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Predictive 3D Streaming
Predictive 3D Streaming
Predictive 3D Streaming
((
)
(
)
The in general is not symmetrical i.e
(
) (
)
Where (
)
is referred as backward distance.
The two sided (symmetric) distance which provides a more accurate measurement
can be estimated by taking the
((
)(
))
Therefore, the Hausdorff distance has been used to find the geometric error between
a pair of 3-D mesh models which is shortly referred as LODs.
5 Proposed Work
The proposed work attempts to visualize the 3D human brain streamed from the
server and rendered at the client. Fig 2 gives the overview of the 3D Streaming &
Rendering system which has got two major modules.
1) Server Module
2) Client Module
Fig. 2. Overview of 3D Streaming & Rendering
System
Send
Compute LODs
& its Quality
Serialize
Server
De-Serialize
Render
Client
User Input
Receive
5 Vani V et al.
5.1 Server Module
In this module, required levels of LODs are estimated and its quality with respect to
the original well refined mesh is measured. This measure would give the client an
insight on the quality of the rendered mesh based on his request. Based on the clients
request, the initial LOD is streamed by serializing the 3D data. Serializing is the
process of packing the 3D data which comprises of set of vertices and faces for the
level of LOD that is selected for streaming. Further, the server module streams the
LODs based on the interactions made by the client.
Fig. 3. Work Flow of the Streaming System
13. Display Appropriate
Error & Terminate
6. Start Streaming Timer & Serialize LOD
7. DeSerialize LOD and Stop the Streaming Timer
8. Compute & Display Total Streaming Time and Required Buffer Space
10. Store and Render de-serialized 3D mesh with necessary
interactions
4. Check for 3D Scene Requested with LODs Estimated
2. Is
connection
OK?
3. Set Camera Position & Request for 3D Scene to Visualize
1. Setup Connection between Clients and Server
No
Yes
5. Is the Scene
LOD Available?
9. Is Space
Available?
No
Yes
No
Yes
11. Interact with the Rendered Scene
12. Notify the interaction to Server with the updated move
to stream next level of refined mesh
A
A
A
Multi-resolution 3D visualization 6
5.2 Client Module
In this module, client establishes a connection with the server. Once the connection is
successfully established, it requests for a scene from the server and if the scene is
present then the initial LOD is streamed from the server. In client end, the streamed
data is de-serialized in order to get the vertices and faces of the corresponding LOD
and then it is rendered. Also the time taken for rendering process is also estimated.
Fig. 3 illustrates overall workflow of the system with the client and server
interactions.
6 Experiment Results and its Implications
Experiments are conducted to achieve 3D visualization of human brain through
streaming of multi resolution meshes based on the client request and further
interactions. The experimental setup was run on an Intel Core2 Duo CPU P8600 @ 2.4
GHz with 4 GB RAM and ATI Radeon 1GB graphics card system for both server and
client. For experimental purpose, we have considered 14 levels of LOD from coarse
mesh (LOD1) to refined (LOD14) mesh. Table 1 gives multi-resolution 3D human brain
models.
Table 2 describes the attributes of the LODs considered which includes number of
vertices and faces considered in each LOD with its corresponding % of vertices and %
of faces with respect to LOD14 (original mesh). Fig 4 shows the % of vertices and % of
faces represents the corresponding LODs. Also, in order to understand the quality of the
mesh (LOD) being rendered, we have considered hausdorff distance measure which
would estimate the quality of the LOD being rendered with respect to LOD14 (original
mesh).Fig. 5, highlights the quality of the LODs streamed and rendered for 3D
visualization using one sided and two sided hausdorff distance.
Table 1. Multi-Resolution 3D Human Brain Models (Coarse LOD to Refined LOD)
LOD1 LOD2 LOD3 LOD4
LOD5 LOD6 LOD7 LOD8
LOD9 LOD10 LOD11 LOD12
LOD13 LOD14
7 Vani V et al.
As specified in section 3, hausdorff distance is a generic distance measure which
defines the distance between two empty sets and it is useful in measuring the error
between surfaces. We have considered both one sided and two sided hausdorff distance
measure as some times one sided distance would end up in less accurate measure than
that of the two sided distance as depicted in Fig 6. However, according to the results
highlighted for our LODs, it clearly shows that (
) >> (
)
in all comparisons. Where
) and
is substituted with
to
and
and
. Also, the
buffering capacity required is only 576 KB which is only 2.68% of the total capacity
required to transmit
) (
) since
here (
) (
)
Table 3. Streaming and RenderingTime of Discrete LODs
LOD
Streaming
Time(sec)
Rendering
Time(sec)
Turnaround
Time(sec)
LOD1 0.024 1.51 1.534
LOD2 0.029 1.526 1.555
LOD3 0.064 1.458 1.522
LOD4 0.092 1.554 1.646
LOD5 0.07 1.742 1.812
LOD6 0.108 1.8 1.908
LOD7 0.146 1.96 2.106
LOD8 0.184 2.39 2.574
LOD9 0.19 3.593 3.783
LOD10 0.208 4.008 4.216
LOD11 0.293 6.196 6.489
LOD12 0.333 8.1 8.433
LOD13 0.666 9.24 9.906
LOD14 1.275 11.034 12.309
Fig. 7. Turnaround Time of Discrete LODs
7 Conclusion
In this paper an attempt has been made to build a 3D human brain visualization system
through streaming by exploiting human perception and multi-resolution capabilities. It
is demonstrated with experimental results that the rendering latency and streaming
A
LOD
2
LOD
1
B
9 Vani V et al.
time are reduced to a greater extent by streaming and rendering appropriate multi
resolution model instead of transmitting the original mesh itself. 3D visualization is
made possible with the predominant data being streamed and rendered with necessary
interactions for further refinement if needed. The results achieved is overwhelming and
would have certainly a greater impact when we have to stream and render much more
complex scenes with time and space constraints enforced on it.
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