, we build a prototype system that adapts JPEG 2000-based 3D mesh streaming for P2P delivery. Experiments show that server-side bandwidth usage can thus be reduced, while simulations indicate that P2P 3D streaming is fundamentally more scalable than client-server approaches.
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