27 resultados para 3DTV
Resumo:
The evolution of the television market is led by 3DTV technology, and this tendency can accelerate during the next years according to expert forecasts. However, 3DTV delivery by broadcast networks is not currently developed enough, and acts as a bottleneck for the complete deployment of the technology. Thus, increasing interest is dedicated to ste-reo 3DTV formats compatible with current HDTV video equipment and infrastructure, as they may greatly encourage 3D acceptance. In this paper, different subsampling schemes for HDTV compatible transmission of both progressive and interlaced stereo 3DTV are studied and compared. The frequency characteristics and preserved frequency content of each scheme are analyzed, and a simple interpolation filter is specially designed. Finally, the advantages and disadvantages of the different schemes and filters are evaluated through quality testing on several progressive and interlaced video sequences.
Resumo:
Although 3DTV has led the evolution of television market, its delivery by broadcast networks is still small. Now, 3DTV transmis-sions are usually done by combining both views into one common frame (side by side) to be able to use standard HDTV transmission equipment. Today, orthogonal subsampling is mostly used, but other alternatives will appear soon. Here, different subsampling schemes for both progressive and interlaced 3DTV are considered. For each possible scheme, its pre-served frequency content is analyzed and a simple interpolation filter is designed. The analysis is carried out for progressive and interlaced video and the designed filters are applied on different sequences, showing the advantages and disadvantages of the different options
Resumo:
The increase of multimedia services delivered over packet-based networks has entailed greater quality expectations of the end-users. This has led to an intensive research on techniques for evaluating the quality of experience perceived by the viewers of audiovisual content, considering the different degradations that it could suffer along the broadcasting system. In this paper, a comprehensive study of the impact of transmission errors affecting video and audio in IPTV is presented. With this aim, subjective assessment tests were carried out proposing a novel methodology trying to keep as close as possible home environment viewing conditions. Also 3DTV content in side-by-side format has been used in the experiments to compare the impact of the degradations. The results provide a better understanding of the effects of transmission errors, and show that the QoE related to the first approach of 3DTV is acceptable, but the visual discomfort that it causes should be reduced.
Resumo:
Recently, broadcasted 3D video content has reached households with the first generation of 3DTV. However, few studies have been done to analyze the Quality of Experience (QoE) perceived by the end-users in this scenario. This paper studies the impact of trans- mission errors in 3DTV, considering that the video is delivered in side-by-side format over a conventional packet-based network. For this purpose, a novel evaluation methodology based on standard sin- gle stimulus methods and with the aim of keeping as close as pos- sible the home environment viewing conditions has been proposed. The effects of packet losses in monoscopic and stereoscopic videos are compared from the results of subjective assessment tests. Other aspects were also measured concerning 3D content as naturalness, sense of presence and visual fatigue. The results show that although the final perceived QoE is acceptable, some errors cause important binocular rivalry, and therefore, substantial visual discomfort.
Resumo:
Quality assessment is a key factor for stereoscopic 3D video content as some observers are affected by visual discomfort in the eye when viewing 3D video, especially when combining positive and negative parallax with fast motion. In this paper, we propose techniques to assess objective quality related to motion and depth maps, which facilitate depth perception analysis. Subjective tests were carried out in order to understand the source of the problem. Motion is an important feature affecting 3D experience but also often the cause of visual discomfort. The automatic algorithm developed tries to quantify the impact on viewer experience when common cases of discomfort occur, such as high-motion sequences, scene changes with abrupt parallax changes, or complete absence of stereoscopy, with a goal of preventing the viewer from having a bad stereoscopic experience.
Resumo:
Although the delivery of 3D video services to households is nowadays a reality thanks to frame-compatible formats, many efforts are being made to obtain efficient methods to transmit 3D content offering a high quality of experience to the end users. In this paper, a stereoscopic video streaming scenario is considered and the perceptual impact of various strategies applicable to adaptive streaming situations are compared. Specifically, the mechanisms are based on switching between copies of the content with different coding qualities, on discarding frames of the sequence, on switching from 3D to 2D and on using asymmetric coding of the stereo views. In addition, when video freezes happen, the possibility of keeping the end-to-end latency or maintaining the continuity of the video are considered. These aspects were evaluated carrying out a subjective assessment test considering also visual discomfort issues using a methodology designed to keep as far as possible domestic viewing conditions.
