30 research outputs found

    Visual Distortions in 360-degree Videos.

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    Omnidirectional (or 360°) images and videos are emergent signals being used in many areas, such as robotics and virtual/augmented reality. In particular, for virtual reality applications, they allow an immersive experience in which the user can interactively navigate through a scene with three degrees of freedom, wearing a head-mounted display. Current approaches for capturing, processing, delivering, and displaying 360° content, however, present many open technical challenges and introduce several types of distortions in the visual signal. Some of the distortions are specific to the nature of 360° images and often differ from those encountered in classical visual communication frameworks. This paper provides a first comprehensive review of the most common visual distortions that alter 360° signals going through the different processing elements of the visual communication pipeline. While their impact on viewers' visual perception and the immersive experience at large is still unknown-thus, it is an open research topic-this review serves the purpose of proposing a taxonomy of the visual distortions that can be encountered in 360° signals. Their underlying causes in the end-to-end 360° content distribution pipeline are identified. This taxonomy is essential as a basis for comparing different processing techniques, such as visual enhancement, encoding, and streaming strategies, and allowing the effective design of new algorithms and applications. It is also a useful resource for the design of psycho-visual studies aiming to characterize human perception of 360° content in interactive and immersive applications

    Visual Distortions in 360-degree Videos

    Get PDF
    Omnidirectional (or 360-degree) images and videos are emergent signals in many areas such as robotics and virtual/augmented reality. In particular, for virtual reality, they allow an immersive experience in which the user is provided with a 360-degree field of view and can navigate throughout a scene, e.g., through the use of Head Mounted Displays. Since it represents the full 360-degree field of view from one point of the scene, omnidirectional content is naturally represented as spherical visual signals. Current approaches for capturing, processing, delivering, and displaying 360-degree content, however, present many open technical challenges and introduce several types of distortions in these visual signals. Some of the distortions are specific to the nature of 360-degree images, and often different from those encountered in the classical image communication framework. This paper provides a first comprehensive review of the most common visual distortions that alter 360-degree signals undergoing state of the art processing in common applications. While their impact on viewers' visual perception and on the immersive experience at large is still unknown ---thus, it stays an open research topic--- this review serves the purpose of identifying the main causes of visual distortions in the end-to-end 360-degree content distribution pipeline. It is essential as a basis for benchmarking different processing techniques, allowing the effective design of new algorithms and applications. It is also necessary to the deployment of proper psychovisual studies to characterise the human perception of these new images in interactive and immersive applications

    Dynamic Viewport-Adaptive Rendering in Distributed Interactive VR Streaming: Optimizing viewport resolution under latency and viewport orientation constraints

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    In streaming Virtual Reality to thin clients one of the main concerns is the massive bandwidth requirement of VR video. Additionally, streaming VR requires a low latency of less than 25ms to avoid cybersickness and provide a high Quality of Experience. Since a user is only viewing a portion of the VR content sphere at a time, researchers have leveraged this to increase the relative quality of the user viewport compared to peripheral areas. This way bandwidth can be saved, since the peripheral areas are streamed at a lower bitrate. In streaming 360°360\degree video this has resulted in the common strategy of tiling a video frame and delivering different quality tiles based on current available bandwidth and the user's viewport location. However, such an approach is not suitable for real-time Interactive VR streaming. Furthermore, streaming only the user's viewport results in the user observing unrendered or very low-quality areas at higher latency values. In order to provide a high viewport quality in Interactive VR, we propose the novel method of Dynamic Viewport-Adaptive Rendering. By rotating the frontal direction of the content sphere with the user gaze, we can dynamically render more or less of the peripheral area and thus increase the proportional resolution of the frontal direction in the video frame. We show that DVAR can successfully compensate for different system RTT values while offering a significantly higher viewport resolution than other implementations. We further discuss how DVAR can be easily extended by other optimization methods and discuss how we can incorporate head movement prediction to allow DVAR to optimally determine the amount of peripheral area to render, thus providing an optimal viewport resolution given the system constraints

    Deep learning and bidirectional optical flow based viewport predictions for 360° video coding

