By Ahmet Kondoz, Tasos Dagiuklas
This e-book describes fresh suggestions in 3D media and applied sciences, with insurance of 3D media taking pictures, processing, encoding, and model, networking features for 3D Media, and caliber of consumer event (QoE). the most contributions are in keeping with the result of the FP7 ecu tasks ROMEO, which specialise in new tools for the compression and supply of 3D multi-view video and spatial audio, in addition to the optimization of networking and compression together around the destiny web (www.ict-romeo.eu).
The supply of 3D media to person clients is still a hugely not easy challenge because of the great amount of knowledge concerned, diversified community features and person terminal requisites, in addition to the user’s context akin to their personal tastes and site. because the variety of visible perspectives raises, present structures will fight to satisfy the not easy standards by way of supply of continuing video caliber to either mounted and cellular clients.
ROMEO will layout and improve hybrid-networking recommendations that mix the DVB-T2 and DVB-NGH broadcast entry community applied sciences including a QoE acutely aware Peer-to-Peer (P2P) distribution method that operates over stressed and instant hyperlinks. stay streaming 3D media should be bought through taking part clients while or with imperceptible hold up to let them to monitor jointly whereas changing reviews as though they have been all within the related location.
The quantity presents cutting-edge info on 3D multi-view video, spatial audio networking protocols for 3D media, P2P 3D media streaming, and 3D Media supply throughout heterogeneous instant networks between different subject matters. Graduate scholars and pros in electric engineering and laptop technology with an curiosity in 3D destiny web Media will locate this quantity to be crucial reading.
Chapter 1: Introduction
Part I: 3D Media Coding and Presentation
Chapter 2: 3D media illustration and coding
Chapter three: Merging the true and the bogus in augmented 3D worlds: a quick survey of functions and challenges
Chapter four: Multi-view acquisition and complicated intensity map processing techniques
Chapter five: Object-based spatial audio: thought, benefits and demanding situations
Part II: Networking elements for 3D Media
Chapter 6: shipping Protocols for 3D Video
Chapter 7: Media-Aware Networks in destiny net Media
Chapter eight: P2P Video Streaming Technologies
Chapter nine: IP-based Mobility Scheme helping 3D Video Streaming Services
Part III: QoE and QoS Advances for 3D Media
Chapter 10: Dynamic QoS aid for P2P Communications
Chapter eleven: Assessing the standard of expertise of 3DTV and past -Tackling the multidimensional
Chapter 12: blunders Concealment ideas in Multi-view Video Applications
Part IV: 3D Applications
Chapter thirteen: 3D robot surgical procedure and coaching at a Distance
Chapter 14: way forward for 3DTV broadcasting: the MUSCADE perspective
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Extra info for 3D Future Internet Media
20b where depth is treated as the auxiliary picture of the color view. 264/AVC encoder is given both P. Assunc¸a˜o et al. 264/AVC Decoder OUTPUT DEPTH b INPUT VIDEO INPUT DEPTH Video: primary coded pic. Depth: auxiliary coded pic. 264/ AVC Decoder Video: primary coded pic. Depth: auxiliary coded pic. OUTPUT VIDEO OUTPUT DEPTH Fig. 20 V + D coding and transmission system Fig. 21 Multiview plus depth coding and transmission sequences to be jointly encoded, producing one single coded stream (BS/TS).
Assunc¸a˜o et al. 34 View a V1 base enhancement V0 base enhancement b V1 V0 base enhancement base 32 34 35 37 PSNR (dB) Fig. 1 Perceptual Quality Thresholds A relevant issue in asymmetric coding is to find perceptual thresholds beyond which quality degradation is noticeable by viewers. , PSNR ¼ 40 dB) in both views and reducing the quality of the auxiliary view down to 25 dB. It was found that such threshold slightly varies according to the display and lies around 31 dB for a parallax barrier display and about 33 dB for full-resolution polarized projection displays.
Most augmented reality applications in commercial use to date are applying mainly an augmented understanding of reality, 3 Merging the Real and the Synthetic in Augmented 3D Worlds. . 41 Fig. 2 Depiction of the basic working concept of optical (left) vs. video see-through displays (right). The eye depicts the user, the globe the real content, and the teapot grid the synthetic content but in this paper we will focus on the perceptual and partly behavioral association of the real and the virtual, as well virtualized reality, following the taxonomy in .
3D Future Internet Media by Ahmet Kondoz, Tasos Dagiuklas