36 research outputs found

    Stereoscopic high dynamic range imaging

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    Two modern technologies show promise to dramatically increase immersion in virtual environments. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging accurately represents real world lighting as opposed to traditional low dynamic range (LDR) imaging. HDR provides a better contrast and more natural looking scenes. The combination of the two technologies in order to gain advantages of both has been, until now, mostly unexplored due to the current limitations in the imaging pipeline. This thesis reviews both fields, proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the challenges that need to be resolved to enable SHDR and focuses on capture and compression aspects of that pipeline. The problems of capturing SHDR images that would potentially require two HDR cameras and introduce ghosting, are mitigated by capturing an HDR and LDR pair and using it to generate SHDR images. A detailed user study compared four different methods of generating SHDR images. Results demonstrated that one of the methods may produce images perceptually indistinguishable from the ground truth. Insights obtained while developing static image operators guided the design of SHDR video techniques. Three methods for generating SHDR video from an HDR-LDR video pair are proposed and compared to the ground truth SHDR videos. Results showed little overall error and identified a method with the least error. Once captured, SHDR content needs to be efficiently compressed. Five SHDR compression methods that are backward compatible are presented. The proposed methods can encode SHDR content to little more than that of a traditional single LDR image (18% larger for one method) and the backward compatibility property encourages early adoption of the format. The work presented in this thesis has introduced and advanced capture and compression methods for the adoption of SHDR imaging. In general, this research paves the way for a novel field of SHDR imaging which should lead to improved and more realistic representation of captured scenes

    Compression Methods for Structured Floating-Point Data and their Application in Climate Research

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    The use of new technologies, such as GPU boosters, have led to a dramatic increase in the computing power of High-Performance Computing (HPC) centres. This development, coupled with new climate models that can better utilise this computing power thanks to software development and internal design, led to the bottleneck moving from solving the differential equations describing Earth’s atmospheric interactions to actually storing the variables. The current approach to solving the storage problem is inadequate: either the number of variables to be stored is limited or the temporal resolution of the output is reduced. If it is subsequently determined that another vari- able is required which has not been saved, the simulation must run again. This thesis deals with the development of novel compression algorithms for structured floating-point data such as climate data so that they can be stored in full resolution. Compression is performed by decorrelation and subsequent coding of the data. The decorrelation step eliminates redundant information in the data. During coding, the actual compression takes place and the data is written to disk. A lossy compression algorithm additionally has an approx- imation step to unify the data for better coding. The approximation step reduces the complexity of the data for the subsequent coding, e.g. by using quantification. This work makes a new scientific contribution to each of the three steps described above. This thesis presents a novel lossy compression method for time-series data using an Auto Regressive Integrated Moving Average (ARIMA) model to decorrelate the data. In addition, the concept of information spaces and contexts is presented to use information across dimensions for decorrela- tion. Furthermore, a new coding scheme is described which reduces the weaknesses of the eXclusive-OR (XOR) difference calculation and achieves a better compression factor than current lossless compression methods for floating-point numbers. Finally, a modular framework is introduced that allows the creation of user-defined compression algorithms. The experiments presented in this thesis show that it is possible to in- crease the information content of lossily compressed time-series data by applying an adaptive compression technique which preserves selected data with higher precision. An analysis for lossless compression of these time- series has shown no success. However, the lossy ARIMA compression model proposed here is able to capture all relevant information. The reconstructed data can reproduce the time-series to such an extent that statistically rele- vant information for the description of climate dynamics is preserved. Experiments indicate that there is a significant dependence of the com- pression factor on the selected traversal sequence and the underlying data model. The influence of these structural dependencies on prediction-based compression methods is investigated in this thesis. For this purpose, the concept of Information Spaces (IS) is introduced. IS contributes to improv- ing the predictions of the individual predictors by nearly 10% on average. Perhaps more importantly, the standard deviation of compression results is on average 20% lower. Using IS provides better predictions and consistent compression results. Furthermore, it is shown that shifting the prediction and true value leads to a better compression factor with minimal additional computational costs. This allows the use of more resource-efficient prediction algorithms to achieve the same or better compression factor or higher throughput during compression or decompression. The coding scheme proposed here achieves a better compression factor than current state-of-the-art methods. Finally, this paper presents a modular framework for the development of compression algorithms. The framework supports the creation of user- defined predictors and offers functionalities such as the execution of bench- marks, the random subdivision of n-dimensional data, the quality evalua- tion of predictors, the creation of ensemble predictors and the execution of validity tests for sequential and parallel compression algorithms. This research was initiated because of the needs of climate science, but the application of its contributions is not limited to it. The results of this the- sis are of major benefit to develop and improve any compression algorithm for structured floating-point data

    Multi-Stream Management for Supporting Multi-Party 3D Tele-Immersive Environments

