University of Oulu

T. Koskela, M. Pouke, A. Heikkinen, T. Alatalo, P. Alavesa and T. Ojala, "DRUMM: Dynamic viewing of large-scale 3D city models on the web," 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, 2017, pp. 8-14. doi: 10.1109/VS-GAMES.2017.8055805

DRUMM : dynamic viewing of large-scale 3D city models on the web

Saved in:
Author: Koskela, Timo1; Pouke, Matti1; Heikkinen, Arto1;
Organizations: 1Center for Ubiquitous Computing, University of Oulu, Oulu, Finland
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 0.5 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe2019042613350
Language: English
Published: Institute of Electrical and Electronics Engineers, 2017
Publish Date: 2019-04-26
Description:

Abstract

3D city models have become an important user interface for various applications, ranging from entertainment to civil engineering. Today, 3D city models can also be accessed on the web without installing any additional software, which has significantly widened their potential audience. However, visually accurate 3D city models are typically large in terms of file size, and hence, require ample network bandwidth for minimizing download delays and providing a smooth user experience. In this paper, we introduce a method called DRUMM, which enables dynamic resource management for viewing 3D city models on the web. DRUMM supports both the use of varying criteria for prioritizing the download order of 3D graphics, and the division of 3D graphics into chunks facilitating parallel downloads that can be suspended and later continued. The performance of DRUMM was evaluated in terms of (1) starting delay; (2) used network bandwidth; and (3) the number of buildings with textures in the view using the developed prototype implementation. Based on the results, DRUMM improves the usability of 3D city applications, particularly when the network bandwidth is scarce.

see all

Series: International Conference on Games and Virtual Worlds for Serious Applications
ISSN: 2474-0470
ISSN-E: 2474-0489
ISSN-L: 2474-0470
ISBN: 978-1-5090-5812-9
ISBN Print: 978-1-5386-1203-3
Pages: 8 - 14
DOI: 10.1109/VS-GAMES.2017.8055805
OADOI: https://oadoi.org/10.1109/VS-GAMES.2017.8055805
Host publication: 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) : 6-8 September 2017, Athens, Greece
Conference: International Conference on Games and Virtual Worlds for Serious Applications
Type of Publication: A4 Article in conference proceedings
Field of Science: 113 Computer and information sciences
213 Electronic, automation and communications engineering, electronics
Subjects:
Funding: The Strategic Research Council at the Academy of Finland is acknowledged for financial support of the COMBAT project (293389). This work has also been supported by the CADIST3D project (268905) funded by the Academy of Finland and the 6Aika: Open City Model as Open Innovation Platform project (A71143) funded by the ERDF and the City of Oulu under the Six City Strategy program.
Academy of Finland Grant Number: 293389
268905
Detailed Information: 293389 (Academy of Finland Funding decision)
268905 (Academy of Finland Funding decision)
Copyright information: © 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.