3D Scene Streaming over P2P Network

碩士 === 國立臺灣大學 === 資訊工程學研究所 === 95 === As the data size of 3D models increased, the data size of 3D scene also increased. The most relative example is 3D online games. The data size is so large that most of the game data are shipped using high capacity DVDs. However, to browse a large virtual world o...

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Main Authors: Ting-Hao Huang, 黃庭豪
Other Authors: Bing-yu Chen
Format: Others
Language:en_US
Published: 2007
Online Access:http://ndltd.ncl.edu.tw/handle/15092696220228399810
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spelling ndltd-TW-095NTU053920272016-05-25T04:13:39Z http://ndltd.ncl.edu.tw/handle/15092696220228399810 3D Scene Streaming over P2P Network 在點對點網路架構中之三維場景串流方法 Ting-Hao Huang 黃庭豪 碩士 國立臺灣大學 資訊工程學研究所 95 As the data size of 3D models increased, the data size of 3D scene also increased. The most relative example is 3D online games. The data size is so large that most of the game data are shipped using high capacity DVDs. However, to browse a large virtual world online, downloading the entire data is no option. In fact, only a small portion of the world is needed to render an acceptable result since most objects in a scene are to far to be seen, or hide behind opaque objects. To avoid the long waiting time of downloading the entire scene before browsing the virtual world, the concept of ”3D Scene Streaming” is proposed. Its general idea is: given the information of the scene and the position and viewing direction of the user, only objects which are seen, and will be seen in the future, are needed to be downloaded. The major question is to decide the priorities of the objects to be downloaded. To the best of our knowledge, there''re two approaches to achieve 3D scene streaming. The first one is view-dependent based approach, which considers the position of user, his/her viewing direction, and the distance between the user and object to decide the precedence of downloading 3D objects. The other approach is visibility preprocessing, which divide the entire scene into multiple cells and find the “potential viewable space” of any pair of cells. The former is quite suitable for outdoor scenes, but its efficiency may drop in indoor scenes because many objects near to user but occluded by opaque object are possible to be transferred earlier. On the other hand, the latter is very suitable for indoor scenes since architects usually designed following some rules such as symmetric. In this thesis, we adapt the view-dependent approach to achieve 3D streaming. In other words, we find the visual importance of each 3D object to decide their order of transmission. To address the scalability problem of traditional client-server network architecture, we separate 3D object into data pieces and apply FLoD for peer-to-peer network architecture. Experiment result shows that our system can display 3D scene with lowest quality loss under limited bandwidth, and the work load of server is reduced at the same time. Bing-yu Chen 陳炳宇 2007 學位論文 ; thesis 40 en_US
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description 碩士 === 國立臺灣大學 === 資訊工程學研究所 === 95 === As the data size of 3D models increased, the data size of 3D scene also increased. The most relative example is 3D online games. The data size is so large that most of the game data are shipped using high capacity DVDs. However, to browse a large virtual world online, downloading the entire data is no option. In fact, only a small portion of the world is needed to render an acceptable result since most objects in a scene are to far to be seen, or hide behind opaque objects. To avoid the long waiting time of downloading the entire scene before browsing the virtual world, the concept of ”3D Scene Streaming” is proposed. Its general idea is: given the information of the scene and the position and viewing direction of the user, only objects which are seen, and will be seen in the future, are needed to be downloaded. The major question is to decide the priorities of the objects to be downloaded. To the best of our knowledge, there''re two approaches to achieve 3D scene streaming. The first one is view-dependent based approach, which considers the position of user, his/her viewing direction, and the distance between the user and object to decide the precedence of downloading 3D objects. The other approach is visibility preprocessing, which divide the entire scene into multiple cells and find the “potential viewable space” of any pair of cells. The former is quite suitable for outdoor scenes, but its efficiency may drop in indoor scenes because many objects near to user but occluded by opaque object are possible to be transferred earlier. On the other hand, the latter is very suitable for indoor scenes since architects usually designed following some rules such as symmetric. In this thesis, we adapt the view-dependent approach to achieve 3D streaming. In other words, we find the visual importance of each 3D object to decide their order of transmission. To address the scalability problem of traditional client-server network architecture, we separate 3D object into data pieces and apply FLoD for peer-to-peer network architecture. Experiment result shows that our system can display 3D scene with lowest quality loss under limited bandwidth, and the work load of server is reduced at the same time.
author2 Bing-yu Chen
author_facet Bing-yu Chen
Ting-Hao Huang
黃庭豪
author Ting-Hao Huang
黃庭豪
spellingShingle Ting-Hao Huang
黃庭豪
3D Scene Streaming over P2P Network
author_sort Ting-Hao Huang
title 3D Scene Streaming over P2P Network
title_short 3D Scene Streaming over P2P Network
title_full 3D Scene Streaming over P2P Network
title_fullStr 3D Scene Streaming over P2P Network
title_full_unstemmed 3D Scene Streaming over P2P Network
title_sort 3d scene streaming over p2p network
publishDate 2007
url http://ndltd.ncl.edu.tw/handle/15092696220228399810
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