171 research outputs found

    Portal-s: High-resolution real-time 3D video telepresence

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    The goal of telepresence is to allow a person to feel as if they are present in a location other than their true location; a common application of telepresence is video conferencing in which live video of a user is transmitted to a remote location for viewing. In conventional two-dimensional (2D) video conferencing, loss of correct eye gaze commonly occurs, due to a disparity between the capture and display optical axes. Newer systems are being developed which allow for three-dimensional (3D) video conferencing, circumventing issues with this disparity, but new challenges are arising in the capture, delivery, and redisplay of 3D contents across existing infrastructure. To address these challenges, a novel system is proposed which allows for 3D video conferencing across existing networks while delivering full resolution 3D video and establishing correct eye gaze. During the development of Portal-s, many innovations to the field of 3D scanning and its applications were made; specifically, this dissertation research has achieved the following innovations: a technique to realize 3D video processing entirely on a graphics processing unit (GPU), methods to compress 3D videos on a GPU, and combination of the aforementioned innovations with a special holographic display hardware system to enable the novel 3D telepresence system entitled Portal-s. The first challenge this dissertation addresses is the cost of real-time 3D scanning technology, both from a monetary and computing power perspective. New advancements in 3D scanning and computation technology are continuing to increase, simplifying the acquisition and display of 3D data. These advancements are allowing users new methods of interaction and analysis of the 3D world around them. Although the acquisition of static 3D geometry is becoming easy, the same cannot be said of dynamic geometry, since all aspects of the 3D processing pipeline, capture, processing, and display, must be realized in real-time simultaneously. Conventional approaches to solve these problems utilize workstation computers with powerful central processing units (CPUs) and GPUs to accomplish the large amounts of processing power required for a single 3D frame. A challenge arises when trying to realize real-time 3D scanning on commodity hardware such as a laptop computer. To address the cost of a real-time 3D scanning system, an entirely parallel 3D data processing pipeline that makes use of a multi-frequency phase-shifting technique is presented. This novel processing pipeline can achieve simultaneous 3D data capturing, processing, and display at 30 frames per second (fps) on a laptop computer. By implementing the pipeline within the OpenGL Shading Language (GLSL), nearly any modern computer with a dedicated graphics device can run the pipeline. Making use of multiple threads sharing GPU resources and direct memory access transfers, high frame rates on low compute power devices can be achieved. Although these advancements allow for low compute power devices such as a laptop to achieve real-time 3D scanning, this technique is not without challenges. The main challenge being selecting frequencies that allow for high quality phase, yet do not include phase jumps in equivalent frequencies. To address this issue, a new modified multi-frequency phase shifting technique was developed that allows phase jumps to be introduced in equivalent frequencies yet unwrapped in parallel, increasing phase quality and reducing reconstruction error. Utilizing these techniques, a real-time 3D scanner was developed that captures 3D geometry at 30 fps with a root mean square error (RMSE) of 0:00081 mm for a measurement area of 100 mm X 75 mm at a resolution of 800 X 600 on a laptop computer. With the above mentioned pipeline the CPU is nearly idle, freeing it to perform additional tasks such as image processing and analysis. The second challenge this dissertation addresses is associated with delivering huge amounts of 3D video data in real-time across existing network infrastructure. As the speed of 3D scanning continues to increase, and real-time scanning is achieved on low compute power devices, a way of compressing the massive amounts of 3D data being generated is needed. At a scan resolution of 800 X 600, streaming a 3D point cloud at 30 frames per second (FPS) would require a throughput of over 1.3 Gbps. This amount of throughput is large for a PCIe bus, and too much for most commodity network cards. Conventional approaches involve serializing the data into a compressible state such as a polygon file format (PLY) or Wavefront object (OBJ) file. While this technique works well for structured 3D geometry, such as that created with computer aided drafting (CAD) or 3D modeling software, this does not hold true for 3D scanned data as it is inherently unstructured. A challenge arises when trying to compress this unstructured 3D information in such a way that it can be easily utilized with existing infrastructure. To address the need for real-time 3D video compression, new techniques entitled Holoimage and Holovideo are presented, which have the ability to compress, respectively, 3D geometry and 3D video into 2D counterparts and apply both lossless and lossy encoding. Similar to the aforementioned 3D scanning pipeline, these techniques make use of a completely parallel pipeline for encoding and decoding; this affords high speed processing on the GPU, as well as compression before streaming the data over the PCIe bus. Once in the compressed 2D state, the information can be streamed and saved until the 3D information is needed, at which point 3D geometry can be reconstructed while maintaining a low amount of reconstruction error. Further enhancements of the technique have allowed additional information, such as texture information, to be encoded by reducing the bit rate of the data through image dithering. This allows both the 3D video and associated 2D texture information to be interlaced and compressed into 2D video, synchronizing the streams automatically. The third challenge this dissertation addresses is achieving correct eye gaze in video conferencing. In 2D video conferencing, loss of correct eye gaze commonly occurs, due to a disparity between the capture and display optical axes. Conventional approaches to mitigate this issue involve either reducing the angle of disparity between the axes by increasing the distance of the user to the system, or merging the axes through the use of beam splitters. Newer approaches to this issue make use of 3D capture and display technology, as the angle of disparity can be corrected through transforms of the 3D data. Challenges arise when trying to create such novel systems, as all aspects of the pipeline, capture, transmission, and redisplay must be simultaneously achieved in real-time with the massive amounts of 3D data. Finally, the Portal-s system is presented, which is an integration of all the aforementioned technologies into a holistic software and hardware system that enables real-time 3D video conferencing with correct mutual eye gaze. To overcome the loss of eye contact in conventional video conferencing, Portal-s makes use of dual structured-light scanners that capture through the same optical axis as the display. The real-time 3D video frames generated on the GPU are then compressed using the Holovideo technique. This allows the 3D video to be streamed across a conventional network or the Internet, and redisplayed at a remote node for another user on the Holographic display glass. Utilizing two connected Portal-s nodes, users of the systems can engage in 3D video conferencing with natural eye gaze established. In conclusion, this dissertation research substantially advances the field of real-time 3D scanning and its applications. Contributions of this research span into both academic and industrial practices, where the use of this information has allowed users new methods of interaction and analysis of the 3D world around them

