In this thesis, we focus on the objective of delivering large, massive 3D scenes over the network.
While 3D streaming is not the most popular research field, there has been a special attention around 3D content compression, in particular progressive compression which can be considered a premise for 3D streaming.
In the next sections, we review the 3D streaming related work, from 3D compression and structuring to 3D interaction.
Progressive meshes were introduced in @progressive-meshes and allow a progressive transmission of a mesh by sending a low resolution mesh first, called _base mesh_, and then transmitting detail information that a client can use to increase the resolution.
To do so, an algorithm, called _decimation algorithm_, starts from the original full resolution mesh and iteratively removes vertices and faces by merging vertices through the so-called _edge collapse_ operation (Figure X).
// \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}
Every time two vertices are merged, a vertex and two faces are removed from the original mesh, decreasing the model resolution.
At the end of this content preparation phase, the mesh has been reorganized into a base mesh and a sequence of partially ordered edge split operations.
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 a downloaded 3D object, thus increases the quality of experience.
@streaming-compressed-webgl develop a dedicated progressive compression algorithm based on iterative decimation, for efficient decoding, in order to be usable on web clients.
With the same objective, @pop-buffer proposes pop buffer, a progressive compression method based on quantization that allows efficient decoding.
Following these, many approaches use multi triangulation, which creates mesh fragments at different levels of resolution and encodes the dependencies between fragments in a directed acyclic graph.
In @batched-multi-triangulation, the authors propose Nexus: a GPU optimized version of multi triangulation that pushes its performances to make real time rendering possible.
It is notably used in 3DHOP (3D Heritage Online Presenter, @3dhop), a framework to easily build web interfaces to present 3D objects to users in the context of cultural heritage.
To answer those issues, the Khronos group proposed a generic format called glTF (GL Transmission Format, @gltf) to handle all types of 3D content representations: point clouds, meshes, animated models, etc.
glTF is based on a JSON file, which encodes the structure of a scene of 3D objects.
It contains a scene graph with cameras, meshes, buffers, materials, textures and animations.
Although relevant for compression, transmission and in particular streaming, this standard does not yet consider view-dependent streaming, which is required for large scene remote visualization and which we address in our work.
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 falls into the user's field of view.
This means that the progressive compression must encode a spatial information in order to allow the decoder to determine content adapted to its viewpoint.
This is typically called _random accessible mesh compression_.
@maglo2013pomar is such an example of random accessible progressive mesh compression.
@cheng2008receiver proposes a receiver driven way of achieving viewpoint dependency with progressive mesh: the client starts by downloading the base mesh, and from then is able to estimate the importance of the different vertex splits, in order to choose which ones to download.
Doing so drastically reduces the server computational load, since it only has to send data, and improves the scalability of this framework.
In the case of streaming a large 3D scene, view-dependent streaming is fundamental: 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 induce a low quality of experience.
A simple way to implement viewpoint dependency is to request the content that is spatially close to the user's camera.
This approach, implemented in Second Life and several other NVEs (e.g., @peer-texture-streaming), only depends on the location of the avatar, not on its viewing direction.
It exploits spatial coherence and works well for any continuous movement of the user, including turning.
Once the set of objects that are likely to be accessed by the user is determined, the next question is in what order should these objects be retrieved.
A simple approach is to retrieve the objects based on distance: the spatial distance from the user's virtual location and rotational distance from the user's view.
More recently, Google integrated Google Earth 3D module into Google Maps (@rw:google-maps).
Users are now able to go to Google Maps, and click the 3D button which shifts the camera from the aerial view.
Even though there are no associated publications to support this assertion, it seems clear that the streaming is view-dependent: low resolution from the center of the point of view gets downloaded first, and higher resolution data gets downloaded for closer objects than for distant ones.
This is called the _popping effect_ and level of details have the advantage of enabling techniques, such as geomorhping @hoppe-lod, to transition smoothly from one level of detail to another.
For example, @streaming-hlod propose an out-of-core viewer for remote model visualization based by adapting hierarchical level of details @hlod to the context of 3D streaming.
Level of details can also be used to perform viewpoint dependant streaming, such as @view-dependent-lod.
@mipmap-streaming proposes the PTM format which encode the mipmap levels of a texture that can be downloaded progressively, so that a lower resolution can be shown to the user while the higher resolutions are being downloaded.
Each texture is segmented into tiles of a fixed size.
Those tiles are then ordered to minimize dissimilarities between consecutive tiles, and encoded as a video.
By benefiting from the video compression techniques, the authors are able to reach a better rate-distortion ratio than webp, which is the new standard for texture transmission, and jpeg.
This work designs a cost driven framework for 3D data compression, both in terms of geometry and textures.
The authors generate an atlas for textures that enables efficient compression and multi-resolution scheme.
All four works considered a single mesh, and have constraints on the types of meshes that they are able to compress.
Since the 3D scenes we are interested in in our work consist in soups of textured polygons, those constraints are not satisfied and we cannot use those techniques.
In traditional video games, including online games, there is no requirement for 3D data streaming.
Video games either come with a physical support (CD, DVD, Blu-Ray) or they require the downloading of the game itself, which includes the 3D data, before letting the user play.
However, transferring data from the disk to the memory is already a form of streaming.
This is why optimized engines for video games use techniques that are reused for streaming such as level of details, to reduce the details of objects far away for the point of view and save the resources to enhance the level of detail of closer objects.
Some other online games, such as #link("https://secondlife.com")[Second Life], rely on user generated data, and thus are forced to send data from users to others.
In such scenarios, 3D streaming is appropriate and this is why the idea of streaming 3D content for video games has been investigated.
For example, @game-on-demand proposes an online game engine based on geometry streaming, that addresses the challenge of streaming 3D content at the same time as synchronization of the different players.
An example of NVE streaming framework is 3D Tiles @3d-tiles, which 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, and their visualization consists in a top-down view, whereas we seek to let users freely navigate in our scenes, whether it be flying over the scene or moving along the roads.
In~\citeyear{3d-tiles-10x}, 3D Tiles streaming system was improved by preloading the data at the camera's next position when known in advance (with ideas that are similar to those we discuss and implement in Chapter~\ref{bi}, published in~\citeyear{bookmarks-impact}) and by ordering tile requests depending on the user's position (with ideas that are similar to those we discuss and implement in Chapter~\ref{d3}, published in~\citeyear{dash-3d}).
In their work, the authors describe a system that allows users to access 3D content at multiple resolutions.
They organize the content, following DASH terminology, into periods, adaptation sets, representations and segments.
Their first adaptation set codes the tree structure of the scene graph.
Each further adaptation set contains both geometry and texture information and is available at different resolutions defined in a corresponding representation.
To avoid requests that would take too long and thus introduce latency, the representations are split into segments.
The authors discuss the optimal number of polygons that should be stored in a single segment.
On the one hand, using segments containing very few faces will induce many HTTP requests from the client, and will lead to poor streaming efficiency.
On the other hand, if segments contain too many faces, the time to load the segment is long and the system loses adaptability.
Their approach works well for several objects, but does not handle view-dependent streaming, which is desirable in the use case of large NVEs.