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Proceedings of the 2nd Workshop on Flexible Resource and Application Management on the Edge by Ponchio, Federico (author) is a scholarly article available to read on EtoBox.

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Three-dimensional assets come in a variety of formats: meshes, point clouds, volumetric data. The process of delivering these assets from an hard-disk to a remote screen is subjected to a set of physical and logistical constraints: storage, bandwidth, latency, memory, computational power.A set of techniques can be used to work around these constraints or to trade one resource for another, in these talk we will try to paint a general picture of this framework and recall some of the main developments in technology and algorithms that let to the present situation.The simple reason we hit any of those constraints is the ever increasing size of 3D datasets. As for images and videos, compression allows to trade computational power and some latency for less storage and bandwidth needs. How comes that image compression became widely used in 1992 while 3D data compression became widely available and somewhat standard in 2014 [4] for point clouds [6] and 2017 [3] for 3D meshes? Mainly because existing compression/decompression algorithms for 3D meshes and point clouds were just too slow to be worth it: for 20 years the academic competition was on compression bit-rate, not speed. WebGL was in

Author
Ponchio, Federico (author)
Publisher
ACM
Published
2022
Language
EN

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