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Patent

Viewer optimized model compression

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TLDR
In this article, the shape primitives of the master model were determined by using a shape primitive identification technique such as a random sample consensus (RANSAC) technique, and the identified or determined shapes were subtracted from the master models to determine the shape residues of the model.
Abstract
Technologies may be generally described to provide viewer optimized compression of a model. In some examples, a computing device may receive a request to compress a master model for a viewer. The computing device may determine shape primitives of the master model through use of a shape primitive identification technique such as a random sample consensus (RANSAC) technique. The identified or determined shape primitives may be subtracted from the master model to determine residues of the master model. A processed model may be generated from the residues of the master model and the shape primitives. Visible subsets, visible based on a view cone of the viewer, of the residues and the shape primitives may be selected from the processed model, from which a compressed model may be generated. The processed model may then be used to generate a second view without redetermining the shape primitives.

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Citations
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References
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Journal ArticleDOI

Efficient RANSAC for Point-Cloud Shape Detection

TL;DR: An automatic algorithm to detect basic shapes in unorganized point clouds based on random sampling and detects planes, spheres, cylinders, cones and tori, and obtains a representation solely consisting of shape proxies.
Proceedings ArticleDOI

SCRAMSAC: Improving RANSAC's efficiency with a spatial consistency filter

TL;DR: A RansAC extension that is several orders of magnitude faster than standard RANSAC and as fast as and more robust to degenerate configurations than PROSAC, the currently fastest RANSac extension from the literature is proposed.
Patent

Real-time interactive augmented reality system and method and recording medium storing program for implementing the method

TL;DR: In this article, a real-time interactive augmented reality system including an input information acquiring unit acquiring input information for an interaction between real environment and virtual contents in consideration of a planned story was presented.
Journal ArticleDOI

COVRA: A compression-domain output-sensitive volume rendering architecture based on a sparse representation of voxel blocks

TL;DR: A novel multiresolution compression‐domain GPU volume rendering architecture designed for interactive local and networked exploration of rectilinear scalar volumes on commodity platforms and demonstrated on massive static and time‐varying datasets.
Proceedings ArticleDOI

Adaptive quad patches: an adaptive regular structure for web distribution and adaptive rendering of 3D models

TL;DR: This work introduces an approach for efficient distribution and adaptive rendering of 3D mesh models supporting a simple quad parameterization and adaptively stream and render variable resolution shape representations using a GPU-accelerated adaptive tessellation algorithm with negligible CPU overhead.