Abstract | ||
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Real-time 3D content distribution over a network (either LAN or WAN) requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of "in-frame" geometric compression on 3D structures inferred from generic OpenGL command sequences and adding "inter-frame" redundancy exploitation of the traffic generated by the typical architecture of interactive applications. |
Year | Venue | Keywords |
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2010 | GRAPP 2010: PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS | Distributed rendering, Distributed applications, Remote graphics, Delta compression, Geometric compression |
Field | DocType | Citations |
Compression (physics),Architecture,Polygon mesh,Computer graphics (images),Computer science,Redundancy (engineering),Data compression,OpenGL | Conference | 1 |
PageRank | References | Authors |
0.43 | 9 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Giuseppe Marino | 1 | 1 | 0.43 |
Paolo Simone Gasparello | 2 | 14 | 1.86 |
Davide Vercelli | 3 | 10 | 1.42 |
Franco Tecchia | 4 | 65 | 11.05 |
Massimo Bergamasco | 5 | 475 | 73.59 |