A Case for Peer-to-Peer 3D Streaming

Abstract—Interactive 3D contents on the Internet have yetbecome popular due to their large data volume and the limitednetwork bandwidth. Progressive content transmission, or 3Dstreaming, thus is necessary for real-time content interactionsand manipulations. However, the heavy data and processingrequirements of 3D streaming challenge the scalability of currentclient-server-based delivery methods. We propose the use of peer-to-peer (P2P) networks to make 3D streaming more scalableand affordable, so that interactive 3D contents may see wideradoptions.We also describe a conceptual model and a design framework,called FLoD, for P2P-based 3D streaming that supports multi-user networked virtual environments (NVEs) such as MassivelyMultiplayer Online Games (MMOGs). FLoD allows clients toobtain relevant 3D data from other clients while minimizingserver resource usage. Evaluation of FLoD through simulationsshows that P2P-based 3D streaming can be fundamentally morescalable than existing client-server approaches.Index Terms—3D streaming, peer-to-peer (P2P), networkedvirtual environment (NVE), scalability, overlay networks, visibil-ity determination

[1]  Marc Levoy,et al.  Streaming QSplat: a viewer for networked visualization of large, dense models , 2001, I3D '01.

[2]  Dani Lischinski,et al.  Streaming of Complex 3D Scenes for Remote Walkthroughs , 2001, Comput. Graph. Forum.

[3]  Renato Pajarola,et al.  REAL-TIME 3 D GRAPHICS STREAMING USING MPEG 4 , 2004 .

[4]  Rynson W. H. Lau,et al.  CyberWalk: a web-based distributed virtual walkthrough environment , 2003, IEEE Trans. Multim..

[5]  Klara Nahrstedt,et al.  oStream: asynchronous streaming multicast in application-layer overlay networks , 2004, IEEE Journal on Selected Areas in Communications.

[6]  Zhihua Chen,et al.  Robust transmission of 3D geometry over lossy networks , 2003, Web3D '03.

[7]  C.-C. Jay Kuo,et al.  Robust graphics streaming in walkthrough virtual environments via wireless channels , 2003, GLOBECOM '03. IEEE Global Telecommunications Conference (IEEE Cat. No.03CH37489).

[8]  Seungyong Lee,et al.  View-dependent streaming of progressive meshes , 2004, Proceedings Shape Modeling Applications, 2004..

[9]  Nicolas D. Georganas,et al.  MPEG-4 BIFS streaming of large virtual environments and their animation on the web , 2002, Web3D '02.

[10]  Renato Pajarola,et al.  Compressed Progressive Meshes , 2000, IEEE Trans. Vis. Comput. Graph..

[11]  Shigeo Asahara,et al.  A spatial hierarchical compression method for 3D streaming animation , 2000, VRML '00.

[12]  Mikel Izal,et al.  Dissecting BitTorrent: Five Months in a Torrent's Lifetime , 2004, PAM.

[13]  Marek Bell,et al.  CSCW at play: 'there' as a collaborative virtual environment , 2004, CSCW.

[14]  K. Bouatouch,et al.  Remote Rendering of Massively Textured 3 D Scenes Through Progressive Texture Maps , 2004 .

[15]  Dieter Schmalstieg,et al.  Demand‐Driven Geometry Transmission for Distributed Virtual Environments , 1996, Comput. Graph. Forum.

[16]  Honghui Lu,et al.  Peer-to-peer support for massively multiplayer games , 2004, IEEE INFOCOM 2004.

[17]  Hugues Hoppe,et al.  Progressive meshes , 1996, SIGGRAPH.

[18]  B. Cohen,et al.  Incentives Build Robustness in Bit-Torrent , 2003 .

[19]  Shun-Yun Hu,et al.  VON: a scalable peer-to-peer network for virtual environments , 2006, IEEE Network.

[20]  Henning Schulzrinne,et al.  An Analysis of the Skype Peer-to-Peer Internet Telephony Protocol , 2004, Proceedings IEEE INFOCOM 2006. 25TH IEEE International Conference on Computer Communications.

[21]  Kien A. Hua,et al.  A peer-to-peer architecture for media streaming , 2004, IEEE Journal on Selected Areas in Communications.

[22]  David R. Karger,et al.  Chord: A scalable peer-to-peer lookup service for internet applications , 2001, SIGCOMM '01.

[23]  Gwendal Simon,et al.  Solipsis: A Massively Multi-Participant Virtual World , 2003, PDPTA.

[24]  Christian H. Bischof,et al.  VIRACOCHA: An Efficient Parallelization Framework for Large-Scale CFD Post-Processing in Virtual Environments , 2004, Proceedings of the ACM/IEEE SC2004 Conference.

[25]  Michael Zyda,et al.  Networked virtual environments - desgin and implementation , 1999 .

[26]  Tomoyuki Nishita,et al.  Multiresolution streaming mesh with shape preserving and QoS-like controlling , 2002, Web3D '02.

[27]  Helmut Pralle,et al.  Virtual reality movies-real-time streaming of 3D objects , 1999, Comput. Networks.

[28]  Srinivasan Seshan,et al.  A case for end system multicast , 2002, IEEE J. Sel. Areas Commun..

[29]  Johan A. Pouwelse,et al.  The Bittorrent P2P File-Sharing System: Measurements and Analysis , 2005, IPTPS.

[30]  Dieter Schmalstieg,et al.  A network architecture for remote rendering , 1998, Proceedings. 2nd International Workshop on Distributed Interactive Simulation and Real-Time Applications (Cat. No.98EX191).

[31]  Antony I. T. Rowstron,et al.  Squirrel: a decentralized peer-to-peer web cache , 2002, PODC '02.

[32]  Cory Ondrejka,et al.  Enabling player-created online worlds with grid computing and streaming , 2003 .

[33]  P. J. Narayanan,et al.  Design of A Geometry Streaming System , 2004, ICVGIP.

[34]  Bing-Yu Chen,et al.  View-dependent JPEG 2000-based mesh streaming , 2006, SIGGRAPH '06.

[35]  Jörg Sahm,et al.  Efficient representation and streaming of 3D scenes , 2004, Comput. Graph..

[36]  Daniel Cohen-Or,et al.  A web architecture for progressive delivery of 3D content , 2001, Web3D '01.