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System and method of reducing transmission bandwidth required for visibility-event streaming of interactive and non-interactive content

a technology transmission bandwidth, applied in the field of system and method of reducing transmission bandwidth required for visibilityevent streaming of interactive and non-interactive content, can solve the problems of untextured geometry, contribute to the overall runtime computational cost, and the method does not address the storage and dynamic prefetch of texture information, so as to reduce storage costs, improve precision, and reduce computational costs

Inactive Publication Date: 2012-09-13
JENKINS BARRY L
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  • Abstract
  • Description
  • Claims
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AI Technical Summary

Benefits of technology

[0440]By enforcing a front-to-back traversal of meshes, terminating traversal at occlusion boundaries, and employing hierarchical spatial subdivision, the algorithm is designed to achieve output sensitive performance even for densely occluded environments.
[0137]In exemplary embodiments, a system includes a server having a memory to store information indicating at least one navigation cell that represents part of a navigable space of a computer generated modeled environment. The server is further configured to send said information representing said navigation cell to said client computing device upon determination that said at least one navigation cell is reachable via the navigable space from a predicted client viewpoint location. The system further includes a client computing device having a processor configured to determine a location in the navigable space using said information.
[0115]Such a practical method of precision-controlled PVS determination could be used in conjunction with delta-PVS and intermediate representation schemes which reduce storage costs and facilitate visibility-based streaming prefetch. This visibility-based streaming prefetch method would allow the user to quickly begin interacting with a massive textured 3D model because initially only the geometry, texture, and other graphic elements visible in the vicinity of the user's initial location would be delivered. This initial data is typically a small fraction of the entire graphical database for the modeled environment. This method would significantly decrease the waiting time for interactivity when compared to existing methods, such as MPEG-4 part 11 (VRML or X3D), which do not specify an efficient, visibility-based prefetch streaming approach. Such existing methods typically either require the entire database to be downloaded before interactivity begins or, alternatively, are subject to visibility errors (e.g., the sudden appearance of objects) during user navigation.
[0148]The method further includes determining a visual salience of said first set and said second set of graphics information, said visual salience representing a likelihood that the client computing device is tracking an object moving in said navigable space, said visual salience being a function of a current client viewpoint and one or more view direction vectors extending from said current client viewpoint. The method further includes sending said second set of graphics information during said first period upon determination that said visual salience of said first set and said second set of graphics information is below a predetermined value. The method also includes sending said first set of graphics information upon determination that said visual salience is greater than or equal to said predetermined value.
[0459]This delta-PVS method represents an efficient codec for visibility-based streaming of out-of-core geometry and texture information in which the dynamic occluding or exposing silhouette contours (for the viewcell-to-viewcell transitions) are identified and labeled in an off-line, precomputed encoding; and the resulting labeled contours, along with other hint information, are used to rapidly construct a PVS / visibility map (or deltaG submesh data) from an existing PVS / visibility map at runtime. This codec allows for a distributed client-server implementation in which the storage / transmission costs can be selectively decreased at the expense of increased runtime compute costs.
[0148]The method further includes determining a visual salience of said first set and said second set of graphics information, said visual salience representing a likelihood that the client computing device is tracking an object moving in said navigable space, said visual salience being a function of a current client viewpoint and one or more view direction vectors extending from said current client viewpoint. The method further includes sending said second set of graphics information during said first period upon determination that said visual salience of said first set and said second set of graphics information is below a predetermined value. The method also includes sending said first set of graphics information upon determination that said visual salience is greater than or equal to said predetermined value.
[0460]In addition, a perception-based encoding strategy is used to encode low level-of-detail (LOD) geometric and texture information during periods when the deltaG+ submesh information is not delivered to the client in time to generate a complete PVS for the current viewcell / viewpoint. This strategy exploits the fact that the human visual system cannot fully resolve information that it presented to it for less than approximately 1000 milliseconds. This approach allows a relatively perceptually lossless performance degradation to occur during periods of low spatiotemporal visibility coherence: a situation which challenges the performance of both the codec and the human visual system in similar ways.
[0110]The goal of out-of-core rendering systems is to allow uninterrupted exploration of very large, detailed environments that cannot fit in core memory. Implemented effectively, this streaming approach can eliminate the frequent interruptions caused by traditional loading schemes in which entire sections (e.g. levels) of the environment are loaded until the next level is reached. Subdividing a complex 3D model into distinct “levels” drastically simplifies the loading and display of the graphics information while it forces the user to experience a series of disjoint locations, separated by load times that often disrupt the coherence of the experience.
[0137]In exemplary embodiments, a system includes a server having a memory to store information indicating at least one navigation cell that represents part of a navigable space of a computer generated modeled environment. The server is further configured to send said information representing said navigation cell to said client computing device upon determination that said at least one navigation cell is reachable via the navigable space from a predicted client viewpoint location. The system further includes a client computing device having a processor configured to determine a location in the navigable space using said information.
[0110]The goal of out-of-core rendering systems is to allow uninterrupted exploration of very large, detailed environments that cannot fit in core memory. Implemented effectively, this streaming approach can eliminate the frequent interruptions caused by traditional loading schemes in which entire sections (e.g. levels) of the environment are loaded until the next level is reached. Subdividing a complex 3D model into distinct “levels” drastically simplifies the loading and display of the graphics information while it forces the user to experience a series of disjoint locations, separated by load times that often disrupt the coherence of the experience.
[0459]This delta-PVS method represents an efficient codec for visibility-based streaming of out-of-core geometry and texture information in which the dynamic occluding or exposing silhouette contours (for the viewcell-to-viewcell transitions) are identified and labeled in an off-line, precomputed encoding; and the resulting labeled contours, along with other hint information, are used to rapidly construct a PVS / visibility map (or deltaG submesh data) from an existing PVS / visibility map at runtime. This codec allows for a distributed client-server implementation in which the storage / transmission costs can be selectively decreased at the expense of increased runtime compute costs.
[0460]In addition, a perception-based encoding strategy is used to encode low level-of-detail (LOD) geometric and texture information during periods when the deltaG+ submesh information is not delivered to the client in time to generate a complete PVS for the current viewcell / viewpoint. This strategy exploits the fact that the human visual system cannot fully resolve information that it presented to it for less than approximately 1000 milliseconds. This approach allows a relatively perceptually lossless performance degradation to occur during periods of low spatiotemporal visibility coherence: a situation which challenges the performance of both the codec and the human visual system in similar ways.

