25 research outputs found
Depth filtering for auto-stereoscopic mobile devices
In this work we address a scenario where 3D content is transmitted to a mobile terminal with 3D display capabilities. We consider the use of 2D plus depth format to represent the 3D content and focus on the generation of synthetic views in the terminal. We evaluate different types of smoothing filters that are applied to depth maps with the aim of reducing the disoccluded regions. The evaluation takes into account the reduction of holes in the synthetic view as well as the presence of geometrical distortion caused by the smoothing operation. The selected filter has been included within an implemented module for the VideoLan Client (VLC) software in order to render 3D content from the 2D plus depth data format
Video Quality Assessment: From 2D to 3D - Challenges and Future Trends
International audienceThree-dimensional (3D) video is gaining a strong momentum both in the cinema and broadcasting industries as it is seen as a technology that will extensively enhance the user's visual experience. One of the major concerns for the wide adoption of such technology is the ability to provide sufficient visual quality, especially if 3D video is to be transmitted over a limited bandwidth for home viewing (i.e. 3DTV). Means to measure perceptual video quality in an accurate and practical way is therefore of highest importance for content providers, service providers, and display manufacturers. This paper discusses recent advances in video quality assessment and the challenges foreseen for 3D video. Both subjective and objective aspects are examined. An outline of ongoing efforts in standards-related bodies is also provided
Compression and Subjective Quality Assessment of 3D Video
In recent years, three-dimensional television (3D TV) has been broadly considered as the successor to the existing traditional two-dimensional television (2D TV) sets. With its capability of offering a dynamic and immersive experience, 3D video (3DV) is expected to expand conventional video in several applications in the near future. However, 3D content requires more than a single view to deliver the depth sensation to the viewers and this, inevitably, increases the bitrate compared to the corresponding 2D content. This need drives the research trend in video compression field towards more advanced and more efficient algorithms.
Currently, the Advanced Video Coding (H.264/AVC) is the state-of-the-art video coding standard which has been developed by the Joint Video Team of ISO/IEC MPEG and ITU-T VCEG. This codec has been widely adopted in various applications and products such as TV broadcasting, video conferencing, mobile TV, and blue-ray disc. One important extension of H.264/AVC, namely Multiview Video Coding (MVC) was an attempt to multiple view compression by taking into consideration the inter-view dependency between different views of the same scene. This codec H.264/AVC with its MVC extension (H.264/MVC) can be used for encoding either conventional stereoscopic video, including only two views, or multiview video, including more than two views.
In spite of the high performance of H.264/MVC, a typical multiview video sequence requires a huge amount of storage space, which is proportional to the number of offered views. The available views are still limited and the research has been devoted to synthesizing an arbitrary number of views using the multiview video and depth map (MVD). This process is mandatory for auto-stereoscopic displays (ASDs) where many views are required at the viewer side and there is no way to transmit such a relatively huge number of views with currently available broadcasting technology. Therefore, to satisfy the growing hunger for 3D related applications, it is mandatory to further decrease the bitstream by introducing new and more efficient algorithms for compressing multiview video and depth maps.
This thesis tackles the 3D content compression targeting different formats i.e. stereoscopic video and depth-enhanced multiview video. Stereoscopic video compression algorithms introduced in this thesis mostly focus on proposing different types of asymmetry between the left and right views. This means reducing the quality of one view compared to the other view aiming to achieve a better subjective quality against the symmetric case (the reference) and under the same bitrate constraint. The proposed algorithms to optimize depth-enhanced multiview video compression include both texture compression schemes as well as depth map coding tools. Some of the introduced coding schemes proposed for this format include asymmetric quality between the views.
