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Progressive streaming of textured 3D models in a web browser

Published: 27 February 2016 Publication History

Abstract

The introduction of the WebGL API for rendering 3D graphics within the browser has boosted the development of 3D Web applications. However, even with the increase of available network bandwidth, delivering 3D content on the Web still suffers from latency. An efficient way to remove the latency is to compress the 3D content in a way that allows streaming and progressive decoding i.e. by generating levels of detail (LoDs). Several solutions have been proposed for such progressive delivery of 3D web content [Ponchio and Dellepiane 2015], however they are mostly suitable for geometric information only, while most of 3D assets also own textures. The multiresolution representation and compression of textured meshes are actually difficult problems, which involve too main issues: (1) how to deal with texture seams during the LoD generation and (2) how to optimally multiplex mesh and texture LoDs in order to optimize the visual fidelity of the multi-resolution representation. In this context, we introduce a progressive compression algorithm for progressive visualization of textured 3D models on the Web.

Reference

[1]
Ponchio, F., and Dellepiane, M. 2015. Fast decompression for web-based view-dependent 3D rendering. In ACM Web3D, 199--207.

Cited By

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  • (2019)Cost-driven framework for progressive compression of textured meshesProceedings of the 10th ACM Multimedia Systems Conference10.1145/3304109.3306225(175-188)Online publication date: 18-Jun-2019
  • (2016)Progressive compression of arbitrary textured meshesComputer Graphics Forum10.5555/3151666.315171435:7(475-484)Online publication date: 1-Oct-2016
  • (2016)Progressive compression of arbitrary textured meshesComputer Graphics Forum10.1111/cgf.1304435:7(475-484)Online publication date: 27-Oct-2016

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  1. Progressive streaming of textured 3D models in a web browser

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      cover image ACM Conferences
      I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
      February 2016
      200 pages
      ISBN:9781450340434
      DOI:10.1145/2856400
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 27 February 2016

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      I3D '16
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      I3D '16: Symposium on Interactive 3D Graphics and Games
      February 27 - 28, 2016
      Washington, Redmond

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      Cited By

      View all
      • (2019)Cost-driven framework for progressive compression of textured meshesProceedings of the 10th ACM Multimedia Systems Conference10.1145/3304109.3306225(175-188)Online publication date: 18-Jun-2019
      • (2016)Progressive compression of arbitrary textured meshesComputer Graphics Forum10.5555/3151666.315171435:7(475-484)Online publication date: 1-Oct-2016
      • (2016)Progressive compression of arbitrary textured meshesComputer Graphics Forum10.1111/cgf.1304435:7(475-484)Online publication date: 27-Oct-2016

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