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src/bib.bib
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src/bib.bib
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@ -731,3 +731,64 @@
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year={2017},
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year={2017},
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organization={IEEE}
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organization={IEEE}
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}
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}
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@inproceedings{simon2019streaming,
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title={Streaming a Sequence of Textures for Adaptive 3D Scene Delivery},
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author={Simon, Gwendal and Petrangeli, Stefano and Carr, Nathan and Swaminathan, Viswanathan},
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booktitle={2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
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pages={1159--1160},
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year={2019},
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organization={IEEE}
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}
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@article{maglo2013pomar,
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title={POMAR: Compression of progressive oriented meshes accessible randomly},
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author={Maglo, Adrien and Grimstead, Ian and Hudelot, C{\'e}line},
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journal={Computers \& Graphics},
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volume={37},
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number={6},
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pages={743--752},
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year={2013},
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publisher={Elsevier}
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}
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@article{bayazit20093,
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title={3-D mesh geometry compression with set partitioning in the spectral domain},
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author={Bayazit, Ulug and Konur, Umut and Ates, Hasan Fehmi},
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journal={IEEE Transactions on Circuits and Systems for Video Technology},
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volume={20},
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number={2},
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pages={179--188},
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year={2009},
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publisher={IEEE}
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}
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@inproceedings{mamou2010shape,
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title={Shape approximation for efficient progressive mesh compression},
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author={Mamou, Khaled and Dehais, Christophe and Chaieb, Faten and Ghorbel, Faouzi},
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booktitle={2010 IEEE International Conference on Image Processing},
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pages={3425--3428},
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year={2010},
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organization={IEEE}
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}
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@inproceedings{isenburg2006streaming,
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title={Streaming compression of tetrahedral volume meshes},
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author={Isenburg, Martin and Lindstrom, Peter and Gumhold, Stefan and Shewchuk, Jonathan},
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booktitle={Proceedings of Graphics Interface 2006},
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pages={115--121},
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year={2006},
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organization={Canadian Information Processing Society}
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}
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@article{courbet2010streaming,
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title={Streaming compression of hexahedral meshes},
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author={Courbet, Clement and Isenburg, Martin},
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journal={The Visual Computer},
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volume={26},
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number={6-8},
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pages={1113--1122},
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year={2010},
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publisher={Springer}
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}
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@ -66,6 +66,8 @@ After content preparation, the mesh consists in a base mesh and a sequence of pa
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Thus, a client can start by downloading the base mesh, display it to the user, and keep downloading and displaying details as time goes by.
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Thus, a client can start by downloading the base mesh, display it to the user, and keep downloading and displaying details as time goes by.
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This process reduces the time a user has to wait before seeing something, and increases the quality of experience.
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This process reduces the time a user has to wait before seeing something, and increases the quality of experience.
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These methods have been vastly researched \citep{isenburg2006streaming,courbet2010streaming,bayazit20093,mamou2010shape}, but very few of these methods can handle meshes with attributes, such as texture coordinates.
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\citep{streaming-compressed-webgl} develop a dedicated progressive compression algorithm for efficient decoding, in order to be usable on web clients.
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\citep{streaming-compressed-webgl} develop a dedicated progressive compression algorithm for efficient decoding, in order to be usable on web clients.
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With the same objective, \citep{pop-buffer} proposes pop buffer, a progressive compression method based on quantization that allows efficient decoding.
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With the same objective, \citep{pop-buffer} proposes pop buffer, a progressive compression method based on quantization that allows efficient decoding.
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@ -91,21 +93,14 @@ On the one hand, using segments containing very few faces will induce many HTTP
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On the other hand, if segments contain too many faces, the time to load the segment will be long and the system loses adaptability.
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On the other hand, if segments contain too many faces, the time to load the segment will be long and the system loses adaptability.
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This approach works well for several objects, but does not handle view-dependent streaming, which is desirable in the use case of large NVEs\@.
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This approach works well for several objects, but does not handle view-dependent streaming, which is desirable in the use case of large NVEs\@.
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\subsection{Geometry and textures}
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As discussed in Chapter~\ref{f:3d}, meshes consists in two main types of data: geometry and textures.
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When addressing 3D streaming, one must find a compromise between geometry and textures, and a system needs to solve this compromise.
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Balancing between streaming of geometry and texture data are considered by~\citep{batex3},~\citep{visual-quality-assessment}, and~\citep{mesh-texture-multiplexing}.
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All three work considered a single, manifold textured mesh model with progressive meshes.
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Their approach is to combine the distortion caused by having lower resolution meshes and textures into a single view independent metric.
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\citep{progressive-compression-textured-meshes} also deals with the geometry / texture compromise.
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This work designs a cost driven framework for 3D data compression, both in terms of geometry and textures.
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This framework generates an atlas for textures that enables efficient compression and multiresolution scheme.
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\subsection{Viewpoint dependency}
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\subsection{Viewpoint dependency}
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3D streaming means that content is downloaded while the user is interacting with the 3D object.
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In terms of quality of experience, it is desirable that the downloaded content is visible to the user.
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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.
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This is typically called \emph{random accessible mesh compression}.
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\citep{maglo2013pomar} is such an example of random accessible progressive mesh compression.
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In the case of large scene 3D streaming, 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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In the case of large scene 3D streaming, 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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A simple way to implement viewpoint dependency is to access the content near the user's camera.
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A simple way to implement viewpoint dependency is to access the content near the user's camera.
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@ -121,6 +116,23 @@ Even though there are no associated publications, it seems that the interface do
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In the same vein, \citep{3d-tiles} developed 3D Tiles, is a specification for visualizing massive 3D geospatial data developed by Cesium and built on top of glTF\@.
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In the same vein, \citep{3d-tiles} developed 3D Tiles, is a specification for visualizing massive 3D geospatial data developed by Cesium and built on top of glTF\@.
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Their main goal is to display 3D objects on top of regular maps.
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Their main goal is to display 3D objects on top of regular maps.
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\subsection{Geometry and textures}
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As discussed in Chapter~\ref{f:3d}, meshes consists in two main types of data: geometry and textures.
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When addressing 3D streaming, one must find a compromise between geometry and textures, and a system needs to solve this compromise.
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Balancing between streaming of geometry and texture data are considered by~\citep{batex3},~\citep{visual-quality-assessment}, and~\citep{mesh-texture-multiplexing}.
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All three work considered a single, manifold textured mesh model with progressive meshes.
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Their approach is to combine the distortion caused by having lower resolution meshes and textures into a single view independent metric.
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\citep{progressive-compression-textured-meshes} also deals with the geometry / texture compromise.
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This work designs a cost driven framework for 3D data compression, both in terms of geometry and textures.
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This framework generates an atlas for textures that enables efficient compression and multiresolution scheme.
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\citep{simon2019streaming} propose a way to stream a set of textures by encoding the textures into a video.
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Each texture is segmented into tiles of a fixed size.
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Those tiles are then ordered to minimise dissimilarities between consecutive tiles, and encoded as a video.
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By benefiting from the video compression techniques, they are able to reach a better rate-distortion ratio than webp, which is the new standard for texture transmission, and jpeg.
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% \copied{}
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% \copied{}
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% \subsection{Prefetching in NVE}
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% \subsection{Prefetching in NVE}
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% The general prefetching problem can be described as follows: what are the data most likely to be accessed by the user in the near future, and in what order do we download the data?
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% The general prefetching problem can be described as follows: what are the data most likely to be accessed by the user in the near future, and in what order do we download the data?
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