    FVV Live: A real-time free-viewpoint video system with consumer electronics hardware

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    FVV Live is a novel end-to-end free-viewpoint video system, designed for low cost and real-time operation, based on off-the-shelf components. The system has been designed to yield high-quality free-viewpoint video using consumer-grade cameras and hardware, which enables low deployment costs and easy installation for immersive event-broadcasting or videoconferencing. The paper describes the architecture of the system, including acquisition and encoding of multiview plus depth data in several capture servers and virtual view synthesis on an edge server. All the blocks of the system have been designed to overcome the limitations imposed by hardware and network, which impact directly on the accuracy of depth data and thus on the quality of virtual view synthesis. The design of FVV Live allows for an arbitrary number of cameras and capture servers, and the results presented in this paper correspond to an implementation with nine stereo-based depth cameras. FVV Live presents low motion-to-photon and end-to-end delays, which enables seamless free-viewpoint navigation and bilateral immersive communications. Moreover, the visual quality of FVV Live has been assessed through subjective assessment with satisfactory results, and additional comparative tests show that it is preferred over state-of-the-art DIBR alternatives

    Recent Advances in the Processing and Rendering Algorithms for Computer-Generated Holography

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    Digital holography represents a novel media which promises to revolutionize the way the users interacts with content. This paper presents an in-depth review of the state-of-the-art algorithms for advanced processing and rendering of computer-generated holography. Open-access holographic data are selected and characterized as references for the experimental analysis. The design of a tool for digital hologram rendering and quality evaluation is presented and implemented as an open-source reference software, with the aim to encourage the approach to the holography research area, and simplify the rendering and quality evaluation tasks. Exploration studies focused on the reproducibility of the results are reported, showing a practical application of the proposed architecture for standardization activities. A final discussion on the results obtained is reported, also highlighting the future developments of the reconstruction software that is made publicly available with this work

