Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction.
Real and Virtual Engagement in Realistic Immersive Environments
SPIE optics + photonics
Distributed and Interactive Systems

Mekuria, R., César Garcia, P. S., & Bulterman, D. (2014). Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches. In Proceedings of SPIE optics + photonics 2014. SPIE.