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    Three-dimensional tele-immersive (3DTI) environments have great potential to promote collaborative work among geographically distributed participants. However, extensive application of 3DTI environments is still hindered by problems pertaining to scalability, manageability and reliance of special-purpose components. Thus, one critical question is how to organize the acquisition, transmission and display of large volume real-time 3D visual data over commercially available computing and networking infrastructures so that .everybody. would be able to install and enjoy 3DTI environments for high quality tele-collaboration. In the thesis, we explore the design space from the angle of multi-stream Quality-of-Service (QoS) management to support multi-party 3DTI communication. In 3DTI environments, multiple correlated 3D video streams are deployed to provide a comprehensive representation of the physical scene. Traditional QoS approach in 2D and single-stream scenario has become inadequate. On the other hand, the existence of multiple streams provides unique opportunity for QoS provisioning. We propose an innovative cross-layer hierarchical and distributed multi-stream management middleware framework for QoS provisioning to fully enable multi-party 3DTI communication over general delivery infrastructure. The major contributions are as follows. First, we introduce the view model for representing the user interest in the application layer. The design revolves around the concept of view-aware multi-stream coordination, which leverages the central role of view semantics in 3D video systems. Second, in the stream differentiation layer we present the design of view to stream mapping, where a subset of relevant streams are selected based on the relative importance of each stream to the current view. Conventional streaming controllers focus on a fixed set of streams specified by the application. Different from all the others, in our management framework the application layer only specifies the view information while the underlying controller dynamically determines the set of streams to be managed. Third, in the stream coordination layer we present two designs applicable in different situations. In the case of end-to-end 3DTI communication, a learning-based controller is embedded which provides bandwidth allocation for relevant streams. In the case of multi-party 3DTI communication, we propose a novel ViewCast protocol to coordinate the multi-stream content dissemination upon an end-system overlay network

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie

    Foveation for 3D visualization and stereo imaging

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    Even though computer vision and digital photogrammetry share a number of goals, techniques, and methods, the potential for cooperation between these fields is not fully exploited. In attempt to help bridging the two, this work brings a well-known computer vision and image processing technique called foveation and introduces it to photogrammetry, creating a hybrid application. The results may be beneficial for both fields, plus the general stereo imaging community, and virtual reality applications. Foveation is a biologically motivated image compression method that is often used for transmitting videos and images over networks. It is possible to view foveation as an area of interest management method as well as a compression technique. While the most common foveation applications are in 2D there are a number of binocular approaches as well. For this research, the current state of the art in the literature on level of detail, human visual system, stereoscopic perception, stereoscopic displays, 2D and 3D foveation, and digital photogrammetry were reviewed. After the review, a stereo-foveation model was constructed and an implementation was realized to demonstrate a proof of concept. The conceptual approach is treated as generic, while the implementation was conducted under certain limitations, which are documented in the relevant context. A stand-alone program called Foveaglyph is created in the implementation process. Foveaglyph takes a stereo pair as input and uses an image matching algorithm to find the parallax values. It then calculates the 3D coordinates for each pixel from the geometric relationships between the object and the camera configuration or via a parallax function. Once 3D coordinates are obtained, a 3D image pyramid is created. Then, using a distance dependent level of detail function, spherical volume rings with varying resolutions throughout the 3D space are created. The user determines the area of interest. The result of the application is a user controlled, highly compressed non-uniform 3D anaglyph image. 2D foveation is also provided as an option. This type of development in a photogrammetric visualization unit is beneficial for system performance. The research is particularly relevant for large displays and head mounted displays. Although, the implementation, because it is done for a single user, would possibly be best suited to a head mounted display (HMD) application. The resulting stereo-foveated image can be loaded moderately faster than the uniform original. Therefore, the program can potentially be adapted to an active vision system and manage the scene as the user glances around, given that an eye tracker determines where exactly the eyes accommodate. This exploration may also be extended to robotics and other robot vision applications. Additionally, it can also be used for attention management and the viewer can be directed to the object(s) of interest the demonstrator would like to present (e.g. in 3D cinema). Based on the literature, we also believe this approach should help resolve several problems associated with stereoscopic displays such as the accommodation convergence problem and diplopia. While the available literature provides some empirical evidence to support the usability and benefits of stereo foveation, further tests are needed. User surveys related to the human factors in using stereo foveated images, such as its possible contribution to prevent user discomfort and virtual simulator sickness (VSS) in virtual environments, are left as future work.reviewe

    Technology 2004, Vol. 2

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    Proceedings from symposia of the Technology 2004 Conference, November 8-10, 1994, Washington, DC. Volume 2 features papers on computers and software, virtual reality simulation, environmental technology, video and imaging, medical technology and life sciences, robotics and artificial intelligence, and electronics

