Abstract
We consider an interactive browsing environment for 3D scenes, which allows for the dynamic optimization of selected client views by distributing available transmission resources between geometry and texture components. Texture information is available at a server in the form of scalably compressed images, corresponding to a multitude of original image views. Surface geometry is also available at the server in the form of scalably compressed depth maps, again corresponding to a multitude of original views. Texture and depth components are both open to augmentation as more content becomes available. At any point in the interactive browsing experience, the server must decide how to allocate transmission resources between the delivery of new elements from the various original view bit-streams and new elements from the original geometry bit-streams. The proposed framework implicitly supports dynamic view sub-sampling, based on rate-distortion criteria, since the best server policy is not always to send the nearest original view image to the one which the client is rendering. In this paper, we particularly elaborate upon a novel strategy for distortion-sensitive synthesis of both geometry and rendered imagery at the client, based upon whatever data is provided by the server. We also outline how the JPIP standard for interactive communication of JPEG2000 images, can be leveraged for the 3D scene browsing application.
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