2,255 research outputs found

    Towards a multimedia remote viewer for mobile thin clients

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    Be there a traditional mobile user wanting to connect to a remote multimedia server. In order to allow them to enjoy the same user experience remotely (play, interact, edit, store and share capabilities) as in a traditional fixed LAN environment, several dead-locks are to be dealt with: (1) a heavy and heterogeneous content should be sent through a bandwidth constrained network; (2) the displayed content should be of good quality; (3) user interaction should be processed in real-time and (4) the complexity of the practical solution should not exceed the features of the mobile client in terms of CPU, memory and battery. The present paper takes this challenge and presents a fully operational MPEG-4 BiFS solution

    Web-Based Visualization of Very Large Scientific Astronomy Imagery

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    Visualizing and navigating through large astronomy images from a remote location with current astronomy display tools can be a frustrating experience in terms of speed and ergonomics, especially on mobile devices. In this paper, we present a high performance, versatile and robust client-server system for remote visualization and analysis of extremely large scientific images. Applications of this work include survey image quality control, interactive data query and exploration, citizen science, as well as public outreach. The proposed software is entirely open source and is designed to be generic and applicable to a variety of datasets. It provides access to floating point data at terabyte scales, with the ability to precisely adjust image settings in real-time. The proposed clients are light-weight, platform-independent web applications built on standard HTML5 web technologies and compatible with both touch and mouse-based devices. We put the system to the test and assess the performance of the system and show that a single server can comfortably handle more than a hundred simultaneous users accessing full precision 32 bit astronomy data.Comment: Published in Astronomy & Computing. IIPImage server available from http://iipimage.sourceforge.net . Visiomatic code and demos available from http://www.visiomatic.org

    Optical network technologies for future digital cinema

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    Digital technology has transformed the information flow and support infrastructure for numerous application domains, such as cellular communications. Cinematography, traditionally, a film based medium, has embraced digital technology leading to innovative transformations in its work flow. Digital cinema supports transmission of high resolution content enabled by the latest advancements in optical communications and video compression. In this paper we provide a survey of the optical network technologies for supporting this bandwidth intensive traffic class. We also highlight the significance and benefits of the state of the art in optical technologies that support the digital cinema work flow

    Dynamic Adaptive Point Cloud Streaming

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    High-quality point clouds have recently gained interest as an emerging form of representing immersive 3D graphics. Unfortunately, these 3D media are bulky and severely bandwidth intensive, which makes it difficult for streaming to resource-limited and mobile devices. This has called researchers to propose efficient and adaptive approaches for streaming of high-quality point clouds. In this paper, we run a pilot study towards dynamic adaptive point cloud streaming, and extend the concept of dynamic adaptive streaming over HTTP (DASH) towards DASH-PC, a dynamic adaptive bandwidth-efficient and view-aware point cloud streaming system. DASH-PC can tackle the huge bandwidth demands of dense point cloud streaming while at the same time can semantically link to human visual acuity to maintain high visual quality when needed. In order to describe the various quality representations, we propose multiple thinning approaches to spatially sub-sample point clouds in the 3D space, and design a DASH Media Presentation Description manifest specific for point cloud streaming. Our initial evaluations show that we can achieve significant bandwidth and performance improvement on dense point cloud streaming with minor negative quality impacts compared to the baseline scenario when no adaptations is applied.Comment: 6 pages, 23rd ACM Packet Video (PV'18) Workshop, June 12--15, 2018, Amsterdam, Netherland

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    Two-dimensional, Time-dependent, Multi-group, Multi-angle Radiation Hydrodynamics Test Simulation in the Core-Collapse Supernova Context

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    We have developed a time-dependent, multi-energy-group, and multi-angle (Sn_n) Boltzmann transport scheme for radiation hydrodynamics simulations, in one and two spatial dimensions. The implicit transport is coupled to both 1D (spherically-symmetric) and 2D (axially-symmetric) versions of the explicit Newtonian hydrodynamics code VULCAN. The 2D variant, VULCAN/2D, can be operated in general structured or unstructured grids and though the code can address many problems in astrophysics it was constructed specifically to study the core-collapse supernova problem. Furthermore, VULCAN/2D can simulate the radiation/hydrodynamic evolution of differentially rotating bodies. We summarize the equations solved and methods incorporated into the algorithm and present results of a time-dependent 2D test calculation. A more complete description of the algorithm is postponed to another paper. We highlight a 2D test run that follows for 22 milliseconds the immediate post-bounce evolution of a collapsed core. We present the relationship between the anisotropies of the overturning matter field and the distribution of the corresponding flux vectors, as a function of energy group. This is the first 2D multi-group, multi-angle, time-dependent radiation/hydro calculation ever performed in core collapse studies. Though the transport module of the code is not gray and does not use flux limiters (however, there is a flux-limited variant of VULCAN/2D), it still does not include energy redistribution and most velocity-dependent terms.Comment: 19 pages, plus 13 figures in JPEG format. Submitted to the Astrophysical Journa

    Code improvements towards implementing HEVC decoder

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    Layer Selection in Progressive Transmission of Motion-Compensated JPEG2000 Video

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    MCJ2K (Motion-Compensated JPEG2000) is a video codec based on MCTF (Motion- Compensated Temporal Filtering) and J2K (JPEG2000). MCTF analyzes a sequence of images, generating a collection of temporal sub-bands, which are compressed with J2K. The R/D (Rate-Distortion) performance in MCJ2K is better than the MJ2K (Motion JPEG2000) extension, especially if there is a high level of temporal redundancy. MCJ2K codestreams can be served by standard JPIP (J2K Interactive Protocol) servers, thanks to the use of only J2K standard file formats. In bandwidth-constrained scenarios, an important issue in MCJ2K is determining the amount of data of each temporal sub-band that must be transmitted to maximize the quality of the reconstructions at the client side. To solve this problem, we have proposed two rate-allocation algorithms which provide reconstructions that are progressive in quality. The first, OSLA (Optimized Sub-band Layers Allocation), determines the best progression of quality layers, but is computationally expensive. The second, ESLA (Estimated-Slope sub-band Layers Allocation), is sub-optimal in most cases, but much faster and more convenient for real-time streaming scenarios. An experimental comparison shows that even when a straightforward motion compensation scheme is used, the R/D performance of MCJ2K competitive is compared not only to MJ2K, but also with respect to other standard scalable video codecs

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie
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