25 research outputs found

    Quality of Experience in Immersive Video Technologies

    Get PDF
    Over the last decades, several technological revolutions have impacted the television industry, such as the shifts from black & white to color and from standard to high-definition. Nevertheless, further considerable improvements can still be achieved to provide a better multimedia experience, for example with ultra-high-definition, high dynamic range & wide color gamut, or 3D. These so-called immersive technologies aim at providing better, more realistic, and emotionally stronger experiences. To measure quality of experience (QoE), subjective evaluation is the ultimate means since it relies on a pool of human subjects. However, reliable and meaningful results can only be obtained if experiments are properly designed and conducted following a strict methodology. In this thesis, we build a rigorous framework for subjective evaluation of new types of image and video content. We propose different procedures and analysis tools for measuring QoE in immersive technologies. As immersive technologies capture more information than conventional technologies, they have the ability to provide more details, enhanced depth perception, as well as better color, contrast, and brightness. To measure the impact of immersive technologies on the viewersâ QoE, we apply the proposed framework for designing experiments and analyzing collected subjectsâ ratings. We also analyze eye movements to study human visual attention during immersive content playback. Since immersive content carries more information than conventional content, efficient compression algorithms are needed for storage and transmission using existing infrastructures. To determine the required bandwidth for high-quality transmission of immersive content, we use the proposed framework to conduct meticulous evaluations of recent image and video codecs in the context of immersive technologies. Subjective evaluation is time consuming, expensive, and is not always feasible. Consequently, researchers have developed objective metrics to automatically predict quality. To measure the performance of objective metrics in assessing immersive content quality, we perform several in-depth benchmarks of state-of-the-art and commonly used objective metrics. For this aim, we use ground truth quality scores, which are collected under our subjective evaluation framework. To improve QoE, we propose different systems for stereoscopic and autostereoscopic 3D displays in particular. The proposed systems can help reducing the artifacts generated at the visualization stage, which impact picture quality, depth quality, and visual comfort. To demonstrate the effectiveness of these systems, we use the proposed framework to measure viewersâ preference between these systems and standard 2D & 3D modes. In summary, this thesis tackles the problems of measuring, predicting, and improving QoE in immersive technologies. To address these problems, we build a rigorous framework and we apply it through several in-depth investigations. We put essential concepts of multimedia QoE under this framework. These concepts not only are of fundamental nature, but also have shown their impact in very practical applications. In particular, the JPEG, MPEG, and VCEG standardization bodies have adopted these concepts to select technologies that were proposed for standardization and to validate the resulting standards in terms of compression efficiency

    Project and development of hardware accelerators for fast computing in multimedia processing

    Get PDF
    2017 - 2018The main aim of the present research work is to project and develop very large scale electronic integrated circuits, with particular attention to the ones devoted to image processing applications and the related topics. In particular, the candidate has mainly investigated four topics, detailed in the following. First, the candidate has developed a novel multiplier circuit capable of obtaining floating point (FP32) results, given as inputs an integer value from a fixed integer range and a set of fixed point (FI) values. The result has been accomplished exploiting a series of theorems and results on a number theory problem, known as Bachet’s problem, which allows the development of a new Distributed Arithmetic (DA) based on 3’s partitions. This kind of application results very fit for filtering applications working on an integer fixed input range, such in image processing applications, in which the pixels are coded on 8 bits per channel. In fact, in these applications the main problem is related to the high area and power consumption due to the presence of many Multiply and Accumulate (MAC) units, also compromising real-time requirements due to the complexity of FP32 operations. For these reasons, FI implementations are usually preferred, at the cost of lower accuracies. The results for the single multiplier and for a filter of dimensions 3x3 show respectively delay of 2.456 ns and 4.7 ns on FPGA platform and 2.18 ns and 4.426 ns on 90nm std_cell TSMC 90 nm implementation. Comparisons with state-of-the-art FP32 multipliers show a speed increase of up to 94.7% and an area reduction of 69.3% on FPGA platform. ... [edited by Author]XXXI cicl

