109 research outputs found
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Codage réseau pour des applications multimédias avancées
Network coding is a paradigm that allows an efficient use of the capacity of communication networks. It maximizes the throughput in a multi-hop multicast communication and reduces the delay. In this thesis, we focus our attention to the integration of the network coding framework to multimedia applications, and in particular to advanced systems that provide enhanced video services to the users. Our contributions concern several instances of advanced multimedia communications: an efficient framework for transmission of a live stream making joint use of network coding and multiple description coding; a novel transmission strategy for lossy wireless networks that guarantees a trade-off between loss resilience and short delay based on a rate-distortion optimized scheduling of the video frames, that we also extended to the case of interactive multi-view streaming; a distributed social caching system that, using network coding in conjunction with the knowledge of the users' preferences in terms of views, is able to select a replication scheme such that to provide a high video quality by accessing only other members of the social group without incurring the access cost associated with a connection to a central server and without exchanging large tables of metadata to keep track of the replicated parts; and, finally, a study on using blind source separation techniques to reduce the overhead incurred by network coding schemes based on error-detecting techniques such as parity coding and message digest generation. All our contributions are aimed at using network coding to enhance the quality of video transmission in terms of distortion and delay perceivedLe codage réseau est un paradigme qui permet une utilisation efficace du réseau. Il maximise le débit dans un réseau multi-saut en multicast et réduit le retard. Dans cette thèse, nous concentrons notre attention sur l’intégration du codage réseau aux applications multimédias, et en particulier aux systèmes avancès qui fournissent un service vidéo amélioré pour les utilisateurs. Nos contributions concernent plusieurs scénarios : un cadre de fonctions efficace pour la transmission de flux en directe qui utilise à la fois le codage réseau et le codage par description multiple, une nouvelle stratégie de transmission pour les réseaux sans fil avec perte qui garantit un compromis entre la résilience vis-à -vis des perte et la reduction du retard sur la base d’une optimisation débit-distorsion de l'ordonnancement des images vidéo, que nous avons également étendu au cas du streaming multi-vue interactive, un système replication sociale distribuée qui, en utilisant le réseau codage en relation et la connaissance des préférences des utilisateurs en termes de vue, est en mesure de sélectionner un schéma de réplication capable de fournir une vidéo de haute qualité en accédant seulement aux autres membres du groupe social, sans encourir le coût d’accès associé à une connexion à un serveur central et sans échanger des larges tables de métadonnées pour tenir trace des éléments répliqués, et, finalement, une étude sur l’utilisation de techniques de séparation aveugle de source -pour réduire l’overhead encouru par les schémas de codage réseau- basé sur des techniques de détection d’erreur telles que le codage de parité et la génération de message digest
Methods for Light Field Display Profiling and Scalable Super-Multiview Video Coding
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
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Holoscopic 3D imaging and display technology: Camera/ processing/ display
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonHoloscopic 3D imaging “Integral imaging” was first proposed by Lippmann in 1908. It has become an attractive technique for creating full colour 3D scene that exists in space. It promotes a single camera aperture for recording spatial information of a real scene and it uses a regularly spaced microlens arrays to simulate the principle of Fly’s eye technique, which creates physical duplicates of light field “true 3D-imaging technique”.
While stereoscopic and multiview 3D imaging systems which simulate human eye technique are widely available in the commercial market, holoscopic 3D imaging technology is still in the research phase. The aim of this research is to investigate spatial resolution of holoscopic 3D imaging and display technology, which includes holoscopic 3D camera, processing and display.
Smart microlens array architecture is proposed that doubles spatial resolution of holoscopic 3D camera horizontally by trading horizontal and vertical resolutions. In particular, it overcomes unbalanced pixel aspect ratio of unidirectional holoscopic 3D images. In addition, omnidirectional holoscopic 3D computer graphics rendering techniques are proposed that simplify the rendering complexity and facilitate holoscopic 3D content generation.
Holoscopic 3D image stitching algorithm is proposed that widens overall viewing angle of holoscopic 3D camera aperture and pre-processing of holoscopic 3D image filters are proposed for spatial data alignment and 3D image data processing. In addition, Dynamic hyperlinker tool is developed that offers interactive holoscopic 3D video content search-ability and browse-ability.
Novel pixel mapping techniques are proposed that improves spatial resolution and visual definition in space. For instance, 4D-DSPM enhances 3D pixels per inch from 44 3D-PPIs to 176 3D-PPIs horizontally and achieves spatial resolution of 1365 Ă— 384 3D-Pixels whereas the traditional spatial resolution is 341 Ă— 1536 3D-Pixels. In addition distributed pixel mapping is proposed that improves quality of holoscopic 3D scene in space by creating RGB-colour channel elemental images
Contribution To Signalling Of 3d Video Streams In Communication Systems Using The Session Initiation Protocol
Las tecnologĂas de vĂdeo en 3D han estado al alza en los Ăşltimos años, con abundantes avances
en investigaciĂłn unidos a una adopciĂłn generalizada por parte de la industria del cine, y una
importancia creciente en la electrónica de consumo. Relacionado con esto, está el concepto
de vĂdeo multivista, que abarca el vĂdeo 3D, y puede definirse como un flujo de vĂdeo
compuesto de dos o más vistas. El vĂdeo multivista permite prestaciones avanzadas de vĂdeo,
como el vĂdeo estereoscĂłpico, el “free viewpoint video”, contacto visual mejorado mediante
vistas virtuales, o entornos virtuales compartidos.
