1,777 research outputs found

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Omnidirectional view and multi-modal streaming in 3D tele-immersion system

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    3D Tele-immersion (3DTI) technology allows full-body, multi-modal content delivery among geographically dispersed users. In 3DTI, user’s 3D model will be captured by multiple RGB-D (color plus depth) cameras surround- ing user’s body. In addition, various sensors (e.g., motion sensors, medical sensors, wearable gaming consoles, etc.) specified by the application will be included to deliver a multi-modal experience. In a traditional 2D live video streaming system, the interactivity of end users, choosing a specified viewpoint, has been crippled by the fact that they can only choose to see the physical scene captured by a physical camera, but not between two physical cameras. However, 3DTI system makes it possible rendering a 3D space where the viewers can view physical scene from arbitrary viewpoint. In this thesis, we present systematic solutions of omnidirectional view in 3D tele-immersion system in a real-time manner and in an on-demand streaming manner, called FreeViewer and OmniViewer, respectively. we provide a complete multi-modal 3D video streaming/rendering solution, which achieves the feature of omnidirectional view in monoscopic 3D systems

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Source coding for transmission of reconstructed dynamic geometry: a rate-distortion-complexity analysis of different approaches

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    Live 3D reconstruction of a human as a 3D mesh with commodity electronics is becoming a reality. Immersive applications (i.e. cloud gaming, tele-presence) benefit from effective transmission of such content over a bandwidth limited link. In this paper we outline different approaches for compressing live reconstructed mesh geometry based on distributing mesh reconstruction functions between sender and receiver. We evaluate rate-performance-complexity of different configurations. First, we investigate 3D mesh compression methods (i.e. dynamic/static) from MPEG-4. Second, we evaluate the option of using octree based point cloud compression and receiver side surface reconstruction

    Binaural Spatialization for 3D immersive audio communication in a virtual world

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    Realistic 3D audio can greatly enhance the sense of presence in a virtual environment. We introduce a framework for capturing, transmitting and rendering of 3D audio in presence of other bandwidth savvy streams in a 3D Tele-immersion based virtual environment. This framework presents an efficient implementation for 3D Binaural Spatialization based on the positions of current objects in the scene, including animated avatars and on the fly reconstructed humans. We present a general overview of the framework, how audio is integrated in the system and how it can exploit the positions of the objects and room geometry to render realistic reverberations using head related transfer functions. The network streaming modules used to achieve lip-synchronization, high-quality audio frame reception, and accurate localization for binaural rendering are also presented. We highlight how large computational and networking challenges can be addressed efficiently. This represents a first step in adequate networking support for Binaural 3D Audio, useful for telepresence. The subsystem is successfully integrated with a larger 3D immersive system, with state of art capturing and rendering modules for visual data

    Design, Implementation, and Evaluation of a Point Cloud Codec for Tele-Immersive Video

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    Advancements and challenges towards a collaborative framework for 3D tele-immersive social networking

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    Social experiences realized through teleconferencing systems are still quite different from face to face meetings. The awareness that we are online and in a, to some extent, lesser real world are preventing us from really engaging and enjoying the event. Several reasons account for these differences and have been identified. We think it is now time to bridge these gaps and propose inspiring and innovative solutions in order to provide realistic, believable and engaging online experiences. We present a distributed and scalable framework named REVERIE that faces these challenges and provides a mix of these solutions. Applications built on top of the framework will be able to provide interactive, truly immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems
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