32 research outputs found

    Enhancement layer inter frame coding for 3D dynamic point clouds

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    In recent years, Virtual Reality (VR) and Augmented Reality (AR) applications have seen a drastic increase in commercial popularity. Different representations have been used to create 3D reconstructions for AR and VR. Point clouds are one such representation that are characterized by their simplicity and versatil

    A color-based objective quality metric for point cloud contents

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    In recent years, point clouds have gained popularity as a promising representation for volumetric contents in immersive scenarios. Standardization bodies such as MPEG have been developing new compression standards for point cloud contents to reduce the volume of data, while maintaining an acceptable level of visual quality. To do so, reliable metrics are needed in order to automatically estimate the perceptual quality of degraded point cloud contents. Whereas several objective metrics have been developed to assess the geometrical impairment of degraded point cloud contents, fewer publications have been devoted to evaluating color artifacts.In this paper, we propose new color-based objective metrics for quality evaluation of point cloud contents. Our work extracts color statistics from both reference and degraded point cloud contents, in order to assess the level of impairment. Using publicly available ground-truth data, we compare the performance of our proposed work with state-of-the-art metrics, and we demonstrate how the color metrics are able to achieve comparable results with respect to widely adopted solutions. Moreover, we combine color- and geometry-based metrics in order to provide a global quality score. The novelty of our works resides in simultaneously taking both degradation types into account, while being independent of the rendering process. Results show that our solution is able to overcome the limitations of focusing on only one type of degradation, achieving better performance with respect to current metrics

    Comparing the quality of highly realistic digital humans in 3DoF and 6DoF: A volumetric video case study

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    Virtual Reality (VR) and Augmented Reality (AR) applications have seen a drastic increase in commercial popularity. Different representations have been used to create 3D reconstructions for AR and VR. Point clouds are one such representation characterized by their simplicity and versatility, making them suitable for real time applications, such as reconstructing humans for social virtual reality. In this study, we evaluate how the visual quality of digital humans, represented using point clouds, is affected by compression distortions. We compare the performance of the upcoming point cloud compression standard against an octree-based anchor codec. Two different VR viewing conditions enabling 3- and 6 degrees of freedom are tested, to understand how interacting in the virtual space affects the perception of quality. To the best of our knowledge, this is the first work performing user quality evaluation of dynamic point clouds in VR; in addition, contributions of the paper include quantitative data and empirical findings. Results highlight how perceived visual quality is affected by the tested content, and how current data sets might not be sufficient to comprehensively evaluate compression solutions. Moreover, shortcomings in how point cloud encoding solutions handle visually-lossless compression are discussed

    User centered adaptive streaming of dynamic point clouds with low complexity tiling

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    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

    On the impact of VR assessment on the quality of experience of highly realistic digital humans

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    Fuelled by the increase in popularity of virtual and augmented reality applications, point clouds have emerged as a popular 3D format for acquisition and rendering of digital humans, thanks to their versatility and real-time capabilities. Due to technological constraints and real-time rendering limitations, however, the visual quality of dynamic point cloud contents is seldom evaluated using virtual and augmented reality devices, instead relying on prerecorded videos displayed on conventional 2D screens. In this study, we evaluate how the visual quality of point clouds representing digital humans is affected by compression distortions. In particular, we compare three different viewing conditions based on the degrees of freedom that are granted to the viewer: passive viewing (2DTV), head rotation (3DoF), and rotation and translation (6DoF), to understand how interacting in the virtual space affects the perception of quality. We provide both quantitative and qualitative results of our evaluation involving 78 participants, and we make the data publicly available. To the best of our knowledge, this is the first study evaluating the quality of dynamic point clouds in virtual reality, and comparing it to traditional viewing settings. Results highlight the dependency of visual quality on the content under test, and limitations in the way current data sets are used to evaluate compression solutions. Moreover, influencing factors in quality evaluation in VR, and shortcomings in how point cloud encoding solutions handle visually-lossless compression, are discussed

    Influence of narrative elements on user behaviour in photorealistic social VR

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    Social Virtual Reality (VR) applications represent a big step forward in the field of remote communication. Social VR provides the possibility for participants to explore and interact with virtual environments and objects, feelings of a full sense of immersion, and being together. Understanding how user behaviour is influenced by the shared virtual space and its elements becomes the key to design and optimize novel immersive experiences. This paper presents a behavioural analysis of user navigating in 6 degrees of freedom social VR movie. Specifically, we analyse 48 user trajectories from a photorealistic telepresence experiment, in which subjects watch a crime movie together in VR. We investigate how users are affected by salient agents (i.e., virtual characters) and by narrative elements of the VR movie (i.e., dialogues versus interactive part). We complete our assessment by conducting a statistical analysis of the collected data. Results indicate that user behaviour is affected by different narrative and interactive elements. We conclude by presenting our observations and drawing conclusions on future paths for social VR experiences. This work has been supported by Royal Society under grant IES R1180128 and by Cisco under Cisco Research Center Donation scheme

    CWIPC-SXR: Point cloud dynamic human dataset for Social XR

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    Real-time, immersive telecommunication systems are quickly becoming a reality, thanks to the advances in acquisition, transmission, and rendering technologies. Point clouds in particular serve as a promising representation in these type of systems, offering photorealistic rendering capabilities with low complexity. Further development of transmission, coding, and quality evaluation algorithms, though, is currently hindered by the lack of publicly available datasets that represent realistic scenarios of remote communication between people in real-time.

    Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point Clouds

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    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

    Evaluating the user experience of a photorealistic social VR Movie

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    We all enjoy watching movies together. However, this is not always possible if we live apart. While we can remotely share our screens, the experience differs from being together. We present a social Virtual Reality (VR) system that captures, reconstructs, and transmits multiple users’ volumetric representations into a commercially produced 3D virtual movie, so they have the feeling of “being there” together. We conducted a 48-user experiment where we invited users to experience the virtual movie either using a Head Mounted Display (HMD) or using a 2D screen with a game controller. In addition, we invited 14 VR experts to experience both the HMD and the screen version of the movie and discussed their experiences in two focus groups. Our results showed that both end-users and VR experts found that the way they navigated and interacted inside a 3D virtual movie was novel. They also found that the photorealistic volumetric representations enhanced feelings of co-presence. Our study lays the groundwork for future interactive and immersive VR movie co-watching experiences

    A pipeline for multiparty volumetric video conferencing: Transmission of point clouds over low latency DASH

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    The advent of affordable 3D capture and display hardware is making volumetric videoconferencing feasible. This technology increases the immersion of the participants, breaking the flat restriction of 2D screens, by allowing them to collaborate and interact in shared virtual reality spaces. In this paper we introduce the design and development of an architecture intended for volumetric videoconferencing that provides a highly realistic 3D representation of the participants, based on pointclouds. A pointcloud representation is suitable for real-time applications like video conferencing, due to its low-complexity and because it does not need a time consuming reconstruction process. As transport protocol we selected low latency DASH, due to its popularity and client-based adaptation mechanisms for tiling. This paper presents the architectural design, details the implementation, and provides some referential results. The demo will showcase the system in action, enabling volumetric videoconferencing using pointclouds
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