    Model-Based Environmental Visual Perception for Humanoid Robots

    Get PDF
    The visual perception of a robot should answer two fundamental questions: What? and Where? In order to properly and efficiently reply to these questions, it is essential to establish a bidirectional coupling between the external stimuli and the internal representations. This coupling links the physical world with the inner abstraction models by sensor transformation, recognition, matching and optimization algorithms. The objective of this PhD is to establish this sensor-model coupling

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

    Get PDF
    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Material Recognition Meets 3D Reconstruction : Novel Tools for Efficient, Automatic Acquisition Systems

    Get PDF
    For decades, the accurate acquisition of geometry and reflectance properties has represented one of the major objectives in computer vision and computer graphics with many applications in industry, entertainment and cultural heritage. Reproducing even the finest details of surface geometry and surface reflectance has become a ubiquitous prerequisite in visual prototyping, advertisement or digital preservation of objects. However, today's acquisition methods are typically designed for only a rather small range of material types. Furthermore, there is still a lack of accurate reconstruction methods for objects with a more complex surface reflectance behavior beyond diffuse reflectance. In addition to accurate acquisition techniques, the demand for creating large quantities of digital contents also pushes the focus towards fully automatic and highly efficient solutions that allow for masses of objects to be acquired as fast as possible. This thesis is dedicated to the investigation of basic components that allow an efficient, automatic acquisition process. We argue that such an efficient, automatic acquisition can be realized when material recognition "meets" 3D reconstruction and we will demonstrate that reliably recognizing the materials of the considered object allows a more efficient geometry acquisition. Therefore, the main objectives of this thesis are given by the development of novel, robust geometry acquisition techniques for surface materials beyond diffuse surface reflectance, and the development of novel, robust techniques for material recognition. In the context of 3D geometry acquisition, we introduce an improvement of structured light systems, which are capable of robustly acquiring objects ranging from diffuse surface reflectance to even specular surface reflectance with a sufficient diffuse component. We demonstrate that the resolution of the reconstruction can be increased significantly for multi-camera, multi-projector structured light systems by using overlappings of patterns that have been projected under different projector poses. As the reconstructions obtained by applying such triangulation-based techniques still contain high-frequency noise due to inaccurately localized correspondences established for images acquired under different viewpoints, we furthermore introduce a novel geometry acquisition technique that complements the structured light system with additional photometric normals and results in significantly more accurate reconstructions. In addition, we also present a novel method to acquire the 3D shape of mirroring objects with complex surface geometry. The aforementioned investigations on 3D reconstruction are accompanied by the development of novel tools for reliable material recognition which can be used in an initial step to recognize the present surface materials and, hence, to efficiently select the subsequently applied appropriate acquisition techniques based on these classified materials. In the scope of this thesis, we therefore focus on material recognition for scenarios with controlled illumination as given in lab environments as well as scenarios with natural illumination that are given in photographs of typical daily life scenes. Finally, based on the techniques developed in this thesis, we provide novel concepts towards efficient, automatic acquisition systems

    Robust density modelling using the student's t-distribution for human action recognition

    Full text link
    The extraction of human features from videos is often inaccurate and prone to outliers. Such outliers can severely affect density modelling when the Gaussian distribution is used as the model since it is highly sensitive to outliers. The Gaussian distribution is also often used as base component of graphical models for recognising human actions in the videos (hidden Markov model and others) and the presence of outliers can significantly affect the recognition accuracy. In contrast, the Student's t-distribution is more robust to outliers and can be exploited to improve the recognition rate in the presence of abnormal data. In this paper, we present an HMM which uses mixtures of t-distributions as observation probabilities and show how experiments over two well-known datasets (Weizmann, MuHAVi) reported a remarkable improvement in classification accuracy. © 2011 IEEE

