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@ -812,3 +812,12 @@
year={2015}, year={2015},
publisher={ACM} publisher={ACM}
} }
@inproceedings{portaneri2019cost,
title={Cost-driven framework for progressive compression of textured meshes},
author={Portaneri, C{\'e}dric and Alliez, Pierre and Hemmer, Michael and Birklein, Lukas and Schoemer, Elmar},
booktitle={Proceedings of the 10th ACM Multimedia Systems Conference},
pages={175--188},
year={2019},
organization={ACM}
}

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@ -29,7 +29,7 @@ Such viewpoints can be either static, or dynamically adapted:~\citep{dual-mode-u
\begin{figure}[ht] \begin{figure}[ht]
\centering \centering
\includegraphics[width=0.5\textwidth]{assets/state-of-the-art/3d-interaction/burtnyk.png} \includegraphics[width=0.7\textwidth]{assets/state-of-the-art/3d-interaction/burtnyk.png}
\caption{Screenshot of an interface with menu for navigation~\citep{showmotion}} \caption{Screenshot of an interface with menu for navigation~\citep{showmotion}}
\end{figure} \end{figure}

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@ -81,6 +81,12 @@ 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 refinement operations (vertex splits) and display details as time goes by. Thus, a client can start by downloading the base mesh, display it to the user, and keep downloading refinement operations (vertex splits) and display details as time goes by.
This process reduces the time a user has to wait before seeing something, thus increases the quality of experience. This process reduces the time a user has to wait before seeing something, thus increases the quality of experience.
\begin{figure}[ht]
\centering
\includegraphics[width=\textwidth]{assets/state-of-the-art/3d-streaming/progressivemesh.png}
\caption{Four levels of resolution of a mesh~\citep{progressive-meshes}}
\end{figure}
These methods have been vastly researched \citep{bayazit20093,mamou2010shape}, but very few of these methods can handle meshes with attributes, such as texture coordinates. These methods have been vastly researched \citep{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 based on iterative decimation, for efficient decoding, in order to be usable on web clients. \citep{streaming-compressed-webgl} develop a dedicated progressive compression algorithm based on iterative decimation, for efficient decoding, in order to be usable on web clients.
@ -133,6 +139,12 @@ Even though there are no associated publications, it seems that the interface do
The choice of the nearby can be based based on an a priori, discretized, partitioned version of the environment; for example, \citep{3d-tiles} developed 3D Tiles, is a specification for visualizing massive 3D geospatial data developed by Cesium and built on top of glTF\@. The choice of the nearby can be based based on an a priori, discretized, partitioned version of the environment; for example, \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. Their main goal is to display 3D objects on top of regular maps.
\begin{figure}[ht]
\centering
\includegraphics[width=0.8\textwidth]{assets/state-of-the-art/3d-streaming/3dtiles.png}
\caption{Screenshot of 3D Tiles interface~\citep{3d-tiles}}
\end{figure}
\subsection{Geometry and textures} \subsection{Geometry and textures}
As discussed in Chapter~\ref{f:3d}, most 3D scenes consists in two main types of data: geometry and textures. As discussed in Chapter~\ref{f:3d}, most 3D scenes consists in two main types of data: geometry and textures.
@ -143,7 +155,7 @@ Their approaches combine the distortion caused by having lower resolution meshes
\citep{progressive-compression-textured-meshes} also deals with the geometry / texture compromise. \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 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. This framework generates an atlas for textures that enables efficient compression and multiresolution scheme.
All four works considered a single, manifold textured mesh model with progressive meshes, and is not applicable in our work since we deal with large scenes with autointersections and T vertices. All four works considered a single, manifold textured mesh model with progressive meshes, and are not applicable in our work since we deal with large scenes with autointersections and T vertices.
Regarding texture streaming, \citep{simon2019streaming} propose a way to stream a set of textures by encoding the textures into a video. Regarding texture streaming, \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. Each texture is segmented into tiles of a fixed size.