• DocumentCode
    3764130
  • Title

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

  • Author

    Kevin Desai;Kanchan Bahirat;Suraj Raghuraman;Balakrishnan Prabhakaran

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Texas at Dallas, Richardson, TX, USA
  • fYear
    2015
  • Firstpage
    107
  • Lastpage
    112
  • 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.
  • Keywords
    "Three-dimensional displays","Visualization","Image coding","Bandwidth","Adaptive systems","Rendering (computer graphics)","Shape"
  • Publisher
    ieee
  • Conference_Titel
    Multimedia (ISM), 2015 IEEE International Symposium on
  • Type

    conf

  • DOI
    10.1109/ISM.2015.111
  • Filename
    7442307