Adds self citation
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				| @ -821,3 +821,12 @@ | |||||||
|     year={2019}, |     year={2019}, | ||||||
|     organization={ACM} |     organization={ACM} | ||||||
| } | } | ||||||
|  | 
 | ||||||
|  | @inproceedings{cheng2008receiver, | ||||||
|  |     title={Receiver-driven view-dependent streaming of progressive mesh}, | ||||||
|  |     author={Cheng, Wei and Ooi, Wei Tsang}, | ||||||
|  |     booktitle={Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video}, | ||||||
|  |     pages={9--14}, | ||||||
|  |     year={2008}, | ||||||
|  |     organization={ACM} | ||||||
|  | } | ||||||
|  | |||||||
| @ -124,6 +124,8 @@ In terms of quality of experience, it is desirable that the downloaded content i | |||||||
| This means that the progressive compression must allow a decoder to choose what it needs to decode, and to guess what it needs to decode from the users point of view. | This means that the progressive compression must allow a decoder to choose what it needs to decode, and to guess what it needs to decode from the users point of view. | ||||||
| This is typically called \emph{random accessible mesh compression}. | This is typically called \emph{random accessible mesh compression}. | ||||||
| \citep{maglo2013pomar} is such an example of random accessible progressive mesh compression. | \citep{maglo2013pomar} is such an example of random accessible progressive mesh compression. | ||||||
|  | \citep{cheng2008receiver} proposes a receiver driven way of achieving viewpoint dependency with progressive mesh: the client starts by downloading the base mesh, and then is able to estimate the importance of vertex splits and choose which ones to download. | ||||||
|  | Doing so reduces drastically the server computational load, since it only has to send data, and improves the scalability of this framework. | ||||||
| 
 | 
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| In the case of streaming a large 3D scene, viewpoint dependent streaming is a must-have: a user will only be seeing one small portion of the scene at each time, and a system that does not adapt its streaming to the user's point of view is bound to have poor quality of experience. | In the case of streaming a large 3D scene, viewpoint dependent streaming is a must-have: a user will only be seeing one small portion of the scene at each time, and a system that does not adapt its streaming to the user's point of view is bound to have poor quality of experience. | ||||||
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