    Action recognition in visual sensor networks: a data fusion perspective

    Get PDF
    Visual Sensor Networks have emerged as a new technology to bring computer vision algorithms to the real world. However, they impose restrictions in the computational resources and bandwidth available to solve target problems. This thesis is concerned with the definition of new efficient algorithms to perform Human Action Recognition with Visual Sensor Networks. Human Action Recognition systems apply sequence modelling methods to integrate the temporal sensor measurements available. Among sequence modelling methods, the Hidden Conditional Random Field has shown a great performance in sequence classification tasks, outperforming many other methods. However, a parameter estimation procedure has not been proposed with feature and model selection properties. This thesis fills this lack proposing a new objective function to optimize during training. The L2 regularizer employed in the standard objective function is replaced by an overlapping group-L1 regularizer that produces feature and model selection effects in the optima. A gradient-based search strategy is proposed to find the optimal parameters of the objective function. Experimental evidence shows that Hidden Conditional Random Fields with their parameters estimated employing the proposed method have a higher predictive accuracy than those estimated with the standard method, with an smaller inference cost. This thesis also deals with the problem of human action recognition from multiple cameras, with the focus on reducing the amount of network bandwidth required. A multiple view dimensionality reduction framework is developed to obtain similar low dimensional representation for the motion descriptors extracted from multiple cameras. An alternative is proposed predicting the action class locally at each camera with the motion descriptors extracted from each view and integrating the different action decisions to make a global decision on the action performed. The reported experiments show that the proposed framework has a predictive performance similar to 3D state of the art methods, but with a lower computational complexity and lower bandwidth requirements. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Las Redes de Sensores Visuales son una nueva tecnología que permite el despliegue de algoritmos de visión por computador en el mundo real. Sin embargo, estas imponen restricciones en los recursos de computo y de ancho de banda disponibles para la resolución del problema en cuestión. Esta tesis tiene por objeto la definición de nuevos algoritmos con los que realizar reconocimiento de actividades humanas en redes de sensores visuales, teniendo en cuenta las restricciones planteadas. Los sistemas de reconocimiento de acciones aplican métodos de modelado de secuencias para la integración de las medidas temporales proporcionadas por los sensores. Entre los modelos para el modelado de secuencias, el Hidden Conditional Random Field a mostrado un gran rendimiento en la clasificación de secuencias, superando a otros métodos existentes. Sin embargo, no se ha definido un procedimiento para la integración de sus parámetros que incluya selección de atributos y selección de modelo. Esta tesis tiene por objeto cubrir esta carencia proponiendo una nueva función objetivo para optimizar durante la estimación de los parámetros obtimos. El regularizador L2 empleado en la función objetivo estandar se va a remplazar for un regularizador grupo-L1 solapado que va a producir los efectos de selección de modelo y atributos deseados en el óptimo. Se va a proponer una estrategia de búsqueda con la que obtener el valor óptimo de estos parámetros. Los experimentos realizados muestran que los modelos estimados utilizando la función objetivo prouesta tienen un mayor poder de predicción, reduciendo al mismo tiempo el coste computacional de la inferencia. Esta tesis también trata el problema del reconocimiento de acciones humanas emepleando multiples cámaras, centrándonos en reducir la cantidad de ancho de banda requerido par el proceso. Para ello se propone un nueva estructura en la que definir algoritmos de reducción de dimensionalidad para datos definidos en multiples vistas. Mediante su aplicación se obtienen representaciones de baja dimensionalidad similares para los descriptores de movimiento calculados en cada una de las cámaras.También se propone un método alternativo basado en la predicción de la acción realizada con los descriptores obtenidos en cada una de las cámaras, para luego combinar las diferentes predicciones en una global. La experimentación realizada muestra que estos métodos tienen una eficacia similar a la alcanzada por los métodos existentes basados en reconstrucción 3D, pero con una menor complejidad computacional y un menor uso de la red
    corecore