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A spatial hierarchical compression method for 3D streaming animation
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Source Virtual Reality Modeling Language Symposium archive
Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML) table of contents
Monterey, California, United States
Pages: 95 - 101  
Year of Publication: 2000
ISBN:1-58113-211-5
Authors
Toshiki Hijiri  Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
Kazuhiro Nishitani  Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
Tim Cornish  Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
Toshiya Naka  Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
Shigeo Asahara  Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
Sponsors
SIGCOMM: ACM Special Interest Group on Data Communication
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 44,   Citation Count: 4
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ABSTRACT

When distributing 3D contents real-time over a network with a narrow bandwidth such as a telephone line, methods for streaming and data compression can be considered indispensable.In previous work, we made possible the real-time streaming of 3D animation data on a network with a narrow bandwidth such as a telephone line by partitioning motion data for humanoid characters (data obtained by motion capture, for example full frame data at 30 frames/sec) into packets and then carrying out compression by culling data along the time axis.However, as a 3D scene becomes more complex, the number of humanoid characters also increases. Accordingly, the transmission rate also increases, becoming greater than the available bandwidth and making real-time distribution impossible.In this paper, we concentrate on the problem of real-time distribution, describing a new data packet format which allows flexible scalability of the transmission rate, and a data compression method, SHCM, which maximizes the features of this format using a 3D scene structure.Because compression using a 3D scene structure aims to obtain the optimal overall compression rate by altering the compression rate for each object, based on information on the position in 3D space relative to the behavior (motion) data of each object, its application to MPEG4 can be expected.Using this method the real-time distribution of 3D contents becomes possible despite the bandwidth restrictions of an ordinary telephone line.


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
Bernie Roehl, " Draft Proposal for the VRML Streaming Working Group - (DRAFT) Version 0.1" , 1998. http://ece.uwaterloo.ca:80/~broehl/streams/proposal.html.
 
2
Bernie Roehl, " Specification for a Standard Humanoid Version 1.1" , Humanoid Animation WG, August 1997. http://ece.uwaterloo.ca:80/~h-anim/spec1.1/.
 
3
IETF (Internet Engineering Task Force), RFC1889 (RTP: A Transport Protocol for Real-Time Applications), January 1996.
 
4
IETF (Internet Engineering Task Force), RFC2326 (Real Time Streaming Protocol), April 1998.
 
5
6
 
7
MP3' Tech., http://www.mp3tech.org/.
 
8
MPEG.ORG, " MPEG Audio Resources and Software" . http://www.mpeg.org/MPEG/audio.html.
 
9
RealNetworks. http://www.real.com.
 
10
Smith, V.C. and Pokorny, J., Spectral sensitivity of the foveal cone photopigments between 400 and 500 nm, Vis. Res. 15, pp.161-171, 1975.
11
12
 
13
VRML-MPEG WG, " MPEG4/Web3D Convergence Plan" , http://www.web3d.org/WorkingGroups/vrml-mpeg4/mpeg4- web3d. html.
 
14
VRML97 International Standard ISO/IEC 14772-1, December 1997. http://www.web3d.org/Specifications/VRML97/index.html.
 
15
Web3D Consortium - VRML Streaming WG. http://www.web3d.org/WorkingGroups/vrml-streams/.


Collaborative Colleagues:
Toshiki Hijiri: colleagues
Kazuhiro Nishitani: colleagues
Tim Cornish: colleagues
Toshiya Naka: colleagues
Shigeo Asahara: colleagues