818 research outputs found

    3D video coding and transmission

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    The capture, transmission, and display of 3D content has gained a lot of attention in the last few years. 3D multimedia content is no longer con fined to cinema theatres but is being transmitted using stereoscopic video over satellite, shared on Blu-RayTMdisks, or sent over Internet technologies. Stereoscopic displays are needed at the receiving end and the viewer needs to wear special glasses to present the two versions of the video to the human vision system that then generates the 3D illusion. To be more e ffective and improve the immersive experience, more views are acquired from a larger number of cameras and presented on di fferent displays, such as autostereoscopic and light field displays. These multiple views, combined with depth data, also allow enhanced user experiences and new forms of interaction with the 3D content from virtual viewpoints. This type of audiovisual information is represented by a huge amount of data that needs to be compressed and transmitted over bandwidth-limited channels. Part of the COST Action IC1105 \3D Content Creation, Coding and Transmission over Future Media Networks" (3DConTourNet) focuses on this research challenge.peer-reviewe

    Interactivity And User-heterogeneity In On Demand Broadcast Video

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    Video-On-Demand (VOD) has appeared as an important technology for many multimedia applications such as news on demand, digital libraries, home entertainment, and distance learning. In its simplest form, delivery of a video stream requires a dedicated channel for each video session. This scheme is very expensive and non-scalable. To preserve server bandwidth, many users can share a channel using multicast. Two types of multicast have been considered. In a non-periodic multicast setting, users make video requests to the server; and it serves them according to some scheduling policy. In a periodic broadcast environment, the server does not wait for service requests. It broadcasts a video cyclically, e.g., a new stream of the same video is started every t seconds. Although, this type of approach does not guarantee true VOD, the worst service latency experienced by any client is less than t seconds. A distinct advantage of this approach is that it can serve a very large community of users using minimal server bandwidth. In VOD System it is desirable to provide the user with the video-cassette-recorder-like (VCR) capabilities such as fast-forwarding a video or jumping to a specific frame. This issue in the broadcast framework is addressed, where each video and its interactive version are broadcast repeatedly on the network. Existing techniques rely on data prefetching as the mechanism to provide this functionality. This approach provides limited usability since the prefetching rate cannot keep up with typical fast-forward speeds. In the same environment, end users might have access to different bandwidth capabilities at different times. Current periodic broadcast schemes, do not take advantage of high-bandwidth capabilities, nor do they adapt to the low-bandwidth limitation of the receivers. A heterogeneous technique is presented that can adapt to a range of receiving bandwidth capability. Given a server bandwidth and a range of different client bandwidths, users employing the proposed technique will choose either to use their full reception bandwidth capability and therefore accessing the video at a very short time, or using part or enough reception bandwidth at the expense of a longer access latency

    Wireless Multimedia Communications and Networking Based on JPEG 2000

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    On reducing mesh delay for peer-to-peer live streaming

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    Peer-to-peer (P2P) technology has emerged as a promising scalable solution for live streaming to large group. In this paper, we address the design of overlay which achieves low source-to-peer delay, is robust to user churn, accommodates of asymmetric and diverse uplink bandwidth, and continuously improves based on existing user pool. A natural choice is the use of mesh, where each peer is served by multiple parents. Since the peer delay in a mesh depends on its longest path through its parents, we study how to optimize such delay while meeting a certain streaming rate requirement. We first formulate the minimum delay mesh problem and show that it is NP-hard. Then we propose a centralized heuristic based on complete knowledge which serves as our benchmark and optimal solution for all the other schemes under comparison. Our heuristic makes use of the concept of power in network given by the ratio of throughput and delay. By maximizing the network power, our heuristic achieves very low delay. We then propose a simple distributed algorithm where peers select their parents based on the power concept. The algorithm makes continuous improvement on delay until some minimum delay is reached. Simulation results show that our distributed protocol performs close to the centralized one, and substantially outperforms traditional and state-of-the-art approaches

    Scalable playback rate control in P2P live streaming systems

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    Current commercial live video streaming systems are based either on a typical client–server (cloud) or on a peer-to-peer (P2P) architecture. The former architecture is preferred for stability and QoS, provided that the system is not stretched beyond its bandwidth capacity, while the latter is scalable with small bandwidth and management cost. In this paper, we propose a P2P live streaming architecture in which by adapting dynamically the playback rate we guarantee that peers receive the stream even in cases where the total upload bandwidth changes very abruptly. In order to achieve this we develop a scalable mechanism that by probing only a small subset of peers monitors dynamically the total available bandwidth resources and a playback rate control mechanism that dynamically adapts playback rate to the aforementioned resources. We model analytically the relationship between the playback rate and the available bandwidth resources by using difference equations and in this way we are able to apply a control theoretical approach. We also quantify monitoring inaccuracies and dynamic bandwidth changes and we calculate dynamically, as a function of these, the maximum playback rate for which the proposed system able to guarantee the uninterrupted and complete distribution of the stream. Finally, we evaluate the control strategy and the theoretical model in a packet level simulator of a complete P2P live streaming system that we designed in OPNET Modeler. Our evaluation results show the uninterrupted and complete stream delivery (every peer receives more than 99 % of video blocks in every scenario) even in very adverse bandwidth changes

    An Efficient Data-hiding Method Based on Lossless JPEG2000 for a Scalable and Synchronized Visualization of 3D Terrains

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    International audienceReal-time on-line 3D visualization of terrain is a memory intensive process accompanied by considerably large data transfer across the network and thus data compression is inevitable. The upcoming standard of JPEG2000 is well suited for such network based transfers since it offers the additional advantage of resolution scalability resulting in incremental improvement of quality. The 3D visualization process is, essentially, the linking of the texture image with the terrain geometry obtained from DEM; the data are heterogeneous and normally involves more than one file. This work is concerned with the interleaving of these files into one jp2 file in a synchronized way so that the file format is conserved for compliance to the JPEG2000 standard. This synchronization is achieved by using a scalable data hiding method to embed the lossless wavelet transformed DEM in the corresponding lossless JPEG2000 coded texture. For the DEM and the texture, the level of transform is the same. With this approach the 3D visualization is efficient even if a small fraction of the initial data is transmitted

    Multiple-Tree Push-based Overlay Streaming

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    Multiple-Tree Overlay Streaming has attracted a great amount of attention from researchers in the past years. Multiple-tree streaming is a promising alternative to single-tree streaming in terms of node dynamics and load balancing, among others, which in turn addresses the perceived video quality by the streaming user on node dynamics or when heterogeneous nodes join the network. This article presents a comprehensive survey of the different aproaches and techniques used in this research area. In this paper we identify node-disjointness as the property most approaches aim to achieve. We also present an alternative technique which does not try to achieve this but does local optimizations aiming global optimizations. Thus, we identify this property as not being absolute necessary for creating robust and heterogeneous multi-tree overlays. We identify two main design goals: robustness and support for heterogeneity, and classify existing approaches into these categories as their main focus
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