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2019-10-19 16:48:04 +02:00
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@@ -6,11 +6,11 @@ The objective of our work is to design a system that allows a user to access rem
A 3D streaming client has lots of tasks to accomplish:
\begin{itemize}
\item render a scene;
\item decide what part of the model to download next;
\item download the next part;
\item parse the downloaded content;
\item add the parsed result to the scene;
\item render the scene;
\item manage the interaction with the user.
\end{itemize}

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@@ -3,7 +3,7 @@
\fresh{}
During the last years, 3D acquisition and modeling techniques have made tremendous progress.
Recent software use 2D images from photographs to reconstruct 3D data, e.g. \href{https://alicevision.org/\#meshroom}{Meshroom} is free and open source software that got almost \numprint{200000} downloads on \href{https://www.fosshub.com/Meshroom.html}{fosshub} that use \emph{structure-from-motion} and \emph{multi-view-stereo} to infer a 3D model.
Recent software use 2D images from cameras to reconstruct 3D data, e.g. \href{https://alicevision.org/\#meshroom}{Meshroom} is free and open source software that got almost \numprint{200000} downloads on \href{https://www.fosshub.com/Meshroom.html}{fosshub}, that use \emph{structure-from-motion} and \emph{multi-view-stereo} to infer a 3D model.
There are more and more devices that are specifically built to harvest 3D data: some still very expensive and provide precise information such as LIDAR (Light Detection And Ranging, as in RADAR but with light instead of radio waves), while some cheaper devices can obtain coarse data such as the Kinect.
Thanks to these techniques, more and more 3D data become available.
These models have potential for multiple purposes, for example, they can be printed, which can reduce the production cost of some pieces of hardware or enable the creation of new objects, but most uses are based on visualisation.
@@ -26,7 +26,7 @@ For example, they can be used for augmented reality, to provide user with feedba
In most 3D visualisation systems, the 3D data is stored on a server and needs to be transmitted to a terminal before the user can visualise it.
The improvements in the acquisition setups we described lead to an increasing quality of the 3D models, thus an increasing size in bytes as well.
Simply downloading 3D content and waiting until the content is fully downloaded to let the user visualise it is no longer a satisfactory solution, so adaptive streaming is needed.
Simply downloading 3D content and waiting until it is fully downloaded to let the user visualise it is no longer a satisfactory solution, so adaptive streaming is needed.
In this thesis, we propose a full framework for navigation and streaming of large 3D scenes, such as districts or whole cities.
% With the progress in data acquisition and modeling techniques, networked virtual environments, or NVE, are increasing in scale.

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@@ -9,8 +9,8 @@ Then it reviews the different 3D streaming approaches.
The last section of this chapter focuses on 3D interaction.
Then, in Chapter~\ref{bi}, we present our first contribution: an in-depth analysis of the impact of the UI on navigation and streaming in a 3D scene.
We first develop a basic interface for navigating in 3D and thus, we introduce 3D objects called \emph{bookmarks} that help users navigating in the scene.
We then present a user study that we conducted on 50 people that shows that bookmarks ease user navigation as bookmark improves performance at tasks such as finding objects.
We first develop a basic interface for navigating in 3D and then, we introduce 3D objects called \emph{bookmarks} that help users navigating in the scene.
We then present a user study that we conducted on 50 people that shows that bookmarks ease user navigation: they improve performance at tasks such as finding objects.
% Then, we setup a basic 3D streaming system that allows us to replay the traces collected during the user study and simulate 3D streaming at the same time.
We analyse how the presence of bookmarks impacts the streaming: we propose and evaluate streaming policies based on pre-computations relying on bookmarks and that measurably increase the quality of experience.
@@ -18,10 +18,10 @@ In Chapter~\ref{d3}, we present the most important contribution of this thesis:
DASH-3D is an adaptation of DASH (Dynamic Adaptive Streaming over HTTP): the video streaming standard, to 3D streaming.
We first describe how we adapt the concepts of DASH to 3D content, including the segmentation of content.
We then define utility metrics that associate score to each chunk depending on the user's position.
Then, we present a client and various streaming policies based on our utilities that can benefit from the DASH format.
Then, we present a client and various streaming policies based on our utilities that can benefit from DASH format.
We finally evaluate the different parameters of our client.
In Chapter~\ref{sb}, we present our last contribution: the integration of the interaction ideas that we developed in Chapter~\ref{bi} into DASH-3D.
We first develop an interface that allows desktop as well as mobile devices to navigate in a 3D scene being streamed, and that introduces a new style of bookmarks.
We then explain why simply applying the ideas developed in Chapter~\ref{bi} is not sufficient and we propose more efficient pre-computations that can enhance the streaming.
We first develop an interface that allows desktop as well as mobile devices to navigate streamed 3D scenes, and that introduces a new style of bookmarks.
We then explain why simply applying the ideas developed in Chapter~\ref{bi} is not sufficient and we propose more efficient pre-computations that enhances the streaming.
Finally, we present a user study that provides us with traces on which we evaluate the impact of our extension of DASH-3D on the quality of service and on the quality of experience.