Massive cleaning
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= Open problems
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== Open problems
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The objective of our work is to design a system which allows a user to access remote 3D content.
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A 3D streaming client has lots of tasks to accomplish:
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#import "../chapter.typ"
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#heading(level: 1, numbering: none)[Introduction]
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#chapter.chapter(count: false)[Introduction]
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#set heading(numbering: (..nums) => {
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nums.pos().slice(1).join(".")
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})
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During the last years, 3D acquisition and modeling techniques have made tremendous progress.
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Recent software uses 2D images from cameras to reconstruct 3D data, e.g.
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@@ -11,14 +13,11 @@ These models have potential for multiple purposes, for example, they can be prin
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For example, they can be used for augmented reality, to provide user with feedback that can be useful to help worker
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with complex tasks, but also for fashion (for example, #link("https://www.fittingbox.com")[Fittingbox] is a company that develops software to virtually try glasses, as in @fittingbox).
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#v(50pt)
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#figure(
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image("../assets/introduction/fittingbox.png", width: 45%),
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caption: [My face with augmented glasses]
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)<fittingbox>
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#pagebreak()
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3D acquisition and visualization is also useful to preserve cultural heritage, and software such as Google Heritage or 3DHop are such examples, or to allow users navigating in a city (as in Google Earth or Google Maps in 3D).
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#link("https://sketchfab.com")[Sketchfab] (see @sketchfab) is an example of a website allowing users to share their 3D models and visualize models from other users.
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= Thesis outline
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== Thesis outline
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First, in Chapter X, we give some preliminary information required to understand the types of objects we are manipulating in this thesis.
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First, in @f, we give some preliminary information required to understand the types of objects we are manipulating in this thesis.
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We then proceed to compare 3D and video content: video and 3D share many features, and analyzing video setting gives inspiration for building a 3D streaming system.
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In Chapter X, we present a review of the state of the art in multimedia interaction and streaming.
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In @rw, we present a review of the state of the art in multimedia interaction and streaming.
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This chapter starts with an analysis of the video streaming standards.
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Then it reviews the different 3D streaming approaches.
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The last section of this chapter focuses on 3D interaction.
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@@ -11,7 +11,6 @@ The last section of this chapter focuses on 3D interaction.
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Then, in Chapter X, we present our first contribution: an in-depth analysis of the impact of the UI on navigation and streaming in a 3D scene.
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We first develop a basic interface for navigating in 3D and then, we introduce 3D objects called _bookmarks_ that help users navigating in the scene.
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We then present a user study that we conducted on 51 people which shows that bookmarks ease user navigation: they improve performance at tasks such as finding objects.
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% 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.
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We analyze how the presence of bookmarks impacts the streaming: we propose and evaluate streaming policies based on precomputations relying on bookmarks and that measurably increase the quality of experience.
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In Chapter X, we present the most important contribution of this thesis: DASH-3D.
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