Network Adaptive Textured Mesh Generation for Collaborative 3D Tele-Immersion

Kevin Desai, K. Bahirat, S. Raghuraman, B. Prabhakaran
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引用次数: 4

Abstract

3D Tele-Immersion (3DTI) has emerged as an efficient environment for virtual interactions and collaborations in a variety of fields like rehabilitation, education, gaming, etc. In 3DTI, geographically distributed users are captured using multiple cameras and immersed in a single virtual environment. The quality of experience depends on the available network bandwidth, quality of the 3D model generated and the time taken for rendering. In a collaborative environment, achieving high quality, high frame rate rendering by transmitting data to multiple sites having different bandwidth is challenging. In this paper we introduce a network adaptive textured mesh generation scheme to transmit varying quality data based on the available bandwidth. To reduce the volume of information transmitted, a visual quality based vertex selection approach is used to generate a sparse representation of the user. This sparse representation is then transmitted to the receiver side where a sweep-line based technique is used to generate a 3D mesh of the user. High visual quality is maintained by transmitting a high resolution texture image compressed using a lossy compression algorithm. In our studies users were unable to notice visual quality variations of the rendered 3D model even at 90% compression.
协同三维远程沉浸的网络自适应纹理网格生成
3D远程沉浸(3DTI)已经成为一种有效的虚拟交互和协作环境,应用于康复、教育、游戏等各个领域。在3DTI中,使用多个摄像机捕获地理分布的用户,并沉浸在单个虚拟环境中。体验的质量取决于可用的网络带宽、生成的3D模型的质量和渲染所花费的时间。在协作环境中,通过将数据传输到具有不同带宽的多个站点来实现高质量、高帧率的渲染是具有挑战性的。本文介绍了一种基于可用带宽的网络自适应纹理网格生成方案来传输不同质量的数据。为了减少传输的信息量,使用基于视觉质量的顶点选择方法来生成用户的稀疏表示。然后将这种稀疏表示传输到接收端,在接收端使用基于扫描线的技术生成用户的3D网格。通过传输使用有损压缩算法压缩的高分辨率纹理图像来保持高视觉质量。在我们的研究中,即使在90%的压缩下,用户也无法注意到渲染3D模型的视觉质量变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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