37 research outputs found

    Three-dimensional media for mobile devices

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    Cataloged from PDF version of article.This paper aims at providing an overview of the core technologies enabling the delivery of 3-D Media to next-generation mobile devices. To succeed in the design of the corresponding system, a profound knowledge about the human visual system and the visual cues that form the perception of depth, combined with understanding of the user requirements for designing user experience for mobile 3-D media, are required. These aspects are addressed first and related with the critical parts of the generic system within a novel user-centered research framework. Next-generation mobile devices are characterized through their portable 3-D displays, as those are considered critical for enabling a genuine 3-D experience on mobiles. Quality of 3-D content is emphasized as the most important factor for the adoption of the new technology. Quality is characterized through the most typical, 3-D-specific visual artifacts on portable 3-D displays and through subjective tests addressing the acceptance and satisfaction of different 3-D video representation, coding, and transmission methods. An emphasis is put on 3-D video broadcast over digital video broadcasting-handheld (DVB-H) in order to illustrate the importance of the joint source-channel optimization of 3-D video for its efficient compression and robust transmission over error-prone channels. The comparative results obtained identify the best coding and transmission approaches and enlighten the interaction between video quality and depth perception along with the influence of the context of media use. Finally, the paper speculates on the role and place of 3-D multimedia mobile devices in the future internet continuum involving the users in cocreation and refining of rich 3-D media content

    Methods for Light Field Display Profiling and Scalable Super-Multiview Video Coding

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    Light field 3D displays reproduce the light field of real or synthetic scenes, as observed by multiple viewers, without the necessity of wearing 3D glasses. Reproducing light fields is a technically challenging task in terms of optical setup, content creation, distributed rendering, among others; however, the impressive visual quality of hologramlike scenes, in full color, with real-time frame rates, and over a very wide field of view justifies the complexity involved. Seeing objects popping far out from the screen plane without glasses impresses even those viewers who have experienced other 3D displays before.Content for these displays can either be synthetic or real. The creation of synthetic (rendered) content is relatively well understood and used in practice. Depending on the technique used, rendering has its own complexities, quite similar to the complexity of rendering techniques for 2D displays. While rendering can be used in many use-cases, the holy grail of all 3D display technologies is to become the future 3DTVs, ending up in each living room and showing realistic 3D content without glasses. Capturing, transmitting, and rendering live scenes as light fields is extremely challenging, and it is necessary if we are about to experience light field 3D television showing real people and natural scenes, or realistic 3D video conferencing with real eye-contact.In order to provide the required realism, light field displays aim to provide a wide field of view (up to 180°), while reproducing up to ~80 MPixels nowadays. Building gigapixel light field displays is realistic in the next few years. Likewise, capturing live light fields involves using many synchronized cameras that cover the same display wide field of view and provide the same high pixel count. Therefore, light field capture and content creation has to be well optimized with respect to the targeted display technologies. Two major challenges in this process are addressed in this dissertation.The first challenge is how to characterize the display in terms of its capabilities to create light fields, that is how to profile the display in question. In clearer terms this boils down to finding the equivalent spatial resolution, which is similar to the screen resolution of 2D displays, and angular resolution, which describes the smallest angle, the color of which the display can control individually. Light field is formalized as 4D approximation of the plenoptic function in terms of geometrical optics through spatiallylocalized and angularly-directed light rays in the so-called ray space. Plenoptic Sampling Theory provides the required conditions to sample and reconstruct light fields. Subsequently, light field displays can be characterized in the Fourier domain by the effective display bandwidth they support. In the thesis, a methodology for displayspecific light field analysis is proposed. It regards the display as a signal processing channel and analyses it as such in spectral domain. As a result, one is able to derive the display throughput (i.e. the display bandwidth) and, subsequently, the optimal camera configuration to efficiently capture and filter light fields before displaying them.While the geometrical topology of optical light sources in projection-based light field displays can be used to theoretically derive display bandwidth, and its spatial and angular resolution, in many cases this topology is not available to the user. Furthermore, there are many implementation details which cause the display to deviate from its theoretical model. In such cases, profiling light field displays in terms of spatial and angular resolution has to be done by measurements. Measurement methods that involve the display showing specific test patterns, which are then captured by a single static or moving camera, are proposed in the thesis. Determining the effective spatial and angular resolution of a light field display is then based on an automated analysis of the captured images, as they are reproduced by the display, in the frequency domain. The analysis reveals the empirical limits of the display in terms of pass-band both in the spatial and angular dimension. Furthermore, the spatial resolution measurements are validated by subjective tests confirming that the results are in line with the smallest features human observers can perceive on the same display. The resolution values obtained can be used to design the optimal capture setup for the display in question.The second challenge is related with the massive number of views and pixels captured that have to be transmitted to the display. It clearly requires effective and efficient compression techniques to fit in the bandwidth available, as an uncompressed representation of such a super-multiview video could easily consume ~20 gigabits per second with today’s displays. Due to the high number of light rays to be captured, transmitted and rendered, distributed systems are necessary for both capturing and rendering the light field. During the first attempts to implement real-time light field capturing, transmission and rendering using a brute force approach, limitations became apparent. Still, due to the best possible image quality achievable with dense multi-camera light field capturing and light ray interpolation, this approach was chosen as the basis of further work, despite the massive amount of bandwidth needed. Decompression of all camera images in all rendering nodes, however, is prohibitively time consuming and is not scalable. After analyzing the light field interpolation process and the data-access patterns typical in a distributed light field rendering system, an approach to reduce the amount of data required in the rendering nodes has been proposed. This approach, on the other hand, requires rectangular parts (typically vertical bars in case of a Horizontal Parallax Only light field display) of the captured images to be available in the rendering nodes, which might be exploited to reduce the time spent with decompression of video streams. However, partial decoding is not readily supported by common image / video codecs. In the thesis, approaches aimed at achieving partial decoding are proposed for H.264, HEVC, JPEG and JPEG2000 and the results are compared.The results of the thesis on display profiling facilitate the design of optimal camera setups for capturing scenes to be reproduced on 3D light field displays. The developed super-multiview content encoding also facilitates light field rendering in real-time. This makes live light field transmission and real-time teleconferencing possible in a scalable way, using any number of cameras, and at the spatial and angular resolution the display actually needs for achieving a compelling visual experience

