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