Abstract
We present an end-to-end pipeline for the export of 3D scenes from content creation tools to a real-time rendering engine in an embeddable web-page, including a novel system for compression/decompression of textured polygonal meshes. We show that the compression/decompression outperforms the best state-of-the-art non-progressive alternative, especially as bandwidth increases, showing that web-specific techniques should consider the whole user pipeline. Our pipeline also includes progressivity, which is paramount for a good interactive user experience, and permits full user interaction with lower resolution versions of the 3D scenes, while progressively higher resolution data is downloaded. Finally, we discuss how our method may be used in the future to facilitate the transfer of animated meshes.
Highlights
The web has become a truly multmedia experience
Since its inital release in 2011, there has been a steady rise of applicatons, technology, and research concerning 3D graphics on the web [4]; and web developers have a choice of several higher-level engines, which use WebGL to facilitate the development of interactve 3D web applicatons
Web-based productons beneft from the presence of an efcient asset pipeline; yet they must consider an additonal step in the pipeline, which is a central issue facing any interactve 3D web applicaton: that of data transmission. 3D data tend to be quite large, and any asset must be exported in a suitable format, uploaded correctly to a server, and be fully downloaded to the browser, before it can be rendered
Summary
The web has become a truly multmedia experience. We have moved away from the concept of ‘web pages’ and embraced the idea of ‘web applicatons’ – multmedia rich, client-server systems, which allow users to engage in both of the original goals of the web: browsing and editng content. Exportng resources (or assets) from these packages in a format suitable for further processing and fnal use is frequently a central part of an asset pipeline: a workfow to transform artstc ideas into their fnal 3D form. Web-based productons beneft from the presence of an efcient asset pipeline; yet they must consider an additonal step in the pipeline, which is a central issue facing any interactve 3D web applicaton: that of data transmission. A key parameter within any asset pipeline for an interactve 3D web applicaton is the tme taken to transmit and decode the data, as any delay has a negatve effect on user experience [8, 9]. A typical 3D scene consists of a variety of assets [10, 11]: Exportng these data to a web applicaton presents different levels of challenges. Textures are stored as 2D images, whose compression and transmission is a well understood problem that has resulted in the very common standard formats (such as .jpg and .png) used every day on the web
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