113 research outputs found
Objective and subjective QoE evaluation for adaptive point cloud streaming
Volumetric media has the potential to provide the six degrees of freedom (6DoF) required by truly immersive media. However, achieving 6DoF requires ultra-high bandwidth transmissions, which real-world wide area networks cannot provide today. Therefore, recent efforts have started to target efficient delivery of volumetric media, using a combination of compression and adaptive streaming techniques. It remains, however, unclear how the effects of such techniques on the user perceived quality can be accurately evaluated. In this paper, we present the results of an extensive objective and subjective quality of experience (QoE) evaluation of volumetric 6DoF streaming. We use PCC-DASH, a standards-compliant means for HTTP adaptive streaming of scenes comprising multiple dynamic point cloud objects. By means of a thorough analysis, we investigate the perceived quality impact of the available bandwidth, rate adaptation algorithm, viewport prediction strategy and user's motion within the scene. We determine which of these aspects has more impact on the user's QoE, and to what extent subjective and objective assessments are aligned
From capturing to rendering : volumetric media delivery with six degrees of freedom
Technological improvements are rapidly advancing holographic-type content distribution. Significant research efforts have been made to meet the low latency and high bandwidth requirements set forward by interactive applications such as remote surgery and virtual reality. Recent research made six degrees of freedom (6DoF) for immersive media possible, where users may both move their head and change their position within a scene. In this article, we present the status and challenges of 6DoF applications based on volumetric media, focusing on the key aspects required to deliver such services. Furthermore, we present results from a subjective study to highlight relevant directions for future research
Low-latency Cloud-based Volumetric Video Streaming Using Head Motion Prediction
Volumetric video is an emerging key technology for immersive representation
of 3D spaces and objects. Rendering volumetric video requires lots of
computational power which is challenging especially for mobile devices. To
mitigate this, we developed a streaming system that renders a 2D view from the
volumetric video at a cloud server and streams a 2D video stream to the client.
However, such network-based processing increases the motion-to-photon (M2P)
latency due to the additional network and processing delays. In order to
compensate the added latency, prediction of the future user pose is necessary.
We developed a head motion prediction model and investigated its potential to
reduce the M2P latency for different look-ahead times. Our results show that
the presented model reduces the rendering errors caused by the M2P latency
compared to a baseline system in which no prediction is performed.Comment: 7 pages, 4 figure
Virtual transcendence experiences: Exploring technical and design challenges in multi-sensory environments
In this paper 1, we introduce the concept of Virtual Transcendence Experience (VTE) as a response to the interactions of several users sharing several immersive experiences through different media channels. For that, we review the current body of knowledge that has led to the development of a VTE system. This is followed by a
discussion of current technical and design challenges that could support the implementation of this concept. This discussion has informed the VTE framework (VTEf), which integrates different layers of experiences, including the role of each user and the technical challenges involved. We conclude this paper with suggestions for two scenarios and recommendations for the implementation of a system that could support VTEs
User centered adaptive streaming of dynamic point clouds with low complexity tiling
In recent years, the development of devices for acquisition and rendering of 3D contents have facilitated the diffusion of immersive virtual reality experiences. In particular, the point cloud representation has emerged as a popular format for volumetric photorealistic reconstructions of dynamic real world objects, due to its simplicity and versatility. To optimize the delivery of the large amount of data needed to provide these experiences, adaptive streaming over HTTP is a promising solution. In order to ensure the best quality of experience within the bandwidth constraints, adaptive streaming is combined with tiling to optimize the quality of what is being visualized by the user at a given moment; as such, it has been successfully used in the past for omnidirectional contents. However, its adoption to the point cloud streaming scenario has only been studied to optimize multi-object delivery. In this paper, we present a low-complexity tiling approach to perform adaptive streaming of point cloud content. Tiles are defined by segmenting each point cloud object in several parts, which are then independently encoded. In order to evaluate the approach, we first collect real navigation paths, obtained through a user study in 6 degrees of freedom with 26 participants. The variation in movements and interaction behaviour among users indicate that a user-centered adaptive delivery could lead to sensible gains in terms of perceived quality. Evaluation of the performance of the proposed tiling approach against state of the art solutions for point cloud compression, performed on the collected navigation paths, confirms that considerable gains can be obtained by exploiting user-adaptive streaming, achieving bitrate gains up to 57% with respect to a non-adaptive approach with the same codec. Moreover, we demonstrate that the selection of navigation data has an impact on the relative objective scores
Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point Clouds
Technological advances in head-mounted displays and novel real-time 3D acquisition and reconstruction solutions have fostered the development of 6 Degrees of Freedom (6DoF) teleimmersive systems for social VR applications. Point clouds have emerged as a popular format for such applications, owing to their simplicity and versatility; yet, dense point cloud contents are too large to deliver directly over bandwidth-limited networks. In this context, user-adaptive delivery mechanisms are a promising solution to exploit the increased range of motion offered by 6DoF VR applications to yield gains in perceived quality of 3D point cloud user representations, while reducing their bandwidth requirements. In this paper, we perform a user study in VR to quantify the gains adaptive tile selection strategies can bring with respect to non-adaptive solutions. In particular, we define an auxiliary utility function, we employ established methods from the literature and newly-proposed schemes for distributing the bit budget across the tiles, and we evaluate them together with non-adaptive streaming baselines through subjective QoE assessment. Results confirm that considerable gains can be obtained with user-adaptive streaming, achieving bit rate gains of up to 65% with respect to a non-adaptive approach to deliver comparable quality. Our analysis provides useful insights for the design and development of social VR applications
Impact of Point Clouds transmission and compression errors on the user experience
Il lavoro di ricerca alla base della tesi aveva come obiettivo preparare e condurre esperimenti sull'impatto di trasmissione e codifica di point cloud sulla qualitĂ dell'esperienza degli utenti, analizzare i dati ricavati da questi ultimi alla ricerca di intuizioni utili
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