KEYWORDS: Performance modeling, Voxels, Data modeling, Quantization, Video compression, Education and training, 3D modeling, Neural networks, Image compression, Video
The Moving Picture Expert Groups (MPEG) recognized that the Neural Radiance Field (NeRF) could serve as a novel image and video compression approach. Therefore, the MPEG established the ad-hoc group called Implicit Neural Visual Representation (INVR) and is currently exploring the potential standardization of 6 Degree of Freedom (6DoF) video compression using NeRF-based technologies. The INVR group is investigating the compression and rendering performance of various NeRF models, including the basic NeRF composed of simple Multi-Layer Perceptrons (MLPs) and the hybrid NeRF that utilizes voxel grids along with MLPs. In this paper, we propose compression methods of basic NeRF and hybrid NeRF using the existing standards, Neural Network Compression (NNC) and Versatile Video Coding (VVC), respectively. The proposed method for the basic NeRF compression utilizes NNC with a network-adaptive bit allocation method. Additionally, the proposed method for compressing the hybrid NeRF, TensoRF, involves transforming the tensor-planes that constitute TensoRF into feature maps and compress them using VVC. In the validation experiments based on the common test conditions (CTCs) defined by INVR, the proposed hybrid NeRF compression demonstrates significantly higher BPP-PSNR performance compared to the state-of-the art method, Vector Quantized Radiance Field (VQRF).
Light-field content is required to provide full-parallax 3D view with dense angular resolution. However, it is very hard to directly capture such dense full-parallax view images using a camera system because it requires specialised micro-lens arrays or a heavy camera-array system. Therefore, we present an algorithm to synthesise full-parallax virtual view images using image-based rendering appropriate for light-field content generation. The proposed algorithm consists of four-directional image warping, view image blending using the nearest view image priority selection and the sum of the weighted inverse Euclidean distance, and hole filling. Experimental results show that dense full-parallax virtual view images can be generated from sparse full-parallax view images with fewer image artefacts. Finally, it is confirmed that the proposed full-parallax view synthesis algorithm can be used for light-field content generation without a dense camera array system.
A method of quantifying the amount of moirés in contact-type 3-D displays is described. The color moirés in the displays are induced by the periodic blocking of a part of each pixel on the panel by the boundary lines or the barrier lines consisting of the viewing zone forming optics. The method starts calculating the intensity of an image laden with moirés and that of the image with no moirés. The moirés contrast is defined as the intensity difference of the two images. The contrast values match well with those from the simulated moirés for the crossing angle range of 0° to 20°.
In this paper, we introduce a high efficient and practical disparity estimation using hierarchical bilateral filtering for real-time view synthesis. The proposed method is based on hierarchical stereo matching with hardware-efficient bilateral filtering. Hardware-efficient bilateral filtering is different from the exact bilateral filter. The purpose of the method is to design an edge-preserving filter that can be efficiently parallelized on hardware. The proposed hierarchical bilateral filtering based disparity estimation is essentially a coarse-to-fine use of stereo matching with bilateral filtering. It works as follows: firstly, the hierarchical image pyramid are constructed; the multi-scale algorithm then starts by applying a local stereo matching to the downsampled images at the coarsest level of the hierarchy. After the local stereo matching, the estimated disparity map is refined with the bilateral filtering. And then the refined disparity map will be adaptively upsampled to the next finer level. The upsampled disparity map used as a prior of the corresponding local stereo matching at the next level, and filtered and so on. The method we propose is essentially a combination of hierarchical stereo matching and hardware-efficient bilateral filtering. As a result, visual comparison using real-world stereoscopic video clips shows that the method gives better results than one of state-of-art methods in terms of robustness and computation time.
KEYWORDS: Video, 3D displays, Receivers, 3D video compression, 3D image processing, 3D metrology, Video coding, 3D vision, 3D video streaming, Multimedia
In this paper, we present a development of 3D-T DMB (three-dimensional digital multimedia broadcasting) receiver for
providing 3D video and data service. First, for a 3D video service, the developed receiver is capable of decoding and
playing 3D AV contents that is encoded by simulcast encoding method and that is transmitted via T-DMB network.
Second, the developed receiver can render stereoscopic multimedia objects delivered using MPEG-4 BIFS technology
that is also employed in T-DMB. Specially, this paper introduces hardware and software architecture and its
implementation of 3D T-DMB receiver. The developed 3D T-DMB receiver has capabilities of generating stereoscopic
viewing on the glasses-free 3D mobile display, therefore we propose parameters for designing the 3D display, together
with evaluating the viewing angle and distance through both computer simulation and actual measurement. Finally, the
availability of 3D video and data service is verified using the experimental system including the implemented receiver
and a variety of service examples.
KEYWORDS: Video, 3D image processing, Receivers, Computer programming, Imaging systems, Multimedia, 3D displays, 3D video compression, Cameras, Image quality
We present a 3-D mobile broadcasting system based on a depth-image-based rendering (DIBR) technique in terrestrial digital multimedia broadcasting (T-DMB). It is well known that a 3-D mobile broadcasting service based on the DIBR technique can be one of the solutions to meet service requirements, because the required bit rates of depth images in DIBR schemes are less than additional video bit rates of other 3-D formats, while keeping good 3-D quality and guaranteeing backward compatibility with conventional broadcasting systems. We propose an implementation of a DIBR-based 3-D T-DMB system that supports real-time rendering with good image quality and realistic depth effect at the receiver, verifying that it could be perfectly applicable in mobile broadcasting. Specifically, the proposed 3-D T-DMB receiver adopts a look-up table (LUT)-based simultaneous method to accomplish the real-time implementation of DIBR algorithms, including warping, hole filling, and interleaving. Moreover, we establish the parameter values that are needed for generating the LUT based on theoretical analysis. The verification is accomplished through objective and subjective evaluations, based on simulation and real-time implementation of the system under actual service conditions.
KEYWORDS: 3D displays, Video, 3D video streaming, Receivers, 3D video compression, LCDs, Video compression, Multimedia, 3D acquisition, 3D image processing
The mobile broadcasting services getting deployed around the world are being evolved to new services. One of the
notable services is mobile stereoscopic service, called 3D, which can provide users with a stereoscopic view of TV
contents while on the move. This paper presents the design and the implementation of 3D DMB receiver enabling the
reception of mobile 3DTV and BIFS based interactive data services. Main concepts of 3D DMB receiver are the nonglasses
viewing experience, backward and forward compatibility and high transmission efficiency. We demonstrate the
main concepts and features of our 3D DMB receiver and outline the implementation result along with the future works.
KEYWORDS: Video, Receivers, 3D image processing, Computer programming, Image quality, 3D displays, Video coding, 3D video compression, Visualization, 3D video streaming
This paper presents a 3D (three dimensional) mobile broadcasting service based on depth-image-based rendering (DIBR)
technique in terrestrial digital multimedia broadcasting (T-DMB). In designing and developing a 3D visual service based
on mobile broadcasting system, we must consider system requirements such as the minimization of additional bit-rates
for 3D depth information due to the limitation of transmission channel bandwidth, the assurance of backward
compatibility with existing T-DMB, and the maximization of 3D effect while reducing eye fatigue. Therefore, the 3D
mobile broadcasting service based on DIBR technique can be one of the solutions to meet such requirements because the
allocated bit-rates of depth image with DIBR scheme is less than additional video bit-rates of another 3D format, while
keeping 3D quality and guaranteeing backward-compatibility with T-DMB. In this paper, we introduce an
implementation of DIBR-based 3D T-DMB system that supports the real-time rendering with good image quality and
depth effect at the receiver, verifying that it could be available in the mobile broadcasting. The verification is achieved
through objective and subjective evaluation, based on the simulation and implementation of the system. Finally, we will
confirm that DIBR-based 3D mobile broadcasting service would be commercialized in near future.
The implemented T-DMB Splicing System provides multimedia service without any discontinuity of video and audio when inserting commercial and specific program while transmitting main DMB broadcasting program. And it can be used for inserting local broadcasting program while retransmitting central broadcasting program. This paper introduces Terrestrial Digital Multimedia Broadcasting (T-DMB) splicing method based on Eureka-147 DAB and presents a new architecture of transmission system for T-DMB Splicing.
Among the 3D stereoscopic cameras to acquire the stereo views, the parallel-axis stereo camera is considered as the simplest one of binocular stereo cameras. However, it is not able to control vergence since its left and right imaging sensors are fixed. In order to overcome such limitations of the stereoscopic cameras, we propose a parallel-axis stereoscopic camera that has functions for the vergence control and video multiplexing simultaneously, which can be implemented by simple and real-time processing without image deterioration. In this paper, we simulate the effects of the vergence control according to the proposed methods, which is accomplished by the over-sampling at ADC and extracted disparity with help of multiplexing function. It is confirm that the processed stereoscopic images by the proposed PASC are very comfortable for viewing on the 3D display within a limited disparity range.
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