By Ahmet Kondoz, Tasos Dagiuklas
This booklet describes contemporary concepts in 3D media and applied sciences, with assurance of 3D media taking pictures, processing, encoding, and edition, networking facets for 3D Media, and caliber of person adventure (QoE). the most contributions are in accordance with the result of the FP7 ecu initiatives ROMEO, which specialize 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 continues to be a hugely difficult challenge as a result of great amount of knowledge concerned, diversified community features and person terminal standards, in addition to the user’s context equivalent to their personal tastes and placement. because the variety of visible perspectives raises, present structures will fight to satisfy the tough standards by way of supply of continuing video caliber to either mounted and cellular clients.
ROMEO will layout and enhance hybrid-networking strategies that mix the DVB-T2 and DVB-NGH broadcast entry community applied sciences including a QoE acutely aware Peer-to-Peer (P2P) distribution procedure that operates over stressed and instant hyperlinks. reside streaming 3D media has to be bought by way of taking part clients even as or with imperceptible hold up to let them to observe jointly whereas replacing reviews as though they have been all within the comparable 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 themes. Graduate scholars and execs in electric engineering and computing device technological know-how 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 genuine and the substitute in augmented 3D worlds: a quick survey of purposes and challenges
Chapter four: Multi-view acquisition and complex intensity map processing techniques
Chapter five: Object-based spatial audio: inspiration, merits and demanding situations
Part II: Networking facets for 3D Media
Chapter 6: delivery Protocols for 3D Video
Chapter 7: Media-Aware Networks in destiny web Media
Chapter eight: P2P Video Streaming Technologies
Chapter nine: IP-based Mobility Scheme aiding 3D Video Streaming Services
Part III: QoE and QoS Advances for 3D Media
Chapter 10: Dynamic QoS help for P2P Communications
Chapter eleven: Assessing the standard of expertise of 3DTV and past -Tackling the multidimensional
Chapter 12: blunders Concealment recommendations 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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Demiris Abstract Augmented reality finds its way into everyday applications providing appealing alternatives to current interaction paradigms as well as efficient and comprehensive information visualization. The work presented in this brief survey was carried out in the earlier days of augmented reality research in three different application areas that show promising application potential for augmented reality and are still not completely addressed and solved. The survey addresses not only different application areas but through them different technological challenges.
Such scheme allows exploitation of a wide range of asymmetry with only one encoding channel. 264/AVC view. P. 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.
1 Use of Reference Images In the core of the system lies a multimedia database that contains all content in a geo-tagged manner. M. Demiris Fig. 4 An overview of the reference image usage for the calculation of the projection parameters leading to the final augmented view; two possibilities for obtaining the final rendering are presented (the most time- and power-consuming one depicted in gray with dotted lines) information or augment the scene. Among these files are also reference images that are used to support the tracking of the scenery.
3D Future Internet Media by Ahmet Kondoz, Tasos Dagiuklas