ACM Home Page
Please provide us with feedback. Feedback
A case for 3D streaming on peer-to-peer networks
Full text PdfPdf (154 KB)
Source 3D technologies for the World Wide Web archive
Proceedings of the eleventh international conference on 3D web technology table of contents
Columbia, Maryland
SESSION: Visualization and streaming table of contents
Pages: 57 - 63  
Year of Publication: 2006
ISBN:1-59593-336-0
Author
Shun-Yun Hu  National Central University, Taiwan
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 15,   Downloads (12 Months): 121,   Citation Count: 4
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1122591.1122599
What is a DOI?

ABSTRACT

One of the most serious issues holding back the widespread of 3D contents on Internet has been their inaccessibility due to large data volume. Many compression and progressive transmission techniques, as well as format standards, have been proposed in recent years to make 3D streaming increasingly viable for the efficient and accessible delivery of 3D contents. However, existing proposals have yet to seriously address one of the most important issues in practical adoption - a system's scalability in terms of the number of concurrent users. We argue that due to 3D contents' large data volume and interactive nature, client-server architecture, with its inherently fixed resource availability and high cost, will not be suitable to support popular Internet-scale 3D streaming. On the other hand, peer-to-peer (P2P) architectures hold the promise of both scalability and affordability. In this position paper, we describe the potential promises and challenges in adapting 3D streaming to P2P networks, using multi-user networked virtual environment (NVE) as an example. We also propose Flowing LoD (FLoD), a scalable, distributed and fault-tolerant P2P 3D streaming mechanism, that is based on Voronoi-based Overlay Network (VON), a P2P overlay specifically designed for NVE applications.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
3DIF, 2006. 3d industrial forum. http://www.3dif.org/.
 
2
ASCEND, 2006. Ascend project. http://ascend.sourceforge.net.
 
3
AW, 2006. Activeworlds. http://www.activeworlds.com/.
 
4
 
5
Baset, S. A., and Schulzrinne, H., 2004. An analysis of the skype peer-to-peer internet telephony protocol.
6
 
7
8
9
10
 
11
Cheng, L., Bhushan, A., Pajarola, R., and Zarki, M. E. 2004. Real-time 3d graphics streaming using mpeg-4. In Proc. IEEE/ACM Wksp. on Broadband Wireless Services and Appl.
 
12
Chim, J., Lau, R. W. H., Leong, H. V., and Si, A. 2003. Cyberwalk: A web-based distributed virtual walkthrough environment. IEEE Trans. on Multimedia 5, 4, 503--515.
 
13
Chu, Y. H., Rao, S. G., Seshan, S., and Zhang, H. 2002. A case for end system multicast. IEEE JSAC 20, 8, 1456--1471.
 
14
Cohen, B. 2003. Incentives build robustness in bittorrent. In Proc. Wksp. on Economics of Peer-to-Peer Systems.
 
15
16
 
17
ForterraSystems, 2006. There.com. http://www.there.com.
 
18
 
19
20
21
22
23
 
24
Hu, S.-Y., Chen, J.-F., and Chen, T.-H. 2006. Von: A scalable peer-to-peer network for virtual environments. IEEE Network (accepted), http://vast.sf.net/docs/pub/2006-hu-VON.pdf.
 
25
ISO/IEC 14496-1. 1999. Information Technology -- Coding of audiovisual objects, Part 1: Systems, January.
26
 
27
Izal, M., Urvoy-Keller, G., Biersack, E., Felber, P., Hamra, A. A., and Garces-Erice, L. 2004. Dissecting bittorrent: Five months in a torrents lifetime. In Proc. Passive and Active Network Measurement (PAM 2004), 1--11.
 
28
Keller, J., and Simon, G. 2003. Solipsis: A massively multi-participant virtual world. In Proc. PDPTA 03, 262--268.
 
29
 
30
Knutsson, B., Lu, H., Xu, W., and Hopkins, B. 2004. Peer-to-peer support for massively multiplayer games. In Proc. IEEE INFOCOM, 96--107.
 
31
Liebeherr, J., Nahas, M., and Si, W. 2002. Application-layer multicasting with delaunay triangulation overlays. IEEE J. Sel. Areas Commun. (JSAC) 20, 8, 1472--1488.
 
32
LindenLab, 2006. Second life. http://secondlife.com/.
 
33
 
34
Marvie, J.-E., and Bouatouch, K. 2003. Remote rendering of massively textured 3d scenes through progressive texture maps. In Proc. 3rd IASTED Conf. VIIP, vol. 2, 756--761.
 
35
 
36
OpenHSF, 2006. Openhsf initiative. http://www.openhsf.org/.
 
37
 
38
Pesce, M., Kennard, P., and Parisi, A. 1994. Cyberspace. In Proc. First Intl. Conf. on the World Wide Web.
 
39
Pouwelse, J., Garbacki, P., Epema, D., and Sips, H. 2005. The bittorrent p2p file-sharing system: Measurements and analysis. In Proc. 4th Intl. Wksp. on Peer-to-Peer Systems (IPTPS'05).
40
 
41
Sahm, J., Soetebier, I., and Birthelmer, H. 2004. Efficient representation and streaming of 3d scenes. Computers & Graphics 28, 1, 15--24.
 
42
Schmalstieg, D., and Gervautz, M. 1996. Demand-driven geometry transmission for distributed virtual environments. Computer Graphics Forum 15, 3, 421--433.
 
43
44
 
45
Teler, E., and Lischinski, D. 2001. Streaming of complex 3d scenes for remote walkthroughs. EUROGRAPHICS 20, 3.
 
46
Tran, D., Hua, K., and Do, T. 2003. Zigzag: An efficient peer-to-peer scheme for media streaming. In Proc. IEEE INFOCOM 2003, 1283--1292.
 
47
VAST, 2006. Vast project. http://vast.sourceforge.net.
 
48
WEB3D, 2006. Web3d consortium. http://www.web3d.org.
 
49
Wikipedia, 2006. http://en.wikipedia.org/wiki/MMOG.
 
50
Wu, G., and Chiueh, T.-C. 2006. How efficient is bittorrent? In Proc. 13th Annual Multimedia Comp. and Netw. (MMCN'06).
 
51
 
52
Yang, S., and Kuo, C.-C. J. 2003. Robust graphics streaming in walkthrough virtual environments via wireless channels. In Proc. IEEE Globecom 2003.