    Error Resilient Video Coding Using Bitstream Syntax And Iterative Microscopy Image Segmentation

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    There has been a dramatic increase in the amount of video traffic over the Internet in past several years. For applications like real-time video streaming and video conferencing, retransmission of lost packets is often not permitted. Popular video coding standards such as H.26x and VPx make use of spatial-temporal correlations for compression, typically making compressed bitstreams vulnerable to errors. We propose several adaptive spatial-temporal error concealment approaches for subsampling-based multiple description video coding. These adaptive methods are based on motion and mode information extracted from the H.26x video bitstreams. We also present an error resilience method using data duplication in VPx video bitstreams. A recent challenge in image processing is the analysis of biomedical images acquired using optical microscopy. Due to the size and complexity of the images, automated segmentation methods are required to obtain quantitative, objective and reproducible measurements of biological entities. In this thesis, we present two techniques for microscopy image analysis. Our first method, “Jelly Filling” is intended to provide 3D segmentation of biological images that contain incompleteness in dye labeling. Intuitively, this method is based on filling disjoint regions of an image with jelly-like fluids to iteratively refine segments that represent separable biological entities. Our second method selectively uses a shape-based function optimization approach and a 2D marked point process simulation, to quantify nuclei by their locations and sizes. Experimental results exhibit that our proposed methods are effective in addressing the aforementioned challenges

    3D multiple description coding for error resilience over wireless networks

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    Mobile communications has gained a growing interest from both customers and service providers alike in the last 1-2 decades. Visual information is used in many application domains such as remote health care, video –on demand, broadcasting, video surveillance etc. In order to enhance the visual effects of digital video content, the depth perception needs to be provided with the actual visual content. 3D video has earned a significant interest from the research community in recent years, due to the tremendous impact it leaves on viewers and its enhancement of the user’s quality of experience (QoE). In the near future, 3D video is likely to be used in most video applications, as it offers a greater sense of immersion and perceptual experience. When 3D video is compressed and transmitted over error prone channels, the associated packet loss leads to visual quality degradation. When a picture is lost or corrupted so severely that the concealment result is not acceptable, the receiver typically pauses video playback and waits for the next INTRA picture to resume decoding. Error propagation caused by employing predictive coding may degrade the video quality severely. There are several ways used to mitigate the effects of such transmission errors. One widely used technique in International Video Coding Standards is error resilience. The motivation behind this research work is that, existing schemes for 2D colour video compression such as MPEG, JPEG and H.263 cannot be applied to 3D video content. 3D video signals contain depth as well as colour information and are bandwidth demanding, as they require the transmission of multiple high-bandwidth 3D video streams. On the other hand, the capacity of wireless channels is limited and wireless links are prone to various types of errors caused by noise, interference, fading, handoff, error burst and network congestion. Given the maximum bit rate budget to represent the 3D scene, optimal bit-rate allocation between texture and depth information rendering distortion/losses should be minimised. To mitigate the effect of these errors on the perceptual 3D video quality, error resilience video coding needs to be investigated further to offer better quality of experience (QoE) to end users. This research work aims at enhancing the error resilience capability of compressed 3D video, when transmitted over mobile channels, using Multiple Description Coding (MDC) in order to improve better user’s quality of experience (QoE). Furthermore, this thesis examines the sensitivity of the human visual system (HVS) when employed to view 3D video scenes. The approach used in this study is to use subjective testing in order to rate people’s perception of 3D video under error free and error prone conditions through the use of a carefully designed bespoke questionnaire.EThOS - Electronic Theses Online ServicePetroleum Technology Development Fund (PTDF)GBUnited Kingdo

