125 research outputs found

    Gradient-based 2D-to-3D Conversion for Soccer Videos

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    A wide spread adoption of 3D videos and technologies is hindered by the lack of high-quality 3D content. One promising solution to address this problem is to use automated 2D-to-3D conversion. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We address this problem by showing how to construct a high-quality, domain-specific conversion method for soccer videos. We propose a novel, data-driven method that generates stereoscopic frames by transferring depth information from similar frames in a database of 3D stereoscopic videos. Creating a database of 3D stereoscopic videos with accurate depth is, however, very difficult. One of the key findings in this paper is showing that computer generated content in current sports computer games can be used to generate high-quality 3D video reference database for 2D-to-3D conversion methods. Once we retrieve similar 3D video frames, our technique transfers depth gradients to the target frame while respecting object boundaries. It then computes depth maps from the gradients, and generates the output stereoscopic video. We implement our method and validate it by conducting user-studies that evaluate depth perception and visual comfort of the converted 3D videos. We show that our method produces high-quality 3D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art method. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from Good to Excellent.Qatar Computing Research Institute-CSAIL PartnershipNational Science Foundation (U.S.) (Grant IIS-1111415

    Crowdsourced multi-view live video streaming using cloud computing

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    Advances and commoditization of media generation devices enable capturing and sharing of any special event by multiple attendees. We propose a novel system to collect individual video streams (views) captured for the same event by multiple attendees, and combine them into multi-view videos, where viewers can watch the event from various angles, taking crowdsourced media streaming to a new immersive level. The proposed system is called Cloud-based Multi-View Crowdsourced Streaming (CMVCS), and it delivers multiple views of an event to viewers at the best possible video representation based on each viewer's available bandwidth. The CMVCS is a complex system having many research challenges. In this paper, we focus on resource allocation of the CMVCS system. The objective of the study is to maximize the overall viewer satisfaction by allocating available resources to transcode views in an optimal set of representations, subject to computational and bandwidth constraints. We choose the video representation set to maximize QoE using Mixed Integer Programming. Moreover, we propose a Fairness-Based Representation Selection (FBRS) heuristic algorithm to solve the resource allocation problem efficiently. We compare our results with optimal and Top-N strategies. The simulation results demonstrate that FBRS generates near optimal results and outperforms the state-of-the-art Top-N policy, which is used by a large-scale system (Twitch).This work was supported by NPRP through the Qatar National Research Fund (a member of Qatar Foundation) under Grant 8-519-1-108.Scopu

    GazeStereo3D: seamless disparity manipulations

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    Producing a high quality stereoscopic impression on current displays is a challenging task. The content has to be carefully prepared in order to maintain visual comfort, which typically affects the quality of depth reproduction. In this work, we show that this problem can be significantly alleviated when the eye fixation regions can be roughly estimated. We propose a new method for stereoscopic depth adjustment that utilizes eye tracking or other gaze prediction information. The key idea that distinguishes our approach from the previous work is to apply gradual depth adjustments at the eye fixation stage, so that they remain unnoticeable. To this end, we measure the limits imposed on the speed of disparity changes in various depth adjustment scenarios, and formulate a new model that can guide such seamless stereoscopic content processing. Based on this model, we propose a real-time controller that applies local manipulations to stereoscopic content to find the optimum between depth reproduction and visual comfort. We show that the controller is mostly immune to the limitations of low-cost eye tracking solutions. We also demonstrate benefits of our model in off-line applications, such as stereoscopic movie production, where skillful directors can reliably guide and predict viewers' attention or where attended image regions are identified during eye tracking sessions. We validate both our model and the controller in a series of user experiments. They show significant improvements in depth perception without sacrificing the visual quality when our techniques are applied

    Anahita: A System for 3D Video Streaming with Depth Customization

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    Producing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content

    Randomized k-coverage algorithms for dense sensor networks

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    Abstract — We propose new algorithms to achieve k-coverage in dense sensor networks. In such networks, covering sensor locations approximates covering the whole area. However, it has been shown before that selecting the minimum set of sensors to activate from an already deployed set of sensors is NP-hard. We propose an efficient approximation algorithm which achieves a solution of size within a logarithmic factor of the optimal. We prove that our algorithm is correct and analyze its complexity. We implement our algorithm and compare it against two others in the literature. Our results show that the logarithmic factor is only a worst-case upper bound and the solution size is close to the optimal in most cases. A key feature of our algorithm is that it can be implemented in a distributed manner with local information and low message complexity. We design and implement a fully distributed version of our algorithm. Our distributed algorithm does not require that sensors know their locations. Comparison with two other distributed algorithms in the literature indicates that our algorithm: (i) converges much faster than the others, (ii) activates near-optimal number of sensors, and (iii) significantly prolongs (almost doubles) the network lifetime because it consumes much less energy than the other algorithms. I
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