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2023-05-02 23:55:48 +02:00
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@@ -83,8 +83,6 @@ This process reduces the time a user has to wait before seeing a downloaded 3D o
caption: [Four levels of resolution of a mesh]
)
%These methods have been vastly researched #cite("bayazit20093", "mamou2010shape"), but very few of these methods can handle meshes with attributes, such as texture coordinates.
#cite("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, #cite("pop-buffer") proposes pop buffer, a progressive compression method based on quantization that allows efficient decoding.
@@ -151,7 +149,7 @@ By benefiting from the video compression techniques, the authors are able to rea
=== Geometry and textures
As discussed in Chapter~\ref{f:3d}, most 3D scenes consist in two main types of data: geometry and textures.
As discussed in @f:3d, most 3D scenes consist in two main types of data: geometry and textures.
When addressing 3D streaming, one must handle the concurrency between geometry and textures, and the system needs to address this compromise.
Balancing between streaming of geometry and texture data is addressed by #cite("batex3"), #cite("visual-quality-assessment"), and #cite("mesh-texture-multiplexing").
@@ -161,8 +159,6 @@ This work designs a cost driven framework for 3D data compression, both in terms
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.
% 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 and potentially non-manifold scenes.
=== Streaming in game engines