Network-based visualization of very large 3D landscape and city models


Jérôme Royan, Patrick Gioia, Romain Cavagna, Christian Bouville


This page contains complementary documents related to the paper untitled "Network-based visualization of very large 3D landscape and city models".

Adaptive view-dependent streaming

A demo video showing navigation through 3D  lanscapes and  city models. It demonstrates the efficiency of the wavelet-based terrain model and the PBTree LOD model for flyover navigation. An overview of the LOD techniques can be found here.


On-demand streaming technique with the LODDT

The following two videos has been obtained with our real time simulation platform for network-based visualization. In each of these simulations, all clients follow a predefined path in the 3D environment and we assess the performances of the streaming techniques by measuring in real time the accuracy each client.
Accuracy (ACC) represents the discrepancy at time t between the required data for the current VP viewpoint, and the received data that can be used at this position. In our case, as we use a hierarchical model for the objects geometry, peer accuracy at time t is measured as the proportion of missing nodes (NMISS) in the  PBTree with respect to the number of required nodes (NREQ) at the current viewpoint: ACC = 1 -  NMISS/NREQ.

This  video shows the efficiency the on-demand streaming technique base on the LODDT compared to the former one-step method. Boths are simulated concurrently. The buildings loaded with one-step method are in colored in green wheras those loaded with the LODDT-based method are drawn in grey. The image below is a snapshot of the video. It can be seen that for the same simulation time, there are much more buildings loaded with LODDT-based method than with one-step method.


LODDT video snapshot



Comparison of client-server and peer-to-peer architecture : simulation of abrupt change in network load

This other video shows simulation results obtained with our peer-to-peer overlay in comparison with a client-server architecture. It simulates an abrupt change in system load when 10 peers arrive in the same time and start to navigate in the environment. It shows peers moving in the 3D environment and the min, max and average accuracy values are drawn on a graph located in the right hand side of the image. Peers connectivity are represented by connection lines and we can see how it evolves as peers move in the enviromment. The first part of video shows the results obtained with a classic client-server architecture and the second part shows the performances brought by the peer-to-peer overlay. It can be seen that the the maximum level of accuracy (ACC = 1) is reached more than twice faster with the peer-to-peer overlay.

The picture below is a snapshot of the video in the client-server case (upper image) the  peer-to-peer case (lower image). It can be seen that the average accuracy  curve (in brown in the graph on the right) is following a much steeper slope in the peer-to-peer case, which demonstrates the fast self-organisation property of the peer-to-peer overlay.

Snapshot of the video for client-server case

                                                  The client-server case




Snapshot of the simulation video for P2P case

                                        The peer-to-peer case

Bibliography