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Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc. PO Box 179 2600 AD Delft The Netherlands Tel. +31-6-51115274 The preferred citation for this publication is M. Potenziani and M. Callieri and M. Dellepiane and R. Scopigno. Publishing and Consuming 3D Content on the Web: A Survey. Foundations and Trends R in Computer Graphics and Vision, vol. 10, no. 4, pp. 244–333, 2018. ISBN: 978-1-68083-537-3 c 2018 M. Potenziani and M. Callieri and M. Dellepiane and R. Scopigno All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, mechanical, photocopying, recording or otherwise, without prior written permission of the publishers. Photocopying. In the USA: This journal is registered at the Copyright Clearance Center, Inc., 222 Rosewood Drive, Danvers, MA 01923. 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Please apply to now Publishers, PO Box 179, 2600 AD Delft, The Netherlands, www.nowpublishers.com; e-mail: [email protected] Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Volume 10, Issue 4, 2018 Editorial Board Editor-in-Chief Brian Curless William T. Freeman Luc Van Gool University of Washington MIT KU Leuven and ETH Zurich Editors Marc Alexa Aaron Hertzmann Peter Shirley TU Berlin Adobe Research University of Utah Kavita Bala Hugues Hoppe Noah Snavely Cornel Microsoft Research Cornell Ronen Basri C. Karen Liu Stefano Soatto Weizmann Institute of Georgia Tech UCLA Science David Lowe Richard Szeliski Peter Belhumeur University of British Microsoft Research Columbia University Columbia Joachim Weickert Jitendra Malik Andrew Blake Saarland University Microsoft Research Berkeley Steve Marschner Song Chun Zhu Chris Bregler Cornell UCLA Facebook-Oculus Shree Nayar Andrew Zisserman Joachim Buhmann Columbia Oxford ETH Zurich James O’Brien Michael Cohen Berkeley Microsoft Research Tomas Pajdla Paul Debevec Czech Technical University USC Institute for Creative Technologies Pietro Perona California Institute of Julie Dorsey Technology Yale Marc Pollefeys Fredo Durand ETH Zurich MIT Jean Ponce Olivier Faugeras Ecole Normale Superieure INRIA Long Quan Rob Fergus HKUST NYU Cordelia Schmid Mike Gleicher INRIA University of Wisconsin Steve Seitz University of Washington Richard Hartley Australian National Amnon Shashua University Hebrew University Full text available at: http://dx.doi.org/10.1561/0600000083 Editorial Scope Topics Foundations and Trends R in Computer Graphics and Vision publishes survey and tutorial articles in the following topics: • Rendering • Motion estimation and registration • Shape • Stereo matching and • Mesh simplification reconstruction • Animation • 3D reconstruction and • Sensors and sensing image-based modeling • Image restoration and • Learning and statistical enhancement methods • Segmentation and grouping • Appearance-based matching • Feature detection and selection • Object and scene recognition • Color processing • Face detection and recognition • Texture analysis and synthesis • Activity and gesture recognition • Illumination and reflectance modeling • Image and video retrieval • Shape representation • Video analysis and event recognition • Tracking • Medical image analysis • Calibration • Robot localization and • Structure from motion navigation Information for Librarians Foundations and Trends R in Computer Graphics and Vision, 2018, Volume 10, 4 issues. ISSN paper version 1572-2740. ISSN online version 1572-2759. Also available as a combined paper and online subscription. Full text available at: http://dx.doi.org/10.1561/0600000083 Contents 1 Introduction2 2 Web3D, from Plug-ins to WebGL6 2.1 Early Approaches ...................... 6 2.2 The WebGL Revolution ................... 8 3 Grand Challenges for 3D on the Web 11 3.1 The Declarative/Imperative Dichotomy ........... 12 3.2 Managing 3D Data over the Internet ............ 14 3.3 Production and Protection of Shared 3D Content Online . 18 4 Feature-Based Characterization of Web3D Solutions 22 4.1 Which Categorization of the Existing Solutions? ...... 22 4.2 Characterizing and Grouping Web3D Features ....... 26 5 Analysis of the Features 30 5.1 Data Handling ........................ 30 5.2 Scene Setup ......................... 37 5.3 User Interaction ....................... 43 5.4 Multimedia Integration ................... 52 5.5 Publishing Context ..................... 57 Full text available at: http://dx.doi.org/10.1561/0600000083 6 Discussion 62 6.1 Classification......................... 62 6.2 Application Fields ...................... 65 7 Conclusions 72 7.1 Research Directions ..................... 73 Acknowledgments 75 References 76 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani1, Marco Callieri2, Matteo Dellepiane3 and Roberto Scopigno4 1Visual Computing Lab, ISTI CNR; [email protected] 2Visual Computing Lab, ISTI CNR; [email protected] 3Visual Computing Lab, ISTI CNR; [email protected] 4Visual Computing Lab, ISTI CNR; [email protected] ABSTRACT Three-dimensional content is becoming an important com- ponent of the World Wide Web environment. From the advent of WebGL to the present, a wide number of solutions have been developed (including libraries, middleware, and applications), encouraging the establishment of 3D data as online media of practical use. The fast development of 3D technologies and related web-based resources makes it diffi- cult to identify and properly understand the current trends and open issues. Starting from these premises, this survey analyzes the state of the art of 3D web publishing, reviews the possibilities provided by the major current approaches, proposes a categorization of the features supported by exist- ing solutions, and cross-maps these with the requirements of a few main application domains. The results of this analysis should help in defining the technical characteristics needed to build efficient and effective 3D data presentation, taking into account the application contexts. Marco Potenziani, Marco Callieri, Matteo Dellepiane and Roberto Scopigno (2018), “Publishing and Consuming 3D Content on the Web: A Survey”, Foundations and Trends R in Computer Graphics and Vision: Vol. 10, No. 4, pp 244–333. DOI: 10.1561/0600000083. Full text available at: http://dx.doi.org/10.1561/0600000083 1 Introduction Three-dimensional (3D) data has evolved from being merely specialized content, used just by a small community of professionals, to a com- pletely integrated web medium, now reaching a reasonable maturity level. Although the technological foundations needed to enable this new medium to bloom have been available for a few years, users’ perceptions have changed only recently and 3D web content has now started to be able to reach the wider public. In this evolutionary process, a key role was played by the democratization of 3D content creation (the availability of low-cost 3D scanning devices, improvement of