31 research outputs found

    Subjective Assessment of Image Compression Artefacts on Stereoscopic Display

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    Image and video quality are important to depict any pictorial information vividly and correctly. With the advancement of technology, we can produce high-quality images and can display those in advanced high-resolution displays. But as high-quality images continue to increase in size, transmitting these exceeds the limited bandwidth of display links. To cope, we need to compress the images but desire that the user cannot perceive any difference between the compressed and uncompressed images. In my thesis, psychophysical experiments with a flicker paradigm were undertaken to do a subjective assessment of the visibility of compression artefacts of two sets of images with two codecs viewed on a stereoscopic display. For one set of images the result shows that artefacts can be silenced in some stereo images relative to 2D while testing with the other set of images was inconclusive. This thesis documented evidence for silencing of artefacts in 3D displays. Other differences between stereoscopic and 2D presentation can be predicted but were not observed here (perhaps due to floor effects). Further large-scale subjective assessment with challenging images may help to get a concrete conclusion

    Challenges and solutions in H.265/HEVC for integrating consumer electronics in professional video systems

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    Image and Video Coding Techniques for Ultra-low Latency

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    The next generation of wireless networks fosters the adoption of latency-critical applications such as XR, connected industry, or autonomous driving. This survey gathers implementation aspects of different image and video coding schemes and discusses their tradeoffs. Standardized video coding technologies such as HEVC or VVC provide a high compression ratio, but their enormous complexity sets the scene for alternative approaches like still image, mezzanine, or texture compression in scenarios with tight resource or latency constraints. Regardless of the coding scheme, we found inter-device memory transfers and the lack of sub-frame coding as limitations of current full-system and software-programmable implementations.publishedVersionPeer reviewe

    Vertically aligned nematic liquid crystal microdisplays for projection applications

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    A system for modelling deformable procedural shapes.

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    This thesis presents a new procedural paradigm for modelling. The method combines the benefit of compact object descriptions found in procedural modelling along with the advantage of the ability to interact in real-time as is found with interactive modelling techniques. The three main components to this paradigm are geometry generators (the creation of basic object shapes), selectors (the specification of a selection volume), and modifiers (the object transformation functions). The user interacts in real-time with the object, and has complete control over the object formation process. Interaction is stored within appropriate nodes in a creation-history list which can be replayed or partially replayed at any time during the creation process. The parameters associated with each interaction are stored within the node, and are available for editing at any time during the creation process. The concepts presented here remove the problems that most modelling software have, in that the arbitrary editing of object parameters is destructive, in the sense that changing the parameter of one node may cause the object to behave unpredictably. This takes place in real-time, rather than off-line. In some cases real-time interaction is made possible by trading visual quality vs. speed of rendering. This results in the object being rendered at a lower quality, and therefore decisions on whether the object parameters need adjustment may be predicated upon a poor representation of the object. The work presented herein attempts to bridge the divide between the two approaches by providing the user with a powerful and descriptive procedural modelling language that is entirely generated through real-time interaction with the geometric object via an intuitive user interface. The main contributions of this work are that it allows: Procedural objects are specified interactively. Modelling takes place independently of representation (meaning the user does not base their modelling on the (mesh) representation, but rather on the shape they see). Changes to the object are coherent and non-destructive

    Bit Bang : rays to the future

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