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Cloud-Based Dynamic
Streaming and
Loading of 3D Scene
Budianto Tandianus1 , Hock Soon Seah1
Tuan Dat Vu2, Anh Tu Phan2
1. Multi-plAtform Game Innovation Centre,
Nanyang Technological University, Singapore
2. School of Information and Communication Technology,
Hanoi University of Science and Technology, Vietnam
Introduction
Source:
https://youtu.be/NYNRjcjL0eM
Introduction
• Visualization of very large scene using out-of-core approach
– Client application does not have enough resource to load all data
• Aim for scalability
• Cloud-based geometry loading approach
– Geometry is stored in cloud
– Geometry is streamed and loaded on-demand
• Other approaches:
– Cloud rendering : Deng et al. [1]
– Out-of-core CPU to GPU : Crassin et al. [3]
Introduction
• Basic client-server communication
– Client sends request to server to query for nearby buildings
• Information sent: position, location
– Server returns geometry
• Client receives the geometry and import it to the scene
– Client implemented in Unity
– Geometry in CityGML format
• Client discards geometry whose distance is greater than
specified radius
Contribution
• Scalable cloud-based urban simulation approach
– Can be used in various applications such as visualization and
games
– Designed to handle non-urban objects (e.g. vehicles and
humans), not only urban objects (e.g. buildings)
• We show the advantage of our approach compared to
traditional loading (in term of memory usage and rendering
performance)
– Able to handle very large scene (more than 1 million polygons)
without large drop in system performance.
Application
• Urban planning and development using Virtual Reality
– Visualize semantic and dynamic information
– Explore virtual world
• Seamless virtual simulation of an entire metropolis
• Beneficial for applications the require intuitive path planning and
interaction:
– Building and urban design visualization
– Evacuation planning
– Semantic crowd simulation
– Computer games
Related Work
• Local out-of-core storage approach
– Room subdivision : [4]
– Preprocessed assets such as in Unity and Unreal Engine [5-10]
• Adaptive loading
– based on current and previous state : He [19]
– based on geometry importance : Tian and AlREgib [11]
– based on viewing frustum : Zhi et al. [20]
Related Work
• Stream precomputed illumination and progressive mesh :
Pacanowski et al. [12]
• Regular scene subdivision : He [11] and Zhi et al. [15]
• Optimize texture streaming : Eu et al. [14] and Englert et al. [15]
• Attach geometry to other file format : Concolato et al. [16]
• Distributed P2P streaming: Wang et al. [17] and Jie et al. [18]
System Design
• Cloud Storage: store CityGML models
• Database: indexing and retrieving buildings
– Use PostgreSQL
– Future plan: non-urban objects such as animals and NPCs.
More flexibility in the future such as splitting objects.
• API Service: PHP and Yii2
• Internal Communication: RESTFUL APIs
– Send location to server and sever returns a set of unique IDs
of 3D objects within predefined radius
– IDs are used to retrieve geometry from cloud storage
• Renderer: Unity
– Use modified Jaeniche’s script for loading CityGML data
System Design
A cloud based system to
streamline data
management
Media
Transcoding & Streaming
Cross Platform Accessibility
Expandability via
Virtual User
Flexible User Role
Management
Efficient
Workflow
Management
Secure File
Sharing
Powerful Asset Management & Tracking Provide a more efficient
and collaborative platform
Experiment Setup
• Two datasets:
– Berlin : 17,122 polygons, 954 files, 38.2 MB
– Amsterdam : 1,221,379 polygons, 90,260 files, 906 MB
• Workstation specification:
– CPU : Intel(R) Xeon(R) CPU E5-2609 0 @ 2.4GHz 16 GB
RAM
– GPU : NVIDIA Quadro M4000 16GB
• Traditional Loading vs Dynamic Streaming
– Compared memory usage
– Frames-per-second
– Rendering time per-frame
Berlin Dataset
Amsterdam Dataset
Result
Berlin dataset
Traditional average: 43.78 MB
Dynamic average: 1.81 MB
Amsterdam dataset
Dynamic average: 1.62 MB
Result
Berlin dataset
Traditional average: 9.16 fps
Dynamic average: 30.54 fps
Amsterdam dataset
Dynamic average: 29.99 fps
Result
Berlin dataset
Traditional average: 103.16 ms
Dynamic average: 32.07 ms
Amsterdam dataset
Dynamic average: 32.83 ms
Result
Traditional Loading Dynamic Streaming
Result
Video
https://youtu.be/OPhbnDceDII
Conclusion
• Promising improvement using dynamic streaming
• Low memory usage
• High FPS
Future Work
• Asset allocation and deallocation based on prediction on player’s action
history
– Camera speed and orientation
• Storing precomputed illumination on hierarchical grid
• Perceptual-based optimization
– Progressive mesh refinement
– Texture streaming
• Large scene simulation with path planning
• Deploy to standalone VR device
– Oculus Go
– HTC Vive Focus
Acknowledgement
• This research is supported by the National
Research Foundation, Prime Minister’s Office,
Singapore under its IDM Futures Funding
Initiative.