    Optimising Spatial and Tonal Data for PDE-based Inpainting

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    Some recent methods for lossy signal and image compression store only a few selected pixels and fill in the missing structures by inpainting with a partial differential equation (PDE). Suitable operators include the Laplacian, the biharmonic operator, and edge-enhancing anisotropic diffusion (EED). The quality of such approaches depends substantially on the selection of the data that is kept. Optimising this data in the domain and codomain gives rise to challenging mathematical problems that shall be addressed in our work. In the 1D case, we prove results that provide insights into the difficulty of this problem, and we give evidence that a splitting into spatial and tonal (i.e. function value) optimisation does hardly deteriorate the results. In the 2D setting, we present generic algorithms that achieve a high reconstruction quality even if the specified data is very sparse. To optimise the spatial data, we use a probabilistic sparsification, followed by a nonlocal pixel exchange that avoids getting trapped in bad local optima. After this spatial optimisation we perform a tonal optimisation that modifies the function values in order to reduce the global reconstruction error. For homogeneous diffusion inpainting, this comes down to a least squares problem for which we prove that it has a unique solution. We demonstrate that it can be found efficiently with a gradient descent approach that is accelerated with fast explicit diffusion (FED) cycles. Our framework allows to specify the desired density of the inpainting mask a priori. Moreover, is more generic than other data optimisation approaches for the sparse inpainting problem, since it can also be extended to nonlinear inpainting operators such as EED. This is exploited to achieve reconstructions with state-of-the-art quality. We also give an extensive literature survey on PDE-based image compression methods

    Challenges and solutions in H.265/HEVC for integrating consumer electronics in professional video systems

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    Compressed Animated Light Fields with Real-time View-dependent Reconstruction

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    We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance

    High throughput image compression and decompression on GPUs

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    Diese Arbeit befasst sich mit der Entwicklung eines GPU-freundlichen, intra-only, Wavelet-basierten Videokompressionsverfahrens mit hohem Durchsatz, das für visuell verlustfreie Anwendungen optimiert ist. Ausgehend von der Beobachtung, dass der JPEG 2000 Entropie-Kodierer ein Flaschenhals ist, werden verschiedene algorithmische Änderungen vorgeschlagen und bewertet. Zunächst wird der JPEG 2000 Selective Arithmetic Coding Mode auf der GPU realisiert, wobei sich die Erhöhung des Durchsatzes hierdurch als begrenzt zeigt. Stattdessen werden zwei nicht standard-kompatible Änderungen vorgeschlagen, die (1) jede Bitebebene in nur einem einzelnen Pass verarbeiten (Single-Pass-Modus) und (2) einen echten Rohcodierungsmodus einführen, der sample-weise parallelisierbar ist und keine aufwendige Kontextmodellierung erfordert. Als nächstes wird ein alternativer Entropiekodierer aus der Literatur, der Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), evaluiert. Er gibt Signaladaptivität zu Gunsten von höherer Parallelität auf und daher wird hier untersucht und gezeigt, dass ein aus verschiedensten Testsequenzen gemitteltes statisches Wahrscheinlichkeitsmodell eine kompetitive Kompressionseffizienz erreicht. Es wird zudem eine Kombination von BPC-PaCo mit dem Single-Pass-Modus vorgeschlagen, der den Speedup gegenüber dem JPEG 2000 Entropiekodierer von 2,15x (BPC-PaCo mit zwei Pässen) auf 2,6x (BPC-PaCo mit Single-Pass-Modus) erhöht auf Kosten eines um 0,3 dB auf 1,0 dB erhöhten Spitzen-Signal-Rausch-Verhältnis (PSNR). Weiter wird ein paralleler Algorithmus zur Post-Compression Ratenkontrolle vorgestellt sowie eine parallele Codestream-Erstellung auf der GPU. Es wird weiterhin ein theoretisches Laufzeitmodell formuliert, das es durch Benchmarking von einer GPU ermöglicht die Laufzeit einer Routine auf einer anderen GPU vorherzusagen. Schließlich wird der erste JPEG XS GPU Decoder vorgestellt und evaluiert. JPEG XS wurde als Low Complexity Codec konzipiert und forderte erstmals explizit GPU-Freundlichkeit bereits im Call for Proposals. Ab Bitraten über 1 bpp ist der Decoder etwa 2x schneller im Vergleich zu JPEG 2000 und 1,5x schneller als der schnellste hier vorgestellte Entropiekodierer (BPC-PaCo mit Single-Pass-Modus). Mit einer GeForce GTX 1080 wird ein Decoder Durchsatz von rund 200 fps für eine UHD-4:4:4-Sequenz erreicht.This work investigates possibilities to create a high throughput, GPU-friendly, intra-only, Wavelet-based video compression algorithm optimized for visually lossless applications. Addressing the key observation that JPEG 2000’s entropy coder is a bottleneck and might be overly complex for a high bit rate scenario, various algorithmic alterations are proposed. First, JPEG 2000’s Selective Arithmetic Coding mode is realized on the GPU, but the gains in terms of an increased throughput are shown to be limited. Instead, two independent alterations not compliant to the standard are proposed, that (1) give up the concept of intra-bit plane truncation points and (2) introduce a true raw-coding mode that is fully parallelizable and does not require any context modeling. Next, an alternative block coder from the literature, the Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), is evaluated. Since it trades signal adaptiveness for increased parallelism, it is shown here how a stationary probability model averaged from a set of test sequences yields competitive compression efficiency. A combination of BPC-PaCo with the single-pass mode is proposed and shown to increase the speedup with respect to the original JPEG 2000 entropy coder from 2.15x (BPC-PaCo with two passes) to 2.6x (proposed BPC-PaCo with single-pass mode) at the marginal cost of increasing the PSNR penalty by 0.3 dB to at most 1 dB. Furthermore, a parallel algorithm is presented that determines the optimal code block bit stream truncation points (given an available bit rate budget) and builds the entire code stream on the GPU, reducing the amount of data that has to be transferred back into host memory to a minimum. A theoretical runtime model is formulated that allows, based on benchmarking results on one GPU, to predict the runtime of a kernel on another GPU. Lastly, the first ever JPEG XS GPU-decoder realization is presented. JPEG XS was designed to be a low complexity codec and for the first time explicitly demanded GPU-friendliness already in the call for proposals. Starting at bit rates above 1 bpp, the decoder is around 2x faster compared to the original JPEG 2000 and 1.5x faster compared to JPEG 2000 with the fastest evaluated entropy coder (BPC-PaCo with single-pass mode). With a GeForce GTX 1080, a decoding throughput of around 200 fps is achieved for a UHD 4:4:4 sequence

