![]() The provision of bandwidth was obviously technically easier to solve than the procedure just described. As we all know now, everything turned out quite differently. The receiver renders the scene just as it is done today in modern 3D applications such as computer games. ![]() This would save enormous bandwidth, since only the scene description and the necessary textures would have to be transferred. ![]() It was further assumed that the computing power on the transmitter's side was such that it was capable of converting a recorded scene into a 3D description (VRML). The topic was: "Development of an analyzer for MPEG4 data streams with special consideration of constructs derived from the VRML standard."Īt the time, it was assumed that bandwidth would remain an existing problem and everything was done to save data volume. This sourcecode was created along with my diploma thesis.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |