By Guan-Ming Su
Provides insurance of the most important theories and applied sciences keen on the lifecycle of 3D video content material delivery
Presenting the applied sciences utilized in end-to-end 3D video communique platforms, this reference covers 3D pictures and video coding, content material production and demonstrate, and communications and networking. It covers the total variety of key components from the basics of 3D visible illustration to the newest 3D video coding strategies, proper communique infrastructure and networks to the 3D caliber of experience.
The booklet is based to logically lead readers in the course of the subject, beginning with regular and primary details, carrying on with with an in depth component of various visualisation innovations ahead of concluding with an intensive view of 3D cellular conversation platforms and developments. The authors provide such a lot concentration to 4 very important components: 3D video coding and communications; 3D graphics/gaming and cellular communications; end-to-end 3D surroundings (including 3D...
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Extra info for 3D Visual Communications
We first present the 3D artifacts which may be induced throughout the whole content life cycle: content capture, content creation, content compression, content delivery, and content display. In the second part, we address how to measure the quality of experience for 3D systems subjectively and objectively. With those requirements in mind, we discuss the important factors to design a comfortable and high-quality 3D system. Chapter 8 addresses the main issue encountered when transmitting 3D video over a channel: that of dealing with errors introduced during the communication process.
The views actually transmitted are chosen in such a way that they can be used to synthesize the intermediate views. How to maximize all users' QoE by selecting the representative views and choosing the video encoding parameters and network parameters to meet different users' viewing preferences under different channel conditions becomes an important issue. Most of the approaches in a 3D video communications pipeline take advantage of intrinsic correlation among different views. In networks of many users receiving 3D video streams, the view being received by one user could serve other users by providing the same view, if needed, or a view that could be used to synthesize a virtual view.
For example, the depth image source can be used in image plus depth rendering or processed for N-view application. Since the amount of acquired/processed/transformed 3D scene is rather large compared to single-view video data, there is a strong need to compress the 3D scene data. On the other hand, applying traditional 2D video coding schemes separately to each view or each different data type is inefficient as there exist certain representation/coding redundancies among neighboring views and different data types.