3 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

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    Quality of Experience in Immersive Video Technologies

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    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
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