Problems solved by technology

Since the models rendered in the vlod implementation are not textured, the method does not address the storage and dynamic prefetch of texture information.
This implementation also used untextured geometry and, like vlod, does not address the prefetch of texture information.
These from-region visibility methods must be computed at runtime and therefore contribute to the overall runtime computational cost.
Subdividing a complex 3D model into distinct “levels” drastically simplifies the loading and display of the graphics information while it forces the user to experience a series of disjoint locations, separated by load times that often disrupt the coherence of the experience.

Method used

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  • System and method of reducing transmission bandwidth required for visibility-event streaming of interactive and non-interactive content
  • System and method of reducing transmission bandwidth required for visibility-event streaming of interactive and non-interactive content
  • System and method of reducing transmission bandwidth required for visibility-event streaming of interactive and non-interactive content

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Embodiment Construction

[0296]In exemplary embodiments, the terminology ESO (Effective Static Occlusion) refers to a metric that is in some direct proportion to the number of (original mesh) polygons and / or surface area of these polygons inside an occluded region of a visibility map. The ESO is also in some inverse proportion to the number of new polygons introduced in the visible region surrounding the occluded region as a result of retriangulation caused by the edges of the occlusion boundary. The metric is used in conservative simplification of a VM or unified VM.

[0297]In exemplary embodiments, the terminology EDO (Effective Dynamic Occlusion) refers to a metric that is in some direct proportion to the number of polygons and / or surface area of polygons occluded in a delta region (DR) of occlusion wherein the DR represents the region of occlusion produced during a specific viewcell transition. The ESO is also in some inverse proportion to the number new polygons introduced in the visible region surroundi...

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Abstract

In an exemplary embodiment, a computer-implemented method determines a set of mesh polygons or fragments of the mesh polygons visible from a navigation cell. The method includes determining a composite view frustum containing predetermined view frusta and determining mesh polygons contained in the composite view frustum. The method includes determining at least one supporting polygon between the navigation cell and the contained mesh polygons. The method further includes constructing at least one wedge from the at least one supporting polygon, the at least one wedge extending away from the navigation cell beyond at least the contained mesh polygons. The method includes determining one or more intersections of the at least one wedge with the contained mesh polygons. The method also includes determining the set of the contained mesh polygons or fragments of the contained mesh polygons visible from the navigation cell using the determined one or more intersections.

Description

CROSS REFERENCE TO RELATED APPLICATIONS[0001]This application claims the benefit of the earlier filing date of PCT patent application number PCT / US2011 / 042309 entitled “System and Method of From-Region Visibility Determination and Delta-PVS based Content Streaming Using Conservative Linearized Umbral Event Surfaces” and filed on Jun. 29, 2011, which claims the benefit of the earlier filing date of U.S. Provisional Application 61 / 360,283, filed on Jun. 30, 2010, the entirety of each of which is incorporated herein by reference. This application claims the benefit of the earlier filing date of PCT patent application number PCT / US2011 / 051403 entitled “System and Method of Delivering and Controlling Streaming Interactive Media Comprising Predetermined Packets of Geometric, Texture, Lighting and Other Data Which are Rendered on a Receiving Device” and filed on Sep. 13, 2011, which claims the benefit of the earlier filing date of U.S. Provisional Application 61 / 382,056 entitled “System an...

Claims

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Application Information

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IPC IPC(8): G06F17/00
CPCG06T15/20G06T15/40G06T2200/36G06T2200/28G06T2200/16G06T15/60G06T19/003G06T15/005G06T15/04G06T15/405G06T17/20
Inventor JENKINS, BARRY L.
Owner JENKINS BARRY L
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