Efficient representation and streaming of 3D scenes
In the last few years several approaches (Proceedings of the Second International Workshop on Distributed Interactive Simulation and Real-Time Application, 1998, pp. 8891; EUROGRAPHICS 2001, vol. 20(3) 2001) have been presented, which address the transmission and visualization of 3D scenes on distributed devices with different capabilities. These techniques are in the interest of a wide field of applications such as virtual chatrooms, product presentations, CAVE visualizations, 3D simulations, or 3D online games. In order to adapt the immense data effort to the capabilities of the devices and the networks, two basic problems have to be solved: the selection of the information according to the user's interest and the reduction of the selected data. Usually the first problem is reduced to visual aspects, which can be determined by visibility culling algorithms. This paper concentrates on the second problem and introduces a system in order to stream the data of even large 3D scenes to remote devices.
curve surface solid and object representations distributed data structures distributed/network graphics distributed virtual environment