170 research outputs found

    No-reference depth map quality evaluation model based on depth map edge confidence measurement in immersive video applications

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    When it comes to evaluating perceptual quality of digital media for overall quality of experience assessment in immersive video applications, typically two main approaches stand out: Subjective and objective quality evaluation. On one hand, subjective quality evaluation offers the best representation of perceived video quality assessed by the real viewers. On the other hand, it consumes a significant amount of time and effort, due to the involvement of real users with lengthy and laborious assessment procedures. Thus, it is essential that an objective quality evaluation model is developed. The speed-up advantage offered by an objective quality evaluation model, which can predict the quality of rendered virtual views based on the depth maps used in the rendering process, allows for faster quality assessments for immersive video applications. This is particularly important given the lack of a suitable reference or ground truth for comparing the available depth maps, especially when live content services are offered in those applications. This paper presents a no-reference depth map quality evaluation model based on a proposed depth map edge confidence measurement technique to assist with accurately estimating the quality of rendered (virtual) views in immersive multi-view video content. The model is applied for depth image-based rendering in multi-view video format, providing comparable evaluation results to those existing in the literature, and often exceeding their performance

    AVATecH ― automated annotation through audio and video analysis

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    In different fields of the humanities annotations of multimodal resources are a necessary component of the research workflow. Examples include linguistics, psychology, anthropology, etc. However, creation of those annotations is a very laborious task, which can take 50 to 100 times the length of the annotated media, or more. This can be significantly improved by applying innovative audio and video processing algorithms, which analyze the recordings and provide automated annotations. This is the aim of the AVATecH project, which is a collaboration of the Max Planck Institute for Psycholinguistics (MPI) and the Fraunhofer institutes HHI and IAIS. In this paper we present a set of results of automated annotation together with an evaluation of their quality

    Application of video processing methods for linguistic research

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    Evolution and changes of all modern languages is a well-known fact. However, recently it is reaching dynamics never seen before, which results in loss of the vast amount of information encoded in every language. In order to preserve such heritage, properly annotated recordings of world languages are necessary. Since creating those annotations is a very laborious task, reaching times 100 longer than the length of the annotated media, innovative video processing algorithms are needed, in order to improve the efficiency and quality of annotation process

    An Efficient Image-Based Telepresence System for Videoconferencing

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    Application of audio and video processing methods for language research

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    Annotations of media recordings are the grounds for linguistic research. Since creating those annotations is a very laborious task, reaching 100 times longer than the length of the annotated media, innovative audio and video processing algorithms are needed, in order to improve the efficiency and quality of annotation process. The AVATecH project, started by the Max-Planck Institute for Psycholinguistics (MPI) and the Fraunhofer institutes HHI and IAIS, aims at significantly speeding up the process of creating annotations of audio-visual data for humanities research. In order for this to be achieved a range of state-of-the-art audio and video pattern recognition algorithms have been developed and integrated into widely used ELAN annotation tool. To address the problem of heterogeneous annotation tasks and recordings we provide modular components extended by adaptation and feedback mechanisms to achieve competitive annotation quality within significantly less annotation time

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    Smoothness Constraints in Recursive Search Motion Estimation for Picture Rate Conversion

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    Contributions to virtual reality

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    153 p.The thesis contributes in three Virtual Reality areas: ¿ Visual perception: a calibration algorithm is proposed to estimate stereo projection parameters in head-mounted displays, so that correct shapes and distances can be perceived, and calibration and control procedures are proposed to obtain desired accommodation stimuli at different virtual distances.¿ Immersive scenarios: the thesis analyzes several use cases demanding varying degrees of immersion and special, innovative visualization solutions are proposed to fulfil their requirements. Contributions focus on machinery simulators, weather radar volumetric visualization and manual arc welding simulation.¿ Ubiquitous visualization: contributions are presented to scenarios where users access interactive 3D applications remotely. The thesis follows the evolution of Web3D standards and technologies to propose original visualization solutions for volume rendering of weather radar data, e-learning on energy efficiency, virtual e-commerce and visual product configurators
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