| A spatial hierarchical compression method for 3D streaming animation |
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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
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Authors
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Toshiki Hijiri
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Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
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Kazuhiro Nishitani
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Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
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Tim Cornish
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Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
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Toshiya Naka
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Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
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Shigeo Asahara
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Multimedia Development Center, Matsushita Electric Industrial Co., Ltd., 1006, Kadoma, Kadoma-City, Osaka, 571-8501, Japan
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Downloads (6 Weeks): 1, Downloads (12 Months): 39, 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.
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Toshiya Naka , Yoshiyuki Mochizuki , Toshiki Hijiri , Tim Cornish , Shigeo Asahara, A compression/decompression method for streaming based humanoid animation, Proceedings of the fourth symposium on Virtual reality modeling language, p.63-70, February 23-26, 1999, Paderborn, Germany
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