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Progressive Transmission of Appearance Preserving Octree-Textures

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Title: Progressive Transmission of Appearance Preserving Octree-Textures


1
Progressive Transmission ofAppearance Preserving
Octree-Textures
Web3D 2008 August 9, 2008
Camille Perin
Julien Lacoste
Bruno Jobard
LIUPPA University of Pau France
2
Motivations
  • A realistic image synthesis involves a great
    complexity for the objects geometry.

3
Motivations
  • On a distributed visualization system, the
    transmission of the full geometry takes too much
    time.
  • To avoid waiting time, use LOD representation of
    the geometry.
  • First a light low resolution model is transmitted
  • Higher resolution meshes are downloaded while
    interacting with low resolution object.

4
Motivations
  • Problem with LOD representation
  • The server holds several models
  • Each version is fully transmitted the amount of
    data to transfer is increased
  • Popping effect on the transition between two
    levels
  • To avoid these problems
  • progressive representation of meshes

5
Motivations
  • Progressive Meshes (Hoppe, 96)
  • Low Resolution Mesh vertex split operations
  • No popping effect, smooth transition
  • Download according to viewpoint
  • A major problem remains
  • Hard to render a complex geometry
  • Distributed network memory constraints

6
Motivations
  • For realtime rendering, the complexity can be
    encoded in a normal map, thus reducing the number
    of polygons.
  • How to tramsit efficiently only the appearance?

600 faces Normal Map
69 000 faces
600 faces
7
Proposition
  • Use the Appearance Preserving Octree-Texture
    (APO)
  • Octree-Texture encoding the normal map
  • Allows realtime rendering
  • Hierarchical representation ? LOD Transmission

8
Talk Overview
APO Texture Octree 1D encoding 2D Texture
Encoding Network Architecture Client/Server
architecture Appearance Data updates Data
Transmission Control Results
9
APO Construction
Octree 1D sorting
  • The octree is breadth first sorted in a 1D array
  • Each node has a pointer toward its first child
  • Root is at index 0, the coarser levels are the
    first ones in the array
  • Internal nodes contain an averaged normal
  • Inner mip-mapping of the texture

10
APO Construction
APO 2D Encoding
  • Conversion from 1D array to 2D texture
  • Top texels coarser levels
  • Bottom texels finer levels

11
Viewer Architecture
  • Simple HTTP web server, only holds the data
  • No computation during transfer and rendering
  • The client viewer is a Java Applet using JOGL

12
Viewer Architecture
Client Viewer
  • Client downloads
  • the simplified mesh (light)
  • the APO while rendering
  • Each time the buffer is full / Each time step
  • Data sent to GPU to update APO (glTexSubImage)
  • Buffer cleared client remains light in memory

13
Viewer Architecture
Results
After 30s
After 2s
After 10s
  • Demo
  • http//web.univ-pau.fr/jlacoste/APOWebViewer/demo
    Applet.html

14
Viewer Architecture
Data Transfer Control
  • Finer details unnecessary ? Data transfer stops
  • Computes screen-size projection of finer node
  • Stops when size is below one pixel

15
Conclusion
  • Progressive transmission of Appearance
  • Nearly immediate interaction with low resolution
    version of objects
  • Details appear smoothly
  • Manipulation of high detailed objects
  • No software installation
  • Viewer is a browser applet
  • Data privacy
  • Only low resolution meshes are transmitted

16
THANKS !Questions
Contact julien.lacoste_at_univ-pau.fr http//web.un
iv-pau.fr/jlacoste
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