Resumo:
Considering a scalable video quality monitoring architecture to detect transmission errors at households, we propose a technique to detect packet losses in IPTV and Side-by-Side 3DTV and evaluate their impact on the perceived quality.
Resumo:
Recently, three-dimensional (3D) video has decisively burst onto the entertainment industry scene, and has arrived in households even before the standardization process has been completed. 3D television (3DTV) adoption and deployment can be seen as a major leap in television history, similar to previous transitions from black and white (B&W) to color, from analog to digital television (TV), and from standard definition to high definition. In this paper, we analyze current 3D video technology trends in order to define a taxonomy of the availability and possible introduction of 3D-based services. We also propose an audiovisual network services architecture which provides a smooth transition from two-dimensional (2D) to 3DTV in an Internet Protocol (IP)-based scenario. Based on subjective assessment tests, we also analyze those factors which will influence the quality of experience in those 3D video services, focusing on effects of both coding and transmission errors. In addition, examples of the application of the architecture and results of assessment tests are provided.
Resumo:
A novel algorithm for Virtual View Synthesis based on Non-Local Means Filtering is presented in this paper. Apart from using the video frames from the nearby cameras and the corresponding per-pixel depth map, this algorithm also makes use of the previously synthesized frame. Simple and efficient, the algorithm can synthesize video at any given virtual viewpoint at a faster rate. In the process, the quality of the synthesized frame is not compromised. Experimental results prove the above mentioned claim. The subjective and objective quality of the synthesized frames are comparable to the existing algorithms.
Resumo:
Increasing the field of view of a holographic display while maintaining adequate image size is a difficult task. To address this problem, we designed a system that tessellates several sub-holograms into one large hologram at the output. The sub-holograms we generate is similar to a kinoform but without the paraxial approximation during computation. The sub-holograms are loaded onto a single spatial light modulator consecutively and relayed to the appropriate position at the output through a combination of optics and scanning reconstruction light. We will review the method of computer generated hologram and describe the working principles of our system. Results from our proof-of-concept system are shown to have an improved field of view and reconstructed image size. ©2009 IEEE.
Resumo:
For broadcasting purposes MIXED REALITY, the combination of real and virtual scene content, has become ubiquitous nowadays. Mixed Reality recording still requires expensive studio setups and is often limited to simple color keying. We present a system for Mixed Reality applications which uses depth keying and provides threedimensional mixing of real and artificial content. It features enhanced realism through automatic shadow computation which we consider a core issue to obtain realism and a convincing visual perception, besides the correct alignment of the two modalities and correct occlusion handling. Furthermore we present a possibility to support placement of virtual content in the scene. Core feature of our system is the incorporation of a TIME-OF-FLIGHT (TOF)-camera device. This device delivers real-time depth images of the environment at a reasonable resolution and quality. This camera is used to build a static environment model and it also allows correct handling of mutual occlusions between real and virtual content, shadow computation and enhanced content planning. The presented system is inexpensive, compact, mobile, flexible and provides convenient calibration procedures. Chroma-keying is replaced by depth-keying which is efficiently performed on the GRAPHICS PROCESSING UNIT (GPU) by the usage of an environment model and the current ToF-camera image. Automatic extraction and tracking of dynamic scene content is herewith performed and this information is used for planning and alignment of virtual content. An additional sustainable feature is that depth maps of the mixed content are available in real-time, which makes the approach suitable for future 3DTV productions. The presented paper gives an overview of the whole system approach including camera calibration, environment model generation, real-time keying and mixing of virtual and real content, shadowing for virtual content and dynamic object tracking for content planning.
Resumo:
We describe a user assisted technique for 3D stereo conversion from 2D images. Our approach exploits the geometric structure of perspective images including vanishing points. We allow a user to indicate lines, planes, and vanishing points in the input image, and directly employ these as constraints in an image warping framework to produce a stereo pair. By sidestepping explicit construction of a depth map, our approach is applicable to more general scenes and avoids potential artifacts of depth-image-based rendering. Our method is most suitable for scenes with large scale structures such as buildings.