The Community for Technology Leaders
RSS Icon
Issue No.03 - May/June (2008 vol.14)
pp: 576-589
For a client-server based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolution hierarchy traversal management strategy to control the overhead of view-dependent rendering for low-capacity clients. Then we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latency for one frame with the rendering time for multiple frames. View-parameters prediction is incorporated to make the parallelism of the client and the server feasible. In order to maintain an acceptable view-dependent rendering quality in the network environment, we develop a synchronization mechanism and a dynamic adjustment mechanism to handle the transient network slowdowns and the changes of the network condition. Our experimental results, in comparison with the sequential method, show that our predictive parallel approach can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip times.
Display algorithms, Viewing algorithms, Distributed/network graphics
Zhi Zheng, Prakash Edmond, Tony Chan, "Interactive View-Dependent Rendering over Networks", IEEE Transactions on Visualization & Computer Graphics, vol.14, no. 3, pp. 576-589, May/June 2008, doi:10.1109/TVCG.2007.70626
[1] D. Koller, M. Turitzin, M. Levoy, M. Tarini, G. Croccia, P. Cignoni, and R. Scopigno, “Protected Interactive 3D Graphics via Remote Rendering,” ACM Trans. Graphics, vol. 23, no. 3, pp. 695-703, 2004.
[2] J. Ström and T. Akenine-Möller, “iPACKMAN: High-Quality Low-Complexity Texture Compression for Mobile Phones,” Proc. ACM/Eurographics Conf. Graphics Hardware (HWWS '05), pp. 63-70, 2005.
[3] K. Banerjee and E. Agu, “Remote Execution for 3D Graphics on Mobile Devices,” Proc. IEEE Int'l Conf. Wireless Networks, Comm., and Mobile Computing (WirelessCom '05), pp. 1154-1159, 2005.
[4] D. Luebke, M. Reddy, J. Cohen, A. Varshney, B. Watson, and R. Heubner, Level of Detail for 3D Graphics. Morgan Kaufmann, 2002.
[5] L. DeFloriani, P. Magillo, and E. Puppo, “Efficient Implementation of Multi-Triangulations,” Proc. Ninth IEEE Visualization Conf. (VIS '98), pp. 43-50, 1998.
[6] R. Pajarola and C. DeCoro, “Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing,” IEEE Trans. Visualization and Computer Graphics, vol. 10, no. 3, pp. 353-368, May/June 2004.
[7] H. Hoppe, “View-Dependent Refinement of Progressive Meshes,” Proc. ACM SIGGRAPH '97, pp. 189-198, 1997.
[8] J.C. Xia, J. El-Sana, and A. Varshney, “Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models,” IEEE Trans. Visualization and Computer Graphics, vol. 3, no. 2, pp. 171-183, Apr.-June 1997.
[9] J. El-Sana and A. Varshney, “Generalized View-Dependent Simplification,” Proc. Eurographics '99, pp. 83-94, 1999.
[10] Z. Zheng and T.K. Chan, “A Client-Server Based View-Dependent Multiresolution Mesh Hierarchy,” Int'l J. Computers and Applications, to appear.
[11] D. Luebke and C. Erikson, “View-Dependent Simplification of Arbitrary Polygonal Environments,” Proc. ACM SIGGRAPH '97, pp. 199-208, 1997.
[12] L. DeFloriani, P. Magillo, F. Morando, and E. Puppo, “Dynamic View-Dependent Multiresolution on a Client-Server Architecture,” Computer-Aided Design, vol. 32, no. 13, pp. 805-823, 2000.
[13] J. El-Sana and N. Sokolovsky, “View-Dependent Rendering on Large Polygonal Models over Networks,” Int'l J. Image and Graphics, vol. 3, no. 2, pp. 265-290, 2003.
[14] H. Hoppe, “Progressive Meshes,” Proc. ACM SIGGRAPH '96, pp.99-108, 1996.
[15] A. Gueziec, G. Taubin, B. Horn, and F. Lazarus, “A Framework for Streaming Geometry in VRML,” IEEE Computer Graphics and Applications, vol. 19, no. 2, pp. 68-78, Mar./Apr. 1999.
[16] J. Kim and S. Lee, “Truly Selective Refinement of Progressive Meshes,” Proc. Graphics Interface '01, pp. 101-110, 2001.
[17] D.S. To, R.W. Lau, and M. Green, “A Method for Progressive and Selective Transmission of Multi-Resolution Models,” Proc. ACM Symp. Virtual Reality Software and Technology (VRST '99), pp. 88-95, 1999.
[18] J. Kim, S. Lee, and L. Kobbelt, “View-Dependent Streaming of Progressive Meshes,” Proc. Int'l Conf. Shape Modeling and Applications (SMI '04), pp. 209-220, 2004.
[19] R. Southern, S. Perkins, B. Steyn, A. Muller, P. Marais, and E. Blake, “A Stateless Client for Progressive View-Dependent Transmission,” Proc. Sixth Int'l Conf. 3D Web Technology (WEB3D '01), pp. 43-50, 2001.
[20] L. DeFloriani and P. Magillo, “Multiresolution Mesh Representation: Models and Data Structures,” Multiresolution in Geometric Modeling, pp. 363-418, 2002.
[21] M. Woo, M.B. Sheridan, and T. Davis et al., OpenGL Programming Guide: The Official Guide to Learning OpenGL Version 1.2. Addison-Wesley Longman, 1999.
[22] J. El-Sana, and A. Varshney, “Parallel Processing for View-Dependent Polygonal Virtual Environments,” Proc. SPIE—Visual Data Exploration and Analysis VI, vol. 3643, pp. 62-70, 1999.
[23] S.-E. Yoon, B. Salomon, R. Gayle, and D. Manocha, “Quick-VDR: Interactive View-Dependent Rendering of Massive Models,” Proc. 15th IEEE Visualization Conf. (VIS '04), pp. 131-138, 2004.
[24] P. Cignoni, F. Ganovelli, E. Gobbetti, F. Marton, F. Ponchio, and R. Scopigno, “Adaptive TetraPuzzles: Efficient Out-of-Core Construction and Visualization of Gigantic Multiresolution Polygonal Models,” Proc. ACM SIGGRAPH '04, pp. 796-803, 2004.
[25] D. Aliaga, J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W. Stuerzlinger, R. Bastos, M. Whitton, F. Brooks, and D. Manocha, “MMR: An Interactive Massive Model Rendering System Using Geometric and Image-Based Acceleration,” Proc. ACM Symp. Interactive 3D Graphics (SI3D '99), pp. 199-206, 1999.
[26] N. Williams, D. Luebke, J.D. Cohen, M. Kelley, and B. Schubert, “Perceptually Guided Simplification of LIT, Textured Meshes,” Proc. ACM Symp. Interactive 3D Graphics (SI3D '03), pp. 113-121, 2003.
[27] IEEE 1278 Standard for Information Technology: Protocols for Distributed Interactive Simulation Applications, IEEE, 1993.
[28] A. Chan, R.W.H. Lau, and B. Ng, “Motion Prediction for Caching and Prefetching in Mouse-Driven DVE Navigation,” ACM Trans. Internet Technology, vol. 5, no. 1, pp. 70-91, 2005.
13 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool