8,349 research outputs found
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
Random Linear Network Coding for 5G Mobile Video Delivery
An exponential increase in mobile video delivery will continue with the
demand for higher resolution, multi-view and large-scale multicast video
services. Novel fifth generation (5G) 3GPP New Radio (NR) standard will bring a
number of new opportunities for optimizing video delivery across both 5G core
and radio access networks. One of the promising approaches for video quality
adaptation, throughput enhancement and erasure protection is the use of
packet-level random linear network coding (RLNC). In this review paper, we
discuss the integration of RLNC into the 5G NR standard, building upon the
ideas and opportunities identified in 4G LTE. We explicitly identify and
discuss in detail novel 5G NR features that provide support for RLNC-based
video delivery in 5G, thus pointing out to the promising avenues for future
research.Comment: Invited paper for Special Issue "Network and Rateless Coding for
Video Streaming" - MDPI Informatio
Joint On-the-Fly Network Coding/Video Quality Adaptation for Real-Time Delivery
This paper introduces a redundancy adaptation algorithm for an on-the-fly
erasure network coding scheme called Tetrys in the context of real-time video
transmission. The algorithm exploits the relationship between the redundancy
ratio used by Tetrys and the gain or loss in encoding bit rate from changing a
video quality parameter called the Quantization Parameter (QP). Our evaluations
show that with equal or less bandwidth occupation, the video protected by
Tetrys with redundancy adaptation algorithm obtains a PSNR gain up to or more 4
dB compared to the video without Tetrys protection. We demonstrate that the
Tetrys redundancy adaptation algorithm performs well with the variations of
both loss pattern and delay induced by the networks. We also show that Tetrys
with the redundancy adaptation algorithm outperforms FEC with and without
redundancy adaptation
Adaptive Streaming in P2P Live Video Systems: A Distributed Rate Control Approach
Dynamic Adaptive Streaming over HTTP (DASH) is a recently proposed standard
that offers different versions of the same media content to adapt the delivery
process over the Internet to dynamic bandwidth fluctuations and different user
device capabilities. The peer-to-peer (P2P) paradigm for video streaming allows
to leverage the cooperation among peers, guaranteeing to serve every video
request with increased scalability and reduced cost. We propose to combine
these two approaches in a P2P-DASH architecture, exploiting the potentiality of
both. The new platform is made of several swarms, and a different DASH
representation is streamed within each of them; unlike client-server DASH
architectures, where each client autonomously selects which version to download
according to current network conditions and to its device resources, we put
forth a new rate control strategy implemented at peer site to maintain a good
viewing quality to the local user and to simultaneously guarantee the
successful operation of the P2P swarms. The effectiveness of the solution is
demonstrated through simulation and it indicates that the P2P-DASH platform is
able to warrant its users a very good performance, much more satisfying than in
a conventional P2P environment where DASH is not employed. Through a comparison
with a reference DASH system modeled via the Integer Linear Programming (ILP)
approach, the new system is shown to outperform such reference architecture. To
further validate the proposal, both in terms of robustness and scalability,
system behavior is investigated in the critical condition of a flash crowd,
showing that the strong upsurge of new users can be successfully revealed and
gradually accommodated.Comment: 12 pages, 17 figures, this work has been submitted to the IEEE
journal on selected Area in Communication
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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