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盛斌, 孟维亮, 孙汉秋, 吴恩华. 实时渐进绘制环境下的MCGIM模型串流技术[J]. 计算机科学技术学报, 2011, 26(1): 166-175. DOI: 10.1007/s11390-011-1119-6
引用本文: 盛斌, 孟维亮, 孙汉秋, 吴恩华. 实时渐进绘制环境下的MCGIM模型串流技术[J]. 计算机科学技术学报, 2011, 26(1): 166-175. DOI: 10.1007/s11390-011-1119-6
Bin Sheng, Wei-Liang Meng, Han-Qiu Sun, En-Hua Wu. MCGIM-Based Model Streaming for Realtime Progressive Rendering[J]. Journal of Computer Science and Technology, 2011, 26(1): 166-175. DOI: 10.1007/s11390-011-1119-6
Citation: Bin Sheng, Wei-Liang Meng, Han-Qiu Sun, En-Hua Wu. MCGIM-Based Model Streaming for Realtime Progressive Rendering[J]. Journal of Computer Science and Technology, 2011, 26(1): 166-175. DOI: 10.1007/s11390-011-1119-6

实时渐进绘制环境下的MCGIM模型串流技术

MCGIM-Based Model Streaming for Realtime Progressive Rendering

  • 摘要: 随着数字娱乐与互联网技术的不断发展,通过网络传输几何模型的应用日益广泛。和图象传输相比,三维模型不仅数据量大,而且拓扑结构复杂。由于网络带宽的限制,通过网络传送全部模型需要很长时间。为了更加有效通过网络传输模型,人们提出渐进传输模式。这样用户在接收时能够很快看到模型的主要特征和粗略轮廓,如果用户不需要继续传送全部数据,可以随时终止当前的传输,而不需要等待全部数据传送完毕。目前传统的模型传输方法仍局限于对三角网格数据的传输顺序和编码的优化上。
    本文针对表面细节复杂的几何模型,提出了一种新的交互式渐进传输方法。提出了一种利用多块几何图图象对立体模型进行交互渐进传输的串流新技术,该技术首先将三角网格进行基于八叉树的自适应分块,再对分块后的网格数据进行参数化处理,转换成为多块几何图象。我们通过对几何图象的重采样,利用四叉树结构建立关于几何数据的规则层次结构,利用细节纹理集和轮廓保持技术。由此传统的三维模型可以经由规则的几何图象结构进行自适应的交互传输。该方法具有很强的灵活性,可按不同的传输顺序对模型数据和几何结点进行渐进传输。该方法还可通过法向纹理和轮廓增强技术,提高在网络条件下的模型绘制效果和速度,并利于采用图形处理器(GPU)实现快速绘制。同时,该方法还可以与标准的图象压缩技术JEPG2000相结合,通过对多块几何图象的多分辨率压缩,达到对几何模型的高效网络传输。此外,采用Motion JPEG 2000来压缩多块几何图象序列,使得新方法能够对于3维动画模型序列进行渐进传输,同时利用GPU的并行处理实现了在网络环境下的三维模型和动画数据的多分辨率传输与绘制效果。实验结果表明,该方法可对模型的拓扑与几何数据实施有效的数据编码与压缩,数据传输顺序灵活性高,再结合表面法向纹理集和轮廓增强等多种技术,大大减少了在用户在互联网环境下浏览虚拟场景所需的几何数据传输量。

     

    Abstract: While most mesh streaming techniques focus on optimizing the transmission order of the polygon data, few approaches have addressed the streaming problems by using geometry images (GIM). In this paper, we present a new approach which firstly partitions a mesh into several surface patches, then converts these patches into multi-chart geometry images (MCGIM). After resampling the MCGIM and normal map atlas are obtained, we hierarchically construct the regular geometry image representation by adopting the quadtree structure. In this way, the encoded nodes can be transmitted in arbitrary order with high transmission flexibility. Also, the rendering quality of the partially transmitted models can be greatly improved by using the normal texture atlas. Meanwhile only the geometry on the silhouette to the current viewpoint are required to be refined and transmitted, therefore the amount of data is minimized for transferring each frame. In particular, our approach also allows users to encode and transmit the mesh data via JPEG2000 technique. Therefore, our mesh streaming method is suitable for transmitting 3D animation models with use of Motion JPEG2000 videos. Experimental results have demonstrated the effectiveness of our approach, which enables one server to stream the MCGIM texture atlas to the clients. Also, the transmitted model can be rendered in a multiresolution manner by GPU acceleration on the client side, due to the regular geometry structure of MCGIM.

     

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