Abstract
Real-time 3D content distribution over a network requires facing several challenges, most notably the handling of the large amount of data usually associated with 3D meshes. The scope of the present paper falls within the well-established context of real-time capture and streaming of OpenGL command sequences, focusing in particular on data compression schemes. However, we advance beyond the state-of-the-art improving over previous attempts of ¿in-frame¿ geometric compression on 3D structures inferred from generic OpenGL command sequences and adding ¿inter-frame¿ redundancy exploitation of the traffic generated by the typical architecture of interactive applications.