3D Online Multimedia and Games : Processing, Visualization and Transmission. için kapak resmi
3D Online Multimedia and Games : Processing, Visualization and Transmission.
Başlık:
3D Online Multimedia and Games : Processing, Visualization and Transmission.
Yazar:
Cheng, Irene.
ISBN:
9789812811257
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (369 pages)
İçerik:
Contents -- 1. Introduction -- 1.1 Overview -- 1.2 Networking Issues in Online Multimedia -- 1.3 Joint Texture-Mesh Simplification and View Independent Transmission -- 1.4 View Dependent Transmission -- 1.5 Content and Background Creation -- 1.6 Implementing Simple Online Games -- 1.7 Online Appendices -- 2. Adaptive Bandwidth Monitoring for QoS Based Retrieval A. Basu, I. Cheng, L. Ying and Y. Yu -- 2.1 Introduction -- 2.2 Probabilistic QoS Based Retrieval from a Single or Distributed Independent Servers -- 2.3 Collaborative Distributed Retrieval -- 2.4 Summary -- References -- 3. Wireless Protocols A. Khan -- 3.1 Introduction -- 3.2 Transmission Control Protocol -- 3.3 User Datagram Protocol -- 3.4 Limitation of TCP in Wireless Networks -- 3.5 Improving Performance -- 3.5.1 Link-Layer Approach -- 3.5.1.1 Snoop -- 3.5.1.2 New Snoop -- 3.5.2 End-to-End Approach -- 3.5.2.1 Selective Acknowledgments -- 3.5.2.2 Fast Retransmit -- 3.5.2.3 Explicit Bad State Notification -- 3.5.3 Split Connection -- 3.5.3.1 Multiple TCP and Selective Repeat Protocol -- 3.5.3.2 Indirect-TCP -- 3.5.3.3 Mobile-TCP -- 3.6 Discussion and Final Thoughts -- References -- 4. Overview of 3D Coding and Simplification I. Cheng and L. Ying -- 4.1 Texture Compression for Video Cards -- 4.2 Overview of Mesh Coding -- 4.3 Overview of Level of Detail (LOD) Techniques -- 4.4 Motivation -- References -- 5. Scale-Space Filtering and LOD - The TexMesh Model I. Cheng -- 5.1 Introduction -- 5.2 LOD in Scale-Space -- 5.3 Spherical Scanned Data -- 5.4 Scale Map -- 5.5 Fragmentation Approach for Texture Transmission -- 5.6 Fragment Map and Variable Texture Quality -- 5.7 Summary -- References -- 6. Adaptive Online Transmission of Photo-Realistic Textured Mesh I. Cheng -- 6.1 Introduction -- 6.2 Overview of Adaptive Strategy.

6.3 Adaptive Bandwidth Monitoring and Texture Quality Determination -- 6.4 Harmonic Time Compensation Algorithm -- 6.5 Experimental Results -- 6.6 Summary -- References -- 7. Perceptual Issues in a 3D TexMesh Model I. Cheng -- 7.1 Introduction -- 7.2 Psycho-Visual Factors A ecting Visual Fidelity -- 7.3 Preparation for Visual Discrimination Experiments -- 7.4 Tradeo Between Geometry and Texture -- 7.5 Feature Point Density, Perception of Depth and Contrast Sensitivity -- 7.6 Visual Quality Prediction (VDP) -- 7.7 Two-Alternatives-Forced-Choice (2AFC) -- 7.8 Linear and Non-Linear Mechanism in Visual Perception -- 7.9 Summary -- References -- 8. Quality Metric for Approximating Subjective Evaluation of 3D Objects A. Basu, I. Cheng and Y. Pan -- 8.1 Introduction -- 8.2 Review of Perceptual Quality Evaluation -- 8.3 Experimental Environment and Derivation of a Perceptual Metric -- 8.4 Experimental Results and Analysis -- 8.5 Summary -- References -- 9. Perceptually Optimized 3D Transmission over Wireless Networks I. Cheng and A. Basu -- 9.1 Introduction -- 9.2 Perceptually Optimized Transmission -- 9.3 Experimental Results -- 9.4 Summary -- Acknowledgements -- References -- 10. Predictive Schemes for Remote Visualization of 3D Models P. Zanuttigh and G. M. Cortelazzo -- 10.1 Introduction -- 10.2 Structure of a Remote 3D Visualization System by Image Transmission (RV-I) -- 10.3 Prediction of the Views -- 10.3.1 3D Warping -- 10.3.2 3D Warping: Extensions -- 10.3.3 Model-Based Prediction -- 10.4 Residual Selection Strategies -- 10.5 Compression of the Transmitted Data -- 10.6 Summary -- References -- 11. A Rate Distortion Theoretic Approach to Remote Visualization of 3D Models N. Brusco, P. Zanuttigh, D. S. Taubman and G. M. Cortelazzo -- 11.1 Introduction -- 11.2 The Basic RV-RD Framework -- 11.3 Rendering from a Single View by A ne Warping.

11.4 Rendering from Multiple Views by DWT Analysis, Warping and DWT Synthesis -- 11.5 The Client Policy -- 11.6 How to Compute the Distortion Contribution? -- 11.6.1 Effects of the Affine Warping -- 11.6.2 Effects of Analysis and Synthesis -- 11.6.3 Effects of Extra-Band Energy -- 11.6.4 Effects of Geometry -- 11.7 Experimental Results -- 11.8 Summary -- References -- 12. 3D Content Creation by Passive Optical Methods L. Ballan, N. Brusco and G. M. Cortelazzo -- 12.1 Introduction -- 12.2 Basic Notation and Calibrated Images -- 12.3 Monomodal Methods -- 12.3.1 Silhouette -- 12.3.2 Shading -- 12.3.2.1 Photometric Stereo -- 12.3.2.2 Shape from Shading -- 12.3.2.3 Estimating the Light Source Properties -- 12.3.3 Shadows -- 12.3.4 Focus/Defocus -- 12.3.5 Picture Differences: Stereo Methods -- 12.4 Multimodal Methods -- 12.4.1 Deformable Models -- 12.4.2 Application Examples -- 12.5 Summary -- References -- 13. 3D Visualization and Compression of Photorealistic Panoramic Backgrounds P. Zanuttigh, G. M. Cortelazzo and L. MacDonald -- 13.1 Introduction -- 13.2 Basic Characteristics of Panoramic Images -- 13.3 Visualization of Panoramic Images -- 13.4 Progressive Compression of Panoramic Images -- 13.5 Summary -- Acknowledgment -- References -- 14. A 3D Game - Castles G. Xiao, Z. Cai, L. Ying and A. Basu -- 14.1 Introduction -- 14.2 Game Design -- 14.3 Implementation Details -- 15. A Networked Version of Castles D. Lien, M. McElhinney, L. Ying and A. Basu -- 15.1 Introduction -- 15.2 Game Design and User Manual -- 15.3 Implementation Details -- 15.3.1 Password Encryption -- 15.4 Summary and Future Work -- 15.5 Appendix: User Manual -- 16. A Networked Multiplayer Java3D Game

16.5 Appendix: Source Code Description -- 17. Collaborative Online 3D Editing I. Cheng, M. Bates and A. Basu -- 17.1 Introduction and Related Work -- 17.2 Description of the System -- 17.3 Summary -- 17.4 Using RMI for Collaborative 3D Editing -- References.
Özet:
The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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