6,692 research outputs found
In-Network View Synthesis for Interactive Multiview Video Systems
To enable Interactive multiview video systems with a minimum view-switching
delay, multiple camera views are sent to the users, which are used as reference
images to synthesize additional virtual views via depth-image-based rendering.
In practice, bandwidth constraints may however restrict the number of reference
views sent to clients per time unit, which may in turn limit the quality of the
synthesized viewpoints. We argue that the reference view selection should
ideally be performed close to the users, and we study the problem of in-network
reference view synthesis such that the navigation quality is maximized at the
clients. We consider a distributed cloud network architecture where data stored
in a main cloud is delivered to end users with the help of cloudlets, i.e.,
resource-rich proxies close to the users. In order to satisfy last-hop
bandwidth constraints from the cloudlet to the users, a cloudlet re-samples
viewpoints of the 3D scene into a discrete set of views (combination of
received camera views and virtual views synthesized) to be used as reference
for the synthesis of additional virtual views at the client. This in-network
synthesis leads to better viewpoint sampling given a bandwidth constraint
compared to simple selection of camera views, but it may however carry a
distortion penalty in the cloudlet-synthesized reference views. We therefore
cast a new reference view selection problem where the best subset of views is
defined as the one minimizing the distortion over a view navigation window
defined by the user under some transmission bandwidth constraints. We show that
the view selection problem is NP-hard, and propose an effective polynomial time
algorithm using dynamic programming to solve the optimization problem.
Simulation results finally confirm the performance gain offered by virtual view
synthesis in the network
3D video coding and transmission
The capture, transmission, and display of
3D content has gained a lot of attention in the last few
years. 3D multimedia content is no longer con fined to
cinema theatres but is being transmitted using stereoscopic
video over satellite, shared on Blu-RayTMdisks,
or sent over Internet technologies. Stereoscopic displays
are needed at the receiving end and the viewer needs to
wear special glasses to present the two versions of the
video to the human vision system that then generates
the 3D illusion. To be more e ffective and improve the
immersive experience, more views are acquired from a
larger number of cameras and presented on di fferent displays,
such as autostereoscopic and light field displays.
These multiple views, combined with depth data, also
allow enhanced user experiences and new forms of interaction
with the 3D content from virtual viewpoints.
This type of audiovisual information is represented by a
huge amount of data that needs to be compressed and
transmitted over bandwidth-limited channels. Part of
the COST Action IC1105 \3D Content Creation, Coding
and Transmission over Future Media Networks" (3DConTourNet)
focuses on this research challenge.peer-reviewe
Depth map compression via 3D region-based representation
In 3D video, view synthesis is used to create new virtual views between
encoded camera views. Errors in the coding of the depth maps introduce
geometry inconsistencies in synthesized views. In this paper, a new 3D plane
representation of the scene is presented which improves the performance of
current standard video codecs in the view synthesis domain. Two image segmentation
algorithms are proposed for generating a color and depth segmentation.
Using both partitions, depth maps are segmented into regions without
sharp discontinuities without having to explicitly signal all depth edges. The
resulting regions are represented using a planar model in the 3D world scene.
This 3D representation allows an efficient encoding while preserving the 3D
characteristics of the scene. The 3D planes open up the possibility to code
multiview images with a unique representation.Postprint (author's final draft
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
Biologically Inspired Dynamic Textures for Probing Motion Perception
Perception is often described as a predictive process based on an optimal
inference with respect to a generative model. We study here the principled
construction of a generative model specifically crafted to probe motion
perception. In that context, we first provide an axiomatic, biologically-driven
derivation of the model. This model synthesizes random dynamic textures which
are defined by stationary Gaussian distributions obtained by the random
aggregation of warped patterns. Importantly, we show that this model can
equivalently be described as a stochastic partial differential equation. Using
this characterization of motion in images, it allows us to recast motion-energy
models into a principled Bayesian inference framework. Finally, we apply these
textures in order to psychophysically probe speed perception in humans. In this
framework, while the likelihood is derived from the generative model, the prior
is estimated from the observed results and accounts for the perceptual bias in
a principled fashion.Comment: Twenty-ninth Annual Conference on Neural Information Processing
Systems (NIPS), Dec 2015, Montreal, Canad
A framework for automatic and perceptually valid facial expression generation
Facial expressions are facial movements reflecting the internal emotional states of a character or in response to social communications. Realistic facial animation should consider at least two factors: believable visual effect and valid facial movements. However, most research tends to separate these two issues. In this paper, we present a framework for generating 3D facial expressions considering both the visual the dynamics effect. A facial expression mapping approach based on local geometry encoding is proposed, which encodes deformation in the 1-ring vector. This method is capable of mapping subtle facial movements without considering those shape and topological constraints. Facial expression mapping is achieved through three steps: correspondence establishment, deviation transfer and movement mapping. Deviation is transferred to the conformal face space through minimizing the error function. This function is formed by the source neutral and the deformed face model related by those transformation matrices in 1-ring neighborhood. The transformation matrix in 1-ring neighborhood is independent of the face shape and the mesh topology. After the facial expression mapping, dynamic parameters are then integrated with facial expressions for generating valid facial expressions. The dynamic parameters were generated based on psychophysical methods. The efficiency and effectiveness of the proposed methods have been tested using various face models with different shapes and topological representations
- …