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