TY - GEN
T1 - Network Adaptive Textured Mesh Generation for Collaborative 3D Tele-Immersion
AU - Desai, Kevin
AU - Bahirat, Kanchan
AU - Raghuraman, Suraj
AU - Prabhakaran, Balakrishnan
N1 - Publisher Copyright: © 2015 IEEE.
PY - 2016/3/25
Y1 - 2016/3/25
N2 - 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.
AB - 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.
KW - 3D Tele-immersion
KW - Adaptive Meshing
KW - Meshing
KW - Vertex Selection
UR - https://www.scopus.com/pages/publications/84969611283
U2 - 10.1109/ISM.2015.111
DO - 10.1109/ISM.2015.111
M3 - Conference contribution
T3 - Proceedings - 2015 IEEE International Symposium on Multimedia, ISM 2015
SP - 107
EP - 112
BT - Proceedings - 2015 IEEE International Symposium on Multimedia, ISM 2015
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 17th IEEE International Symposium on Multimedia, ISM 2015
Y2 - 14 December 2015 through 16 December 2015
ER -