El propĂłsito de esta tesis es salvar un obstáculo considerable de cara al uso de vĂdeo multivista
en sistemas de comunicaciĂłn: la falta de soporte para esta tecnologĂa por parte de los
protocolos de señalizaciĂłn existentes, que hace imposible configurar una sesiĂłn con vĂdeo
multivista mediante mecanismos estándar. Asà pues, nuestro principal objetivo es la extensión
del Protocolo de Inicio de SesiĂłn (SIP) para soportar la negociaciĂłn de sesiones multimedia con
flujos de vĂdeo multivista.
Nuestro trabajo se puede resumir en tres contribuciones principales. En primer lugar, hemos
definido una extensiĂłn de señalizaciĂłn para configurar sesiones SIP con vĂdeo 3D. Esta
extensiĂłn modifica el Protocolo de DescripciĂłn de SesiĂłn (SDP) para introducir un nuevo
atributo de nivel de medios, y un nuevo tipo de dependencia de descodificaciĂłn, que
contribuyen a describir los formatos de vĂdeo 3D que pueden emplearse en una sesiĂłn, asĂ
como la relaciĂłn entre los flujos de vĂdeo que componen un flujo de vĂdeo 3D.
La segunda contribución consiste en una extensión a SIP para manejar la señalización de
videoconferencias con flujos de vĂdeo multivista. Se definen dos nuevos paquetes de eventos
SIP para describir las capacidades y topologĂa de los terminales de conferencia, por un lado, y
la configuración espacial y mapeo de flujos de una conferencia, por el otro. También se
describe un mecanismo para integrar el intercambio de esta informaciĂłn en el proceso de
inicio de una conferencia SIP.
Como tercera y Ăşltima contribuciĂłn, introducimos el concepto de espacio virtual de una
conferencia, o un sistema de coordenadas que incluye todos los objetos relevantes de la
conferencia (como dispositivos de captura, pantallas, y usuarios). Explicamos cĂłmo el espacio
virtual se relaciona con prestaciones de conferencia como el contacto visual, la escala de vĂdeo
y la fidelidad espacial, y proporcionamos reglas para determinar las prestaciones de una
conferencia a partir del análisis de su espacio virtual, y para generar espacios virtuales durante
la configuraciĂłn de conferencias
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Camera positioning for 3D panoramic image rendering
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University London.Virtual camera realisation and the proposition of trapezoidal camera architecture are the two broad contributions of this thesis. Firstly, multiple camera and their arrangement constitute a critical component which affect the integrity of visual content acquisition for multi-view video. Currently, linear, convergence, and divergence arrays are the prominent camera topologies adopted. However, the large number of cameras required and their synchronisation are two of prominent challenges usually encountered. The use of virtual cameras can significantly reduce the number of physical cameras used with respect to any of the known
camera structures, hence adequately reducing some of the other implementation issues. This thesis explores to use image-based rendering with and without geometry in the implementations leading to the realisation of virtual cameras. The virtual camera implementation was carried out from the perspective of depth map (geometry) and use of multiple image samples (no geometry). Prior to the virtual camera realisation, the generation of depth map was investigated using region match measures widely known for solving image point correspondence problem. The constructed depth maps have been compare with the ones generated
using the dynamic programming approach. In both the geometry and no geometry approaches, the virtual cameras lead to the rendering of views from a textured depth map, construction of 3D panoramic image of a scene by stitching multiple image samples and performing superposition on them, and computation
of virtual scene from a stereo pair of panoramic images. The quality of these rendered images were assessed through the use of either objective or subjective analysis in Imatest software. Further more, metric reconstruction of a scene was performed by re-projection of the pixel points from multiple image samples with
a single centre of projection. This was done using sparse bundle adjustment algorithm. The statistical summary obtained after the application of this algorithm provides a gauge for the efficiency of the optimisation step. The optimised data was then visualised in Meshlab software environment, hence providing the reconstructed scene. Secondly, with any of the well-established camera arrangements, all cameras are usually constrained to the same horizontal plane. Therefore, occlusion becomes an extremely challenging problem, and a robust camera set-up is required in order to resolve strongly the hidden part of any scene objects.
To adequately meet the visibility condition for scene objects and given that occlusion of the same scene objects can occur, a multi-plane camera structure is highly desirable. Therefore, this thesis also explore trapezoidal camera structure for image acquisition. The approach here is to assess the feasibility and potential
of several physical cameras of the same model being sparsely arranged on the edge of an efficient trapezoid graph. This is implemented both Matlab and Maya. The quality of the depth maps rendered in Matlab are better in Quality
Learning Representations of Social Media Users
User representations are routinely used in recommendation systems by platform
developers, targeted advertisements by marketers, and by public policy
researchers to gauge public opinion across demographic groups. Computer
scientists consider the problem of inferring user representations more
abstractly; how does one extract a stable user representation - effective for
many downstream tasks - from a medium as noisy and complicated as social media?
The quality of a user representation is ultimately task-dependent (e.g. does
it improve classifier performance, make more accurate recommendations in a
recommendation system) but there are proxies that are less sensitive to the
specific task. Is the representation predictive of latent properties such as a
person's demographic features, socioeconomic class, or mental health state? Is
it predictive of the user's future behavior?
In this thesis, we begin by showing how user representations can be learned
from multiple types of user behavior on social media. We apply several
extensions of generalized canonical correlation analysis to learn these
representations and evaluate them at three tasks: predicting future hashtag
mentions, friending behavior, and demographic features. We then show how user
features can be employed as distant supervision to improve topic model fit.
Finally, we show how user features can be integrated into and improve existing
classifiers in the multitask learning framework. We treat user representations
- ground truth gender and mental health features - as auxiliary tasks to
improve mental health state prediction. We also use distributed user
representations learned in the first chapter to improve tweet-level stance
classifiers, showing that distant user information can inform classification
tasks at the granularity of a single message.Comment: PhD thesi
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