    Compression and Subjective Quality Assessment of 3D Video

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    In recent years, three-dimensional television (3D TV) has been broadly considered as the successor to the existing traditional two-dimensional television (2D TV) sets. With its capability of offering a dynamic and immersive experience, 3D video (3DV) is expected to expand conventional video in several applications in the near future. However, 3D content requires more than a single view to deliver the depth sensation to the viewers and this, inevitably, increases the bitrate compared to the corresponding 2D content. This need drives the research trend in video compression field towards more advanced and more efficient algorithms. Currently, the Advanced Video Coding (H.264/AVC) is the state-of-the-art video coding standard which has been developed by the Joint Video Team of ISO/IEC MPEG and ITU-T VCEG. This codec has been widely adopted in various applications and products such as TV broadcasting, video conferencing, mobile TV, and blue-ray disc. One important extension of H.264/AVC, namely Multiview Video Coding (MVC) was an attempt to multiple view compression by taking into consideration the inter-view dependency between different views of the same scene. This codec H.264/AVC with its MVC extension (H.264/MVC) can be used for encoding either conventional stereoscopic video, including only two views, or multiview video, including more than two views. In spite of the high performance of H.264/MVC, a typical multiview video sequence requires a huge amount of storage space, which is proportional to the number of offered views. The available views are still limited and the research has been devoted to synthesizing an arbitrary number of views using the multiview video and depth map (MVD). This process is mandatory for auto-stereoscopic displays (ASDs) where many views are required at the viewer side and there is no way to transmit such a relatively huge number of views with currently available broadcasting technology. Therefore, to satisfy the growing hunger for 3D related applications, it is mandatory to further decrease the bitstream by introducing new and more efficient algorithms for compressing multiview video and depth maps. This thesis tackles the 3D content compression targeting different formats i.e. stereoscopic video and depth-enhanced multiview video. Stereoscopic video compression algorithms introduced in this thesis mostly focus on proposing different types of asymmetry between the left and right views. This means reducing the quality of one view compared to the other view aiming to achieve a better subjective quality against the symmetric case (the reference) and under the same bitrate constraint. The proposed algorithms to optimize depth-enhanced multiview video compression include both texture compression schemes as well as depth map coding tools. Some of the introduced coding schemes proposed for this format include asymmetric quality between the views. Knowing that objective metrics are not able to accurately estimate the subjective quality of stereoscopic content, it is suggested to perform subjective quality assessment to evaluate different codecs. Moreover, when the concept of asymmetry is introduced, the Human Visual System (HVS) performs a fusion process which is not completely understood. Therefore, another important aspect of this thesis is conducting several subjective tests and reporting the subjective ratings to evaluate the perceived quality of the proposed coded content against the references. Statistical analysis is carried out in the thesis to assess the validity of the subjective ratings and determine the best performing test cases

    QoE on media deliveriy in 5G environments

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    231 p.5G expandirá las redes móviles con un mayor ancho de banda, menor latencia y la capacidad de proveer conectividad de forma masiva y sin fallos. Los usuarios de servicios multimedia esperan una experiencia de reproducción multimedia fluida que se adapte de forma dinámica a los intereses del usuario y a su contexto de movilidad. Sin embargo, la red, adoptando una posición neutral, no ayuda a fortalecer los parámetros que inciden en la calidad de experiencia. En consecuencia, las soluciones diseñadas para realizar un envío de tráfico multimedia de forma dinámica y eficiente cobran un especial interés. Para mejorar la calidad de la experiencia de servicios multimedia en entornos 5G la investigación llevada a cabo en esta tesis ha diseñado un sistema múltiple, basado en cuatro contribuciones.El primer mecanismo, SaW, crea una granja elástica de recursos de computación que ejecutan tareas de análisis multimedia. Los resultados confirman la competitividad de este enfoque respecto a granjas de servidores. El segundo mecanismo, LAMB-DASH, elige la calidad en el reproductor multimedia con un diseño que requiere una baja complejidad de procesamiento. Las pruebas concluyen su habilidad para mejorar la estabilidad, consistencia y uniformidad de la calidad de experiencia entre los clientes que comparten una celda de red. El tercer mecanismo, MEC4FAIR, explota las capacidades 5G de analizar métricas del envío de los diferentes flujos. Los resultados muestran cómo habilita al servicio a coordinar a los diferentes clientes en la celda para mejorar la calidad del servicio. El cuarto mecanismo, CogNet, sirve para provisionar recursos de red y configurar una topología capaz de conmutar una demanda estimada y garantizar unas cotas de calidad del servicio. En este caso, los resultados arrojan una mayor precisión cuando la demanda de un servicio es mayor
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