Abstract: 3D video enables a remote viewer to observe a 3D scene from any
angle or location. However, current 3D capture solutions incur high
latency, consume significant bandwidth, and scale poorly with the
number of depth sensors and size of scenes. These problems are
largely caused by the current monolithic approach to 3D capture and
the use of inefficient data representations for streaming. This paper
introduces MeshReduce, a distributed scene capture, stream, and
render system that advocates for the use of textured mesh data rep-
resentation early in the 3D video capture and transmission process.
Textured meshes are compact and can provide lower bitrates for the
same quality compared to other 3D data representations. However,
streaming textured meshes creates compute and memory challenges
to achieve bandwidth efficiency. MeshReduce addresses these issues
by using a pipeline that creates independent mesh reconstructions
and incrementally merges them, rather than creating a single mesh
directly from all sensor streams. While this enables a more efficient
implementation, this approach requires optimal exchange of textured
meshes across the network. MeshReduce also incorporates a novel
approach for network rate control that divides bandwidth between
texture and mesh for efficient, adaptive 3D video streaming. We
demonstrate a real-time integrated embedded compute implementa-
tion of MeshReduce that can operate with commercial Azure Kinect
depth cameras as well as a custom sensor front-end that uses LiDAR
and 360◦ camera inputs to dramatically increase coverage.
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