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year={2008},
organization={ACM}
}
@article{gltf,
title={Gltf---The Runtime Asset Format for WebGL},
author={Robinet, Fabrice and Cozzi, P},
journal={OpenGL ES, and OpenGL},
year={2013}
}
@inproceedings{progressive-meshes,
title={Progressive meshes},
author={Hoppe, Hugues},
booktitle={Proceedings of the 23rd annual conference on Computer graphics and interactive techniques},
pages={99--108},
year={1996},
organization={ACM}
}

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\newpage
\section{3D Streaming}
\subsection{Progressive meshes}
It is not possible to speak about 3D streaming without speaking about progressive meshes.
Progressive meshes were introduced by Hughes Hoppe in 1996~\cite{progressive-meshes} and allow transmitting a mesh by send first a low resolution mesh, called \emph{base mesh}, and then transmitting detail information that a client can use to increase the resolution.
To do so, an algorithm, called \emph{decimation algorithm} removes vertices and faces by merging vertices (Figure~\ref{sote:progressive-scheme}).
Each time two vertices are merged, vertices and faces are removed from the original mesh, and the resolution of the model decreases a little.
When the model is light enough, it is encoded as is, and the operations needed to recover the initial resolution of the model are encoded as well.
Thus, a client can start by downloading the low resolution model, 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.
\begin{figure}[ht]
\centering
\begin{tikzpicture}[scale=2]
\node (Top1) at (0.5, 1) {};
\node (A) at (0, 0.8) {};
\node (B) at (1, 0.9) {};
\node (C) at (1.2, 0) {};
\node (D) at (0.9, -0.8) {};
\node (E) at (0.2, -0.9) {};
\node (F) at (-0.2, 0) {};
\node (G) at (0.5, 0.5) {};
\node (H) at (0.6, -0.5) {};
\node (Bottom1) at (0.5, -1) {};
\node (Top2) at (3.5, 1) {};
\node (A2) at (3, 0.8) {};
\node (B2) at (4, 0.9) {};
\node (C2) at (4.2, 0) {};
\node (D2) at (3.9, -0.8) {};
\node (E2) at (3.2, -0.9) {};
\node (F2) at (2.8, 0) {};
\node (G2) at (3.55, 0) {};
\node (Bottom2) at (3.5, -1) {};
\draw (A.center) -- (B.center) -- (C.center) -- (D.center) -- (E.center) -- (F.center) -- (A.center);
\draw (A.center) -- (G.center);
\draw (B.center) -- (G.center);
\draw (C.center) -- (G.center);
\draw (F.center) -- (G.center);
\draw (C.center) -- (H.center);
\draw (F.center) -- (H.center);
\draw (E.center) -- (H.center);
\draw (D.center) -- (H.center);
\draw[color=red, line width=1mm] (G.center) -- (H.center);
\draw (A2.center) -- (B2.center) -- (C2.center) -- (D2.center) -- (E2.center) -- (F2.center) -- (A2.center);
\draw (A2.center) -- (G2.center);
\draw (B2.center) -- (G2.center);
\draw (C2.center) -- (G2.center);
\draw (F2.center) -- (G2.center);
\draw (E2.center) -- (G2.center);
\draw (D2.center) -- (G2.center);
\node at (G2) [circle,fill=red,inner sep=2pt]{};
\draw[-{Latex[length=3mm]}] (Top1) to [out=30, in=150] (Top2);
\draw[-{Latex[length=3mm]}] (Bottom2) to [out=-150, in=-30] (Bottom1);
\node at (2, 1.75) {Edge collapse};
\node at (2, -1.75) {Vertex split};
\end{tikzpicture}
\caption{Vertex split and edge collapse\label{sote:progressive-scheme}}
\end{figure}
\subsection{glTF}
In a recent standardization effort, the Khronos group has proposed a generic format called glTF (GL Transmission Format~\cite{gltf}) to handle all types of 3D content representations: point clouds, meshes, animated model, etc\ldots
glTF is based on a JSON file, which encodes the structure of a scene of 3D objects.
It can contain a scene tree with cameras, meshes, buffers, materials, textures, animations an skinning information.
Although relevant for compression, transmission and in particular streaming, this standard does not yet consider view-dependent streaming.
However, glTF in itself does not address the problem of view-dependent 3D streaming which is required for large scene remote visualisation.
\subsection{3D Tiles}
3D Tiles is a specification for visualizing massive 3D geospatial data developped by Cesium and built on glTF\@.

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\input{state-of-the-art/video}
\resetstyle{}
\input{state-of-the-art/3d}
\resetstyle{}