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    The rapid development of virtual reality applications continues to urge better compression of 360° videos owing to the large volume of content. These videos are typically converted to 2-D formats using various projection techniques in order to benefit from ad-hoc coding tools designed to support conventional 2-D video compression. Although recently emerged video coding standard, Versatile Video Coding (VVC) introduces 360° video specific coding tools, it fails to prioritize the user observed regions in 360° videos, represented by the rectilinear images called the viewports. This leads to the encoding of redundant regions in the video frames, escalating the bit rate cost of the videos. In response to this issue, this paper proposes a novel 360° video coding framework for VVC which exploits user observed viewport information to alleviate pixel redundancy in 360° videos. In this regard, bidirectional optical flow, Gaussian filter and Spherical Convolutional Neural Networks (Spherical CNN) are deployed to extract perceptual features and predict user observed viewports. By appropriately fusing the predicted viewports on the 2-D projected 360° video frames, a novel Regions of Interest (ROI) aware weightmap is developed which can be used to mask the source video and introduce adaptive changes to the Lagrange and quantization parameters in VVC. Comprehensive experiments conducted in the context of VVC Test Model (VTM) 7.0 show that the proposed framework can improve bitrate reduction, achieving an average bitrate saving of 5.85% and up to 17.15% at the same perceptual quality which is measured using Viewport Peak Signal-To-Noise Ratio (VPSNR)

    Understanding user interactivity for the next-generation immersive communication: design, optimisation, and behavioural analysis

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    Recent technological advances have opened the gate to a novel way to communicate remotely still feeling connected. In these immersive communications, humans are at the centre of virtual or augmented reality with a full sense of immersion and the possibility to interact with the new environment as well as other humans virtually present. These next-generation communication systems hide a huge potential that can invest in major economic sectors. However, they also posed many new technical challenges, mainly due to the new role of the final user: from merely passive to fully active in requesting and interacting with the content. Thus, we need to go beyond the traditional quality of experience research and develop user-centric solutions, in which the whole multimedia experience is tailored to the final interactive user. With this goal in mind, a better understanding of how people interact with immersive content is needed and it is the focus of this thesis. In this thesis, we study the behaviour of interactive users in immersive experiences and its impact on the next-generation multimedia systems. The thesis covers a deep literature review on immersive services and user centric solutions, before develop- ing three main research strands. First, we implement novel tools for behavioural analysis of users navigating in a 3-DoF Virtual Reality (VR) system. In detail, we study behavioural similarities among users by proposing a novel clustering algorithm. We also introduce information-theoretic metrics for quantifying similarities for the same viewer across contents. As second direction, we show the impact and advantages of taking into account user behaviour in immersive systems. Specifically, we formulate optimal user centric solutions i) from a server-side perspective and ii) a navigation aware adaptation logic for VR streaming platforms. We conclude by exploiting the aforementioned behavioural studies towards a more in- interactive immersive technology: a 6-DoF VR. Overall in this thesis, experimental results based on real navigation trajectories show key advantages of understanding any hidden patterns of user interactivity to be eventually exploited in engineering user centric solutions for immersive systems

    Video Caching, Analytics and Delivery at the Wireless Edge: A Survey and Future Directions

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    Future wireless networks will provide high bandwidth, low-latency, and ultra-reliable Internet connectivity to meet the requirements of different applications, ranging from mobile broadband to the Internet of Things. To this aim, mobile edge caching, computing, and communication (edge-C3) have emerged to bring network resources (i.e., bandwidth, storage, and computing) closer to end users. Edge-C3 allows improving the network resource utilization as well as the quality of experience (QoE) of end users. Recently, several video-oriented mobile applications (e.g., live content sharing, gaming, and augmented reality) have leveraged edge-C3 in diverse scenarios involving video streaming in both the downlink and the uplink. Hence, a large number of recent works have studied the implications of video analysis and streaming through edge-C3. This article presents an in-depth survey on video edge-C3 challenges and state-of-the-art solutions in next-generation wireless and mobile networks. Specifically, it includes: a tutorial on video streaming in mobile networks (e.g., video encoding and adaptive bitrate streaming); an overview of mobile network architectures, enabling technologies, and applications for video edge-C3; video edge computing and analytics in uplink scenarios (e.g., architectures, analytics, and applications); and video edge caching, computing and communication methods in downlink scenarios (e.g., collaborative, popularity-based, and context-aware). A new taxonomy for video edge-C3 is proposed and the major contributions of recent studies are first highlighted and then systematically compared. Finally, several open problems and key challenges for future research are outlined
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