    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

    Distributed Implementation of eXtended Reality Technologies over 5G Networks

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    Mención Internacional en el título de doctorThe revolution of Extended Reality (XR) has already started and is rapidly expanding as technology advances. Announcements such as Meta’s Metaverse have boosted the general interest in XR technologies, producing novel use cases. With the advent of the fifth generation of cellular networks (5G), XR technologies are expected to improve significantly by offloading heavy computational processes from the XR Head Mounted Display (HMD) to an edge server. XR offloading can rapidly boost XR technologies by considerably reducing the burden on the XR hardware, while improving the overall user experience by enabling smoother graphics and more realistic interactions. Overall, the combination of XR and 5G has the potential to revolutionize the way we interact with technology and experience the world around us. However, XR offloading is a complex task that requires state-of-the-art tools and solutions, as well as an advanced wireless network that can meet the demanding throughput, latency, and reliability requirements of XR. The definition of these requirements strongly depends on the use case and particular XR offloading implementations. Therefore, it is crucial to perform a thorough Key Performance Indicators (KPIs) analysis to ensure a successful design of any XR offloading solution. Additionally, distributed XR implementations can be intrincated systems with multiple processes running on different devices or virtual instances. All these agents must be well-handled and synchronized to achieve XR real-time requirements and ensure the expected user experience, guaranteeing a low processing overhead. XR offloading requires a carefully designed architecture which complies with the required KPIs while efficiently synchronizing and handling multiple heterogeneous devices. Offloading XR has become an essential use case for 5G and beyond 5G technologies. However, testing distributed XR implementations requires access to advanced 5G deployments that are often unavailable to most XR application developers. Conversely, the development of 5G technologies requires constant feedback from potential applications and use cases. Unfortunately, most 5G providers, engineers, or researchers lack access to cutting-edge XR hardware or applications, which can hinder the fast implementation and improvement of 5G’s most advanced features. Both technology fields require ongoing input and continuous development from each other to fully realize their potential. As a result, XR and 5G researchers and developers must have access to the necessary tools and knowledge to ensure the rapid and satisfactory development of both technology fields. In this thesis, we focus on these challenges providing knowledge, tools and solutiond towards the implementation of advanced offloading technologies, opening the door to more immersive, comfortable and accessible XR technologies. Our contributions to the field of XR offloading include a detailed study and description of the necessary network throughput and latency KPIs for XR offloading, an architecture for low latency XR offloading and our full end to end XR offloading implementation ready for a commercial XR HMD. Besides, we also present a set of tools which can facilitate the joint development of 5G networks and XR offloading technologies: our 5G RAN real-time emulator and a multi-scenario XR IP traffic dataset. Firstly, in this thesis, we thoroughly examine and explain the KPIs that are required to achieve the expected Quality of Experience (QoE) and enhanced immersiveness in XR offloading solutions. Our analysis focuses on individual XR algorithms, rather than potential use cases. Additionally, we provide an initial description of feasible 5G deployments that could fulfill some of the proposed KPIs for different offloading scenarios. We also present our low latency muti-modal XR offloading architecture, which has already been tested on a commercial XR device and advanced 5G deployments, such as millimeter-wave (mmW) technologies. Besides, we describe our full endto- end complex XR offloading system which relies on our offloading architecture to provide low latency communication between a commercial XR device and a server running a Machine Learning (ML) algorithm. To the best of our knowledge, this is one of the first successful XR offloading implementations for complex ML algorithms in a commercial device. With the goal of providing XR developers and researchers access to complex 5G deployments and accelerating the development of future XR technologies, we present FikoRE, our 5G RAN real-time emulator. FikoRE has been specifically designed not only to model the network with sufficient accuracy but also to support the emulation of a massive number of users and actual IP throughput. As FikoRE can handle actual IP traffic above 1 Gbps, it can directly be used to test distributed XR solutions. As we describe in the thesis, its emulation capabilities make FikoRE a potential candidate to become a reference testbed for distributed XR developers and researchers. Finally, we used our XR offloading tools to generate an XR IP traffic dataset which can accelerate the development of 5G technologies by providing a straightforward manner for testing novel 5G solutions using realistic XR data. This dataset is generated for two relevant XR offloading scenarios: split rendering, in which the rendering step is moved to an edge server, and heavy ML algorithm offloading. Besides, we derive the corresponding IP traffic models from the captured data, which can be used to generate realistic XR IP traffic. We also present the validation experiments performed on the derived models and their results.This work has received funding from the European Union (EU) Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie ETN TeamUp5G, grant agreement No. 813391.Programa de Doctorado en Multimedia y Comunicaciones por la Universidad Carlos III de Madrid y la Universidad Rey Juan CarlosPresidente: Narciso García Santos.- Secretario: Fernando Díaz de María.- Vocal: Aryan Kaushi
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