Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH '99 1999
DOI: 10.1145/311535.311564
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Deep compression for streaming texture intensive animations

Abstract: This paper presents a streaming technique for synthetic texture intensive 3D animation sequences. There is a short latency time while downloading the animation, until an initial fraction of the compressed data is read by the client. As the animation is played, the remainder of the data is streamed online seamlessly to the client. The technique exploits frame-to-frame coherence for transmitting geometric and texture streams. Instead of using the original textures of the model, the texture stream consists of vie… Show more

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Cited by 43 publications
(18 citation statements)
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“…This paper describes two different ways in which knowledge of scene geometry can be employed to encode multi-view imagery. In texture-based coding, scene geometry is used to convert images to view-dependent texture maps prior to compression [5], [23], [24], [8], [25]. These view-dependent texture maps exhibit greater inter-map correlation than the original images, making them more amenable to coding.…”
mentioning
confidence: 99%
“…This paper describes two different ways in which knowledge of scene geometry can be employed to encode multi-view imagery. In texture-based coding, scene geometry is used to convert images to view-dependent texture maps prior to compression [5], [23], [24], [8], [25]. These view-dependent texture maps exhibit greater inter-map correlation than the original images, making them more amenable to coding.…”
mentioning
confidence: 99%
“…To fill those gaps, only the pixels that cover the gaps are sent to the client every frame. Using such approach, Cohen-Or et al [1999] reported a reduction of the bit-stream size up to a few percent of a corresponding MPEG-2 stream. However the result did not take into account the transfer of geometry, which had to be available both for the server and the client.…”
Section: Streaming Of Computer Animationsmentioning
confidence: 99%
“…This way they achieve reduction ratios of 55% on small movements of the camera. Cohen-Or et al [8] use a compression scheme which reduces up to one order of magnitude the bandwidth, compared to a MPEG postrendered sequence with equivalent quality. Their compression scheme requires also that the client has access to the geometric data and exploit spatial coherence in order to improve compression ratios.…”
Section: Previous Workmentioning
confidence: 99%