The End

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Cloud-Based Dynamic Streaming and Loading of 3D Scene

  • 1. Cloud-Based Dynamic Streaming and Loading of 3D Scene Budianto Tandianus1 , Hock Soon Seah1 Tuan Dat Vu2, Anh Tu Phan2 1. Multi-plAtform Game Innovation Centre, Nanyang Technological University, Singapore 2. School of Information and Communication Technology, Hanoi University of Science and Technology, Vietnam
  • 3. Introduction • Visualization of very large scene using out-of-core approach – Client application does not have enough resource to load all data • Aim for scalability • Cloud-based geometry loading approach – Geometry is stored in cloud – Geometry is streamed and loaded on-demand • Other approaches: – Cloud rendering : Deng et al. [1] – Out-of-core CPU to GPU : Crassin et al. [3]
  • 4. Introduction • Basic client-server communication – Client sends request to server to query for nearby buildings • Information sent: position, location – Server returns geometry • Client receives the geometry and import it to the scene – Client implemented in Unity – Geometry in CityGML format • Client discards geometry whose distance is greater than specified radius
  • 5. Contribution • Scalable cloud-based urban simulation approach – Can be used in various applications such as visualization and games – Designed to handle non-urban objects (e.g. vehicles and humans), not only urban objects (e.g. buildings) • We show the advantage of our approach compared to traditional loading (in term of memory usage and rendering performance) – Able to handle very large scene (more than 1 million polygons) without large drop in system performance.
  • 6. Application • Urban planning and development using Virtual Reality – Visualize semantic and dynamic information – Explore virtual world • Seamless virtual simulation of an entire metropolis • Beneficial for applications the require intuitive path planning and interaction: – Building and urban design visualization – Evacuation planning – Semantic crowd simulation – Computer games
  • 7. Related Work • Local out-of-core storage approach – Room subdivision : [4] – Preprocessed assets such as in Unity and Unreal Engine [5-10] • Adaptive loading – based on current and previous state : He [19] – based on geometry importance : Tian and AlREgib [11] – based on viewing frustum : Zhi et al. [20]
  • 8. Related Work • Stream precomputed illumination and progressive mesh : Pacanowski et al. [12] • Regular scene subdivision : He [11] and Zhi et al. [15] • Optimize texture streaming : Eu et al. [14] and Englert et al. [15] • Attach geometry to other file format : Concolato et al. [16] • Distributed P2P streaming: Wang et al. [17] and Jie et al. [18]
  • 9. System Design • Cloud Storage: store CityGML models • Database: indexing and retrieving buildings – Use PostgreSQL – Future plan: non-urban objects such as animals and NPCs. More flexibility in the future such as splitting objects. • API Service: PHP and Yii2 • Internal Communication: RESTFUL APIs – Send location to server and sever returns a set of unique IDs of 3D objects within predefined radius – IDs are used to retrieve geometry from cloud storage • Renderer: Unity – Use modified Jaeniche’s script for loading CityGML data
  • 10. System Design A cloud based system to streamline data management Media Transcoding & Streaming Cross Platform Accessibility Expandability via Virtual User Flexible User Role Management Efficient Workflow Management Secure File Sharing Powerful Asset Management & Tracking Provide a more efficient and collaborative platform
  • 11. Experiment Setup • Two datasets: – Berlin : 17,122 polygons, 954 files, 38.2 MB – Amsterdam : 1,221,379 polygons, 90,260 files, 906 MB • Workstation specification: – CPU : Intel(R) Xeon(R) CPU E5-2609 0 @ 2.4GHz 16 GB RAM – GPU : NVIDIA Quadro M4000 16GB • Traditional Loading vs Dynamic Streaming – Compared memory usage – Frames-per-second – Rendering time per-frame Berlin Dataset Amsterdam Dataset
  • 12. Result Berlin dataset Traditional average: 43.78 MB Dynamic average: 1.81 MB Amsterdam dataset Dynamic average: 1.62 MB
  • 13. Result Berlin dataset Traditional average: 9.16 fps Dynamic average: 30.54 fps Amsterdam dataset Dynamic average: 29.99 fps
  • 14. Result Berlin dataset Traditional average: 103.16 ms Dynamic average: 32.07 ms Amsterdam dataset Dynamic average: 32.83 ms
  • 17. Conclusion • Promising improvement using dynamic streaming • Low memory usage • High FPS
  • 18. Future Work • Asset allocation and deallocation based on prediction on player’s action history – Camera speed and orientation • Storing precomputed illumination on hierarchical grid • Perceptual-based optimization – Progressive mesh refinement – Texture streaming • Large scene simulation with path planning • Deploy to standalone VR device – Oculus Go – HTC Vive Focus
  • 19. Acknowledgement • This research is supported by the National Research Foundation, Prime Minister’s Office, Singapore under its IDM Futures Funding Initiative.