“…Subsequent work replaces discrete LODs with continuous (smooth) LODs [17]. Teler and Lischinski used pre-rendered image-based impostors as the lowest LOD to allow faster initial visualizations [3].…”
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.
“…Subsequent work replaces discrete LODs with continuous (smooth) LODs [17]. Teler and Lischinski used pre-rendered image-based impostors as the lowest LOD to allow faster initial visualizations [3].…”
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.
“…Clients also prefetch objects so that the wait for downloading may be unnoticeable to users. A subsequent work replaced the use of discrete LODs with continuous (smooth) LODs and named this process remote rendering [Hesina and Schmalstieg 1998]. In [Teler and Lischinski 2001], pre-rendered image-based impostors served as the lowest LOD of 3D objects to allow faster initial visualization.…”
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 the number of concurrent users. We argue that due to 3D contents' large data volume and interactive nature, client-server architecture, with its inherently fixed resource availability and high cost, will not be suitable to support popular Internet-scale 3D streaming. On the other hand, peer-to-peer (P2P) architectures hold the promise of both scalability and affordability. In this position paper, we describe the potential promises and challenges in adapting 3D streaming to P2P networks, using multi-user networked virtual environment (NVE) as an example. We also propose Flowing LoD (FLoD), a scalable, distributed and fault-tolerant P2P 3D streaming mechanism, that is based on Voronoi-based Overlay Network (VON), a P2P overlay specifically designed for NVE applications.
“…17 This work will build upon recent work in rendering for mobile devices 1,10,16 and, more specifically, in using lines and points for rendering on mobile devices 11,14 to create a complete resource adapted illustrative, non-photorealistic rendering architecture and metadata description.…”
Section: Content Adaptation With Metadatamentioning
Recent trends have created new challenges in the presentation of multimedia information. First, large, high-resolution video displays are increasingly popular. Meanwhile, many mobile devices, such as PDAs and mobile telephones, can display images and videos on small screens. One obvious issue is that content designed for a large display is inappropriate for a small display. Moreover, wireless bandwidth and battery lifetime are precious resources for mobile devices. In order to provide useful content across systems with different resources, we propose "resource-driven content adaptation" by augmenting the content with metadata that can be used to display or render the content based on the available resources. We are investigating several problems related to resource-driven content adaptation. These include: adaptation of the presented content based on available resources-display resolution, bandwidth, processor speed, quality of services, and energy. Content adaptation may add or remove information based on available resources. Adaptive content can utilize resources more effectively but also present challenges in resource management, content creation, transmission, and user perception.
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