Muhammad S Karim

wafflejourneyΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 3 χρόνια και 11 μήνες)

93 εμφανίσεις

View
-
Dependent Streaming of Multiple
Progressive Meshes with Texture Mapping

Muhammad S
Karim

Project Overview


Based on the work of Wei Cheng et. al. (National
University of Singapore):


W. Cheng, W. T.
Ooi
.
-

“Receiver
-
driven view
-
dependent
streaming of progressive mesh. “
-

ACM NOSSDAV ’08.


Their current research is in the area of
3D streaming
,
including encoding, transmitting and decoding of 3D data.


This paper proposes a solution to progressive mesh
streaming that can be utilized in applications such as:
online games, digital museums, virtual reality.


I have some suggested extensions to this technique that I
plan to do in this project.

Progressive Mesh Streaming


Base mesh + a sequence of vertex splits


Base

mesh

vs1

vs2

vs3

vs4

vs5

vs6

vs7

vs8

View
-
Dependent Streaming

Base Mesh

Front

Back

View Point
on head

Receiver
-
Driven Protocol

Decide visibility

Sender

Receiver

My Plan for Improvements


To address the following essentials of an application:


1. Real applications have many objects (=meshes) in a
scene:


Extend the application framework to support rendering of
multiple meshes in a complex scene.


2. Real applications have textured/shaded objects:


Integrate texture mapping with progressive meshes.



Note: The author’s papers used a single mesh for each
experiment, and did not have any texture maps.

Plan of Action 1


Use author’s software “3DStreaming” to setup a relatively
complex environment using several meshes of various
size and shape.


Ref:
http://www.comp.nus.edu.sg/~chengwe2/3dstream.html


Resolve the following questions:


How shall the receiver requests be ordered/prioritized (to fetch
vertex splits)?


Add distance based level
-
of
-
detail optimizations to the view
-
dependent vertex splits.


Plan of Action 2


Integrate texture mapping for progressive meshes.


Using ideas from:
P. V. Sander, J. Snyder, S. J.
Gortler
, H. Hoppe.
Texture Mapping Progressive Meshes. ACM SIGGRAPH 2001.


Resolve the following questions:


How shall the texture data be streamed to the receiver for each
mesh?


How can different level
-
of
-
details of textures be computed on the
sender side and then streamed efficiently with vertex splits?



Questions?




Comments are appreciated.




Thanks!