    Compressed Animated Light Fields with Real-time View-dependent Reconstruction

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    We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance

    QuadStream: {A} Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction

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    Efficient streaming for high fidelity imaging

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    Researchers and practitioners of graphics, visualisation and imaging have an ever-expanding list of technologies to account for, including (but not limited to) HDR, VR, 4K, 360°, light field and wide colour gamut. As these technologies move from theory to practice, the methods of encoding and transmitting this information need to become more advanced and capable year on year, placing greater demands on latency, bandwidth, and encoding performance. High dynamic range (HDR) video is still in its infancy; the tools for capture, transmission and display of true HDR content are still restricted to professional technicians. Meanwhile, computer graphics are nowadays near-ubiquitous, but to achieve the highest fidelity in real or even reasonable time a user must be located at or near a supercomputer or other specialist workstation. These physical requirements mean that it is not always possible to demonstrate these graphics in any given place at any time, and when the graphics in question are intended to provide a virtual reality experience, the constrains on performance and latency are even tighter. This thesis presents an overall framework for adapting upcoming imaging technologies for efficient streaming, constituting novel work across three areas of imaging technology. Over the course of the thesis, high dynamic range capture, transmission and display is considered, before specifically focusing on the transmission and display of high fidelity rendered graphics, including HDR graphics. Finally, this thesis considers the technical challenges posed by incoming head-mounted displays (HMDs). In addition, a full literature review is presented across all three of these areas, detailing state-of-the-art methods for approaching all three problem sets. In the area of high dynamic range capture, transmission and display, a framework is presented and evaluated for efficient processing, streaming and encoding of high dynamic range video using general-purpose graphics processing unit (GPGPU) technologies. For remote rendering, state-of-the-art methods of augmenting a streamed graphical render are adapted to incorporate HDR video and high fidelity graphics rendering, specifically with regards to path tracing. Finally, a novel method is proposed for streaming graphics to a HMD for virtual reality (VR). This method utilises 360° projections to transmit and reproject stereo imagery to a HMD with minimal latency, with an adaptation for the rapid local production of depth maps
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