A Case for Peer-to-Peer 3D Streaming

Shun-Yun Hu, Shao‐Chen Chang, Wei-Lun Sung, Jehn‐Ruey Jiang · 2008

Abstract — Interactive 3D contents on the Internet have yet become popular due to their large data volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary for real-time content interactions and manipulations. However, the heavy data and processing requirements of 3D streaming challenge the scalability of current client-server-based delivery methods. We propose the use of peerto-peer (P2P) networks to make 3D streaming more scalable and affordable, so that interactive 3D contents may see wider adoptions. We also describe a conceptual model and a design framework, called FLoD, for P2P-based 3D streaming that supports multiuser networked virtual environments (NVEs) such as Massively Multiplayer Online Games (MMOGs). FLoD allows clients to obtain relevant 3D data from other clients while minimizing server resource usage. Evaluation of FLoD through simulations shows that P2P-based 3D streaming can be fundamentally more scalable than existing client-server approaches. Index Terms — 3D streaming, peer-to-peer (P2P), networked virtual environment (NVE), scalability, overlay networks, visibility determination I.

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