Connected Media in the Future Internet Era by Ahmet Kondoz, Tasos Dagiuklas

By Ahmet Kondoz, Tasos Dagiuklas

This publication describes fresh techniques in 3D media and applied sciences, with insurance of 3D media taking pictures, processing, encoding, and model, networking facets for 3D Media, and caliber of person adventure (QoE). The contributions are in accordance with the result of the FP7 eu undertaking ROMEO, which specializes 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. The supply of 3D media to person clients is still a hugely not easy challenge because of the great amount of information concerned, diversified community features and person terminal specifications, in addition to the user’s context corresponding to their personal tastes and placement. because the variety of visible perspectives raises, present structures will fight to fulfill the challenging necessities by way of supply of constant video caliber to mounted and cellular clients. ROMEO will current hybrid networking ideas 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 has to be got via taking part clients whilst or with imperceptible hold up to let them to observe jointly whereas replacing reviews as though they have been all within the related place.

This publication is the final of a sequence of 3 annual volumes dedicated to the newest result of the FP7 eu undertaking ROMEO. the current quantity presents state of the art details 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 execs in electric engineering and computing device technological know-how with an curiosity in 3D destiny net Media will locate this quantity to be crucial reading.

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26 shows 12 different pairs out of 96 test sequences which were presented to each subject. 27 illustrates the results of the subjective test for each rendering method. The average and variance of the impairment for each rendering method were calculated from 576 collected scores (32 test sequences among 18 subjects). To validate the relationship between ESD and subjective DCR rating, the procedure for specifying accuracy and cross-calibration of video quality metrics 44 H. Shidanshidi et al. Fig.

4 can be used in LF system analysis and design. j can be theoretically calculated. For example, in [29], the authors have used the above relationships to obtain the minimum camera density for capturing a scene. We will show in future publications how ESD can be used to optimise the acquisition and rendering parameters of an LF system individually and jointly for a target output video quality. 5 Theoretical and Simulation Results To verify the effectiveness of ESD as an indicator to estimate the distortion introduced by the acquisition and rendering components in an LF-based FVV system, a computer simulation system employing a 3D engine has been developed to generate the ground-truth data [55].

A 16 16 regular camera grid was placed for 30 H. Shidanshidi et al. Fig. e. l D 0:05. However, for experiments reported in Fig. 10, to evaluate the effect of the 3D model depth in output PSNR, d is changed between [10 m, 50 m], in Fig. 9 m], and in Fig. 1 cm], to analyse the effects of these factors on the output distortion. Please note that the term pixel size in the following experiments refers to l, the projected pixel size on image plane st at depth d D 1. on st plane corresponds to a real pixel size 00 equal to 4:8 10 4 cm for a typical 1 2 camera sensor or capturing resolution of 2560 1920.

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