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.
Information (theme 2), Software (theme 1)
Real and Virtual Engagement in Realistic Immersive Environments
SPIE optics + photonics
Distributed and Interactive Systems

Mekuria, R.N, César Garcia, P.S, & Bulterman, D.C.A. (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.