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Paolo Simone Gasparello

dblp:32/3197 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 50% Image and video coding · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding › point cloud compression
inter-frame compression
0.112010
Network streaming of dynamic 3D content with on-line compression of frame data · VR 2010
Geometric modeling and processing › mesh processing
mesh compression
0.112010
Network streaming of dynamic 3D content with on-line compression of frame data · VR 2010

Methods — techniques the papers use, named apart from their topics

geometric compression · 0.1OpenGL command sequence compression · 0.1
YearPublicationVenuePosition
2011 Real-Time Network Streaming of Dynamic 3D Content with In-frame and Inter-frame Compression
abstract
Real-time 3D content distribution over a network (either LAN or WAN) has many possible applications, but requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of "in-frame" geometric compression on 3D structures inferred from generic OpenGL command sequences and adding "inter-frame" redundancy exploitation of the traffic generated by the typical architecture of interactive applications. Measurements reveal for this combination of techniques a very effective reduction of network traffic and a CPU overhead compatible with the requirements of interactive applications, suggesting a significant application potential for Internet-based 3D content streaming.
Paolo Simone Gasparello, Filippo Banno, Franco Tecchia, Massimo Bergamasco
DS-RT1
2010 Network streaming of dynamic 3D content with on-line compression of frame data
abstract
Real-time 3D content distribution over a network requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of ¿in-frame¿ geometric compression on 3D structures inferred from generic OpenGL command sequences and adding ¿inter-frame¿ redundancy exploitation of the traffic generated by the typical architecture of interactive applications.
Paolo Simone Gasparello, Davide Vercelli, Franco Tecchia, Massimo Bergamasco
VR2