Knowing that objective metrics are not able to accurately estimate the subjective quality of stereoscopic content, it is suggested to perform subjective quality assessment to evaluate different codecs. Moreover, when the concept of asymmetry is introduced, the Human Visual System (HVS) performs a fusion process which is not completely understood. Therefore, another important aspect of this thesis is conducting several subjective tests and reporting the subjective ratings to evaluate the perceived quality of the proposed coded content against the references. Statistical analysis is carried out in the thesis to assess the validity of the subjective ratings and determine the best performing test cases
Methods for reducing visual discomfort in stereoscopic 3D: A review
This work was supported by the EPSRC Grant EP/M01469X/1, “Geometric Evaluation of Stereoscopic Video”
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Camera positioning for 3D panoramic image rendering
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University London.Virtual camera realisation and the proposition of trapezoidal camera architecture are the two broad contributions of this thesis. Firstly, multiple camera and their arrangement constitute a critical component which affect the integrity of visual content acquisition for multi-view video. Currently, linear, convergence, and divergence arrays are the prominent camera topologies adopted. However, the large number of cameras required and their synchronisation are two of prominent challenges usually encountered. The use of virtual cameras can significantly reduce the number of physical cameras used with respect to any of the known
camera structures, hence adequately reducing some of the other implementation issues. This thesis explores to use image-based rendering with and without geometry in the implementations leading to the realisation of virtual cameras. The virtual camera implementation was carried out from the perspective of depth map (geometry) and use of multiple image samples (no geometry). Prior to the virtual camera realisation, the generation of depth map was investigated using region match measures widely known for solving image point correspondence problem. The constructed depth maps have been compare with the ones generated
using the dynamic programming approach. In both the geometry and no geometry approaches, the virtual cameras lead to the rendering of views from a textured depth map, construction of 3D panoramic image of a scene by stitching multiple image samples and performing superposition on them, and computation
of virtual scene from a stereo pair of panoramic images. The quality of these rendered images were assessed through the use of either objective or subjective analysis in Imatest software. Further more, metric reconstruction of a scene was performed by re-projection of the pixel points from multiple image samples with
a single centre of projection. This was done using sparse bundle adjustment algorithm. The statistical summary obtained after the application of this algorithm provides a gauge for the efficiency of the optimisation step. The optimised data was then visualised in Meshlab software environment, hence providing the reconstructed scene. Secondly, with any of the well-established camera arrangements, all cameras are usually constrained to the same horizontal plane. Therefore, occlusion becomes an extremely challenging problem, and a robust camera set-up is required in order to resolve strongly the hidden part of any scene objects.
To adequately meet the visibility condition for scene objects and given that occlusion of the same scene objects can occur, a multi-plane camera structure is highly desirable. Therefore, this thesis also explore trapezoidal camera structure for image acquisition. The approach here is to assess the feasibility and potential
of several physical cameras of the same model being sparsely arranged on the edge of an efficient trapezoid graph. This is implemented both Matlab and Maya. The quality of the depth maps rendered in Matlab are better in Quality
A qualidade do efeito estereoscópico em ambientes virtuais frente á escolha do método de geração de imagens
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2013O número de produtos capazes de reproduzir imagens estereoscópicas (comumente conhecidas como 3d) cresceu nos últimos anos. Para além do uso do cinema, esta tecnologia esta presente hoje em televisores digitais, computadores, tablets e celulares. Nestas mídias a estereoscopia apresenta-se como fator potencializador da imersão do usuário. Atualmente diferentes métodos são utilizados para gerar imagens estereoscópicas, no entanto, não existem estudos suficientes que comparem o impacto destes métodos junto a percepção dos seres humanos. A presente pesquisa tem, portanto, como objetivo analisar aspectos da qualidade do fenômeno de percepção de imagens estereoscópicas, por seres humanos, dentro de ambientes virtuais, cuja as imagens foram geradas a partir de diferentes métodos. Para alcançar tal resultado foi criado um ambiente virtual que serviu de base para a criação de diferentes vídeos estereoscópicos gerados a partir de câmeras paralelas, câmeras convergentes e reconstrução da segunda imagem do par estereoscópico. Estes vídeos sensibilizaram sujeitos de pesquisa que julgaram a qualidade das imagens em três diferentes dimensões, qualidade da imagem, qualidade da profundidade e conforto visual. O estudo concluiu que não houve diferença percebida entre imagens geradas por câmeras paralelas e câmeras convergentes, mas que ambas tem qualidade significativamente superior às imagens geradas por reconstrução. Tais resultados apresentam um impacto significativo nos métodos e nos custos envolvidos na criação de imagens estereoscópicas. Abstract: The number of products that are capable of displaying stereoscopic images (also known as 3d) has been growing in recent years. The use of this technology has outgrown the silver screen and is now available in televisions, computers, tablets and even cell phones. Due to its nature, content created for stereoscopic media demands attention to some characteristics not existent in the context of monoscopic media. With a focus on image creation, this research?s objective is to assess how different stereoscopic image generation methods can affect human human perception. To achieve this a virtual envoiroment was created, from it different videos were generated using different methods such as converging cameras, parallel cameras and depth image based rendering (DIBR). This videos were showed to participants who were assessed about the quality of image, quality of depth and visual confort of such media. The study has found that there was very little difference between the perception of images generated by parallel and convergent cameras, while there was a substantial difference in perception between this last two and DIBR images. Such results can significantly impact the choice for stereoscopic image generation technology with impact in production?s costs, methods, human and machine time consumption
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ReSCon '10, Research Student Conference: Book of Abstracts
The third SED Research Student Conference (ReSCon2010) was hosted over three days, 21-23 June 2010, in the Hamilton Centre at Brunel University. The conference consisted of oral and poster presentations, which showcased the high quality and diversity of the research being conducted within the School of Engineering and Design. The abstracts and presentations were the result of ongoing research by postgraduate research students from the School. The conference is held annually, and ReSCon plays a key role in contributing to research and innovations within the School
Efficient rendering for three-dimensional displays
This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs.
The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor.
Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints.
Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naïve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed