Guan-Ming Su, Yu-Chi Lai, Andres Kwasinski, Haohong Wang
3D Visual Communications
By Su, Guan-Ming; Lai, Yu-chi; Kwasinski, Andres; Wang, Haohong
Guan-Ming Su, Yu-Chi Lai, Andres Kwasinski, Haohong Wang
3D Visual Communications
By Su, Guan-Ming; Lai, Yu-chi; Kwasinski, Andres; Wang, Haohong
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Provides coverage of the major theories and technologies involved in the lifecycle of 3D video content delivery
Presenting the technologies used in end-to-end 3D video communication systems, this reference covers 3D graphics and video coding, content creation and display, and communications and networking. It covers the full range of key areas from the fundamentals of 3D visual representation to the latest 3D video coding techniques, relevant communication infrastructure and networks to the 3D quality of experience.
The book is structured to logically lead readers through the topic,…mehr
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Provides coverage of the major theories and technologies involved in the lifecycle of 3D video content delivery
Presenting the technologies used in end-to-end 3D video communication systems, this reference covers 3D graphics and video coding, content creation and display, and communications and networking. It covers the full range of key areas from the fundamentals of 3D visual representation to the latest 3D video coding techniques, relevant communication infrastructure and networks to the 3D quality of experience.
The book is structured to logically lead readers through the topic, starting with generic and fundamental information, continuing with a detailed section of different visualisation techniques before concluding with an extensive view of 3D mobile communication systems and trends. The authors give most focus to four important areas: 3D video coding and communications; 3D graphics/gaming and mobile communications; end-to-end 3D ecosystem (including 3D display, 3D player, networking facility and 3D quality issues), and future communications and networks advances for emerging 3D experience.
Presents the theory and key concepts behind the latest 3D visual coding framework, standards, and corresponding quality assessment
Provides fundamental material which forms the basis for future research on enhancing the performance of 3D visual communications over current and future wireless networks
Covers important topics including: 3D video coding and communications; 3D graphics/gaming and mobile communications; end-to-end 3D ecosystem; and future communications and networks advances for emerging 3D experience
Essential reading for engineers involved in the research, design and development of 3D visual coding and 3D visual transmission systems and technologies, as well as academic and industrial researchers.
Presenting the technologies used in end-to-end 3D video communication systems, this reference covers 3D graphics and video coding, content creation and display, and communications and networking. It covers the full range of key areas from the fundamentals of 3D visual representation to the latest 3D video coding techniques, relevant communication infrastructure and networks to the 3D quality of experience.
The book is structured to logically lead readers through the topic, starting with generic and fundamental information, continuing with a detailed section of different visualisation techniques before concluding with an extensive view of 3D mobile communication systems and trends. The authors give most focus to four important areas: 3D video coding and communications; 3D graphics/gaming and mobile communications; end-to-end 3D ecosystem (including 3D display, 3D player, networking facility and 3D quality issues), and future communications and networks advances for emerging 3D experience.
Presents the theory and key concepts behind the latest 3D visual coding framework, standards, and corresponding quality assessment
Provides fundamental material which forms the basis for future research on enhancing the performance of 3D visual communications over current and future wireless networks
Covers important topics including: 3D video coding and communications; 3D graphics/gaming and mobile communications; end-to-end 3D ecosystem; and future communications and networks advances for emerging 3D experience
Essential reading for engineers involved in the research, design and development of 3D visual coding and 3D visual transmission systems and technologies, as well as academic and industrial researchers.
Produktdetails
- Produktdetails
- Verlag: Wiley & Sons
- 2. Aufl.
- Seitenzahl: 356
- Erscheinungstermin: 11. Februar 2013
- Englisch
- Abmessung: 251mm x 170mm x 23mm
- Gewicht: 916g
- ISBN-13: 9781119960706
- ISBN-10: 1119960703
- Artikelnr.: 36519713
- Verlag: Wiley & Sons
- 2. Aufl.
- Seitenzahl: 356
- Erscheinungstermin: 11. Februar 2013
- Englisch
- Abmessung: 251mm x 170mm x 23mm
- Gewicht: 916g
- ISBN-13: 9781119960706
- ISBN-10: 1119960703
- Artikelnr.: 36519713
Guan-Ming Su, Dolby Labs, USA Dr. Guan-Ming Su received the PhD degree in Electrical Engineering from the University of Maryland, College Park, in 2006. He is currently with Dolby Labs, Santa Clara. Prior to this he was with the R&D Department, Qualcomm, Inc., San Diego; ESS Technology, Fremont; and Marvell Semiconductor, Inc., Santa Clara. Dr Su is an associate editor of Journal of Communications and director of review board and R-Letter in IEEE Multimedia Communications Technical Committee. Yu-Chi Lai, National Taiwan University of Science and Technology, Taiwan Dr. Yu-Chi Lai received his PhD degree in Electrical and Computer Engineering from University of Wisconsin, Madison in 2009 and his PhD degree in Computer Science in 2010. He is currently an assistant professor in National Taiwan University of Science and Technology and his Research interests are in the area of graphics, vision, and multimedia. Andres Kwasinski, Rochester Institute of Technology, USA Dr Kwasinski received his Ph.D. degree in Electrical and Computer Engineering from the University of Maryland in 2004. He is currently an Assistant Professor with the Department of Computer Engineering, Rochester Institute of Technology, New York. Prior to this he was with Texas Instruments Inc., the Department of Electrical and Computer Engineering at the University of Maryland, and Lucent Technologies. He has been the Globecom 2010 Workshop Co-Chair and the Chair of the IEEE Multimedia Technical Committee Interest Group on Distributed and Sensor Networks for Mobile Media Computing and Applications. Haohong Wang, Cisco Systems, USA Dr. Haohong Wang received the PhD degree in Electrical and Computer Engineering from Northwestern University, Evanston, USA. He is currently a Technical Leader at Cisco Systems, Milpitas, California. Prior to that, he held various technical and management positions at AT&T, Catapult Communications, Qualcomm, Marvell and TCL-Thomson Electronics. Dr Wang has published more than 40 articles in peer-reviewed journals and International conferences. He is the inventor of more than 40 U.S. patents and pending applications.
Preface ix About the Authors xiii 1 Introduction 1 1.1 Why 3D
Communications? 1 1.2 End-to-End 3D Visual Ecosystem 3 1.2.1 3D Modeling
and Representation 5 1.2.2 3D Content Creation 6 1.2.3 3D Video Compression
7 1.2.4 3D Content Delivery 8 1.2.5 3D Display 9 1.2.6 3D QoE 9 1.3 3D
Visual Communications 10 1.4 Challenges and Opportunities 11 References 15
2 3D Graphics and Rendering 17 2.1 3DTV Content Processing Procedure 19 2.2
3D Scene Representation with Explicit Geometry - Geometry Based
Representation 22 2.2.1 Surface Based Representation 23 2.2.2 Point Based
Representation 37 2.2.3 Point Based Construction 38 2.2.4 Point Based
Compression and Encoding for Transmission 38 2.2.5 Point Based Rendering:
Splatting 39 2.2.6 Volumetric Representation 40 2.2.7 Volumetric
Construction 40 2.2.8 Volumetric Compression and Encoding for Transmission
41 2.2.9 Volumetric Rendering 42 2.3 3D Scene Representation without
Geometry - Image-Based Representation 43 2.3.1 Plenoptic Function 43 2.3.2
Single Texture Representation 46 2.3.3 Multiple Texture Representation 48
2.3.4 Image Based Animation 51 2.4 3D Scene Representation with Implicit
Geometry - Depth-Image-Based Representation 51 2.4.1 History of
Depth-Image-Based Representation 52 2.4.2 Fundamental Concept
Depth-Image-Based Representation 53 2.4.3 Depth Construction 56 2.4.4
Depth-Image-Based Animation 57 References 57 3 3D Display Systems 63 3.1
Depth Cues and Applications to 3D Display 63 3.1.1 Monocular Depth Cues 63
3.1.2 Binocular Depth Cues 64 3.2 Stereoscopic Display 65 3.2.1 Wavelength
Division (Color) Multiplexing 65 3.2.2 Polarization Multiplexing 69 3.2.3
Time Multiplexing 69 3.3 Autostereoscopic Display 71 3.3.1 Occlusion-Based
Approach 71 3.3.2 Refraction-Based Approach 75 3.4 Multi-View System 78
3.4.1 Head Tracking Enabled Multi-View Display 79 3.4.2 Automultiscopic 79
3.5 Recent Advances in Hologram System Study 83 References 84 4 3D Content
Creation 85 4.1 3D Scene Modeling and Creation 85 4.1.1 Geometry-Based
Modeling 86 4.1.2 Image-Based Modeling 86 4.1.3 Hybrid Approaches 87 4.2 3D
Content Capturing 87 4.2.1 Stereo Camera 87 4.2.2 Depth Camera 88 4.2.3
Multi-View Camera 88 4.2.4 3D Capturing with Monoscopic Camera 89 4.3
2D-to-3D Video Conversion 101 4.3.1 Automatic 2D-to-3D Conversion 103 4.3.2
Interactive 2D-to-3D Conversion 111 4.3.3 Showcase of 3D Conversion System
Design 112 4.4 3D Multi-View Generation 125 References 126 5 3D Video
Coding and Standards 129 5.1 Fundamentals of Video Coding 129 5.2 Two-View
Stereo Video Coding 142 5.2.1 Individual View Coding 142 5.2.2 Inter-View
Prediction Stereo Video Coding 143 5.3 Frame-Compatible Stereo Coding 144
5.3.1 Half-Resolution Frame-Compatible Stereo Coding 144 5.3.2
Full-Resolution Frame-Compatible Layer Approach 146 5.4 Video Plus Depth
Coding 148 5.5 Multiple View Coding 156 5.6 Multi-View Video Plus Depth
(MVD) Video 160 5.7 Layered Depth Video (LDV) 163 5.8 MPEG-4 BIFS and AFX
165 5.9 Free-View Point Video 166 References 167 6 Communication Networks
171 6.1 IP Networks 171 6.1.1 Packet Networks 171 6.1.2 Layered Network
Protocols Architecture 172 6.2 Wireless Communications 174 6.2.1 Modulation
175 6.2.2 The Wireless Channel 177 6.2.3 Adaptive Modulation and Coding 191
6.3 Wireless Networking 193 6.4 4G Standards and Systems 193 6.4.1 Evolved
Universal Terrestrial Radio Access Network (E-UTRAN) 195 6.4.2 Evolved
Packet Core (EPC) 200 6.4.3 Long Term Evolution-Advance (LTE-A) 201 6.4.4
IEEE 802.16 - WiMAX 202 References 203 7 Quality of Experience 205 7.1 3D
Artifacts 205 7.1.1 Fundamentals of 3D Human Visual System 205 7.1.2
Coordinate Transform for Camera and Display System 206 7.1.3 Keystone
Distortion 211 7.1.4 Depth-Plane Curvature 212 7.1.5 Shear Distortion 212
7.1.6 Puppet-Theater Effect 213 7.1.7 Cardboard Effect 215 7.1.8
Asymmetries in Stereo Camera Rig 216 7.1.9 Crosstalk 217 7.1.10
Picket-Fence Effect and Lattice Artifacts 217 7.1.11 Hybrid DCT Lossy
Compression Artifact 218 7.1.12 Depth Map Bleeding and Depth Ringing 219
7.1.13 Artifacts Introduced by Unreliable Communication Networks 219 7.1.14
Artifacts from New View Synthesis 219 7.1.15 Summary of 3D Artifacts 220
7.2 QoE Measurement 220 7.2.1 Subjective Evaluations 222 7.2.2 2D Image and
Video QoE Measurement 226 7.2.3 3D Video HVS Based QoE Measurement 235
7.2.4 Postscript on Quality of Assessment 246 7.3 QoE Oriented System
Design 247 7.3.1 Focus Cues and Perceptual Distortions 247 7.3.2 Visual
Fatigue 249 References 250 8 3D Video over Networks 259 8.1
Transmission-Induced Error 259 8.2 Error Resilience 267 8.3 Error
Concealment 270 8.4 Unequal Error Protection 275 8.5 Multiple Description
Coding 279 8.6 Cross-Layer Design 282 References 286 9 3D Applications 289
9.1 Glass-Less Two-View Systems 289 9.1.1 Spatially Multiplexed Systems 290
9.1.2 Temporally Multiplexed Systems 290 9.2 3D Capture and Display Systems
291 9.3 Two-View Gaming Systems 294 9.4 3D Mobile 298 9.4.1 HTC EVO 3D 298
9.4.2 Mobile 3D Perception 299 9.5 Augmented Reality 302 9.5.1 Medical
Visualization 304 9.5.2 Mobile Phone Applications 306 References 309 10
Advanced 3D Video Streaming Applications 313 10.1 Rate Control in Adaptive
Streaming 313 10.1.1 Fundamentals of Rate Control 313 10.1.2 Two-View
Stereo Video Streaming 318 10.1.3 MVC Streaming 318 10.1.4 MVD Streaming
319 10.2 Multi-View Video View Switching 321 10.3 Peer-to-Peer 3D Video
Streaming 325 10.4 3D Video Broadcasting 328 10.5 3D Video over 4G Networks
329 References 331 Index 335
Communications? 1 1.2 End-to-End 3D Visual Ecosystem 3 1.2.1 3D Modeling
and Representation 5 1.2.2 3D Content Creation 6 1.2.3 3D Video Compression
7 1.2.4 3D Content Delivery 8 1.2.5 3D Display 9 1.2.6 3D QoE 9 1.3 3D
Visual Communications 10 1.4 Challenges and Opportunities 11 References 15
2 3D Graphics and Rendering 17 2.1 3DTV Content Processing Procedure 19 2.2
3D Scene Representation with Explicit Geometry - Geometry Based
Representation 22 2.2.1 Surface Based Representation 23 2.2.2 Point Based
Representation 37 2.2.3 Point Based Construction 38 2.2.4 Point Based
Compression and Encoding for Transmission 38 2.2.5 Point Based Rendering:
Splatting 39 2.2.6 Volumetric Representation 40 2.2.7 Volumetric
Construction 40 2.2.8 Volumetric Compression and Encoding for Transmission
41 2.2.9 Volumetric Rendering 42 2.3 3D Scene Representation without
Geometry - Image-Based Representation 43 2.3.1 Plenoptic Function 43 2.3.2
Single Texture Representation 46 2.3.3 Multiple Texture Representation 48
2.3.4 Image Based Animation 51 2.4 3D Scene Representation with Implicit
Geometry - Depth-Image-Based Representation 51 2.4.1 History of
Depth-Image-Based Representation 52 2.4.2 Fundamental Concept
Depth-Image-Based Representation 53 2.4.3 Depth Construction 56 2.4.4
Depth-Image-Based Animation 57 References 57 3 3D Display Systems 63 3.1
Depth Cues and Applications to 3D Display 63 3.1.1 Monocular Depth Cues 63
3.1.2 Binocular Depth Cues 64 3.2 Stereoscopic Display 65 3.2.1 Wavelength
Division (Color) Multiplexing 65 3.2.2 Polarization Multiplexing 69 3.2.3
Time Multiplexing 69 3.3 Autostereoscopic Display 71 3.3.1 Occlusion-Based
Approach 71 3.3.2 Refraction-Based Approach 75 3.4 Multi-View System 78
3.4.1 Head Tracking Enabled Multi-View Display 79 3.4.2 Automultiscopic 79
3.5 Recent Advances in Hologram System Study 83 References 84 4 3D Content
Creation 85 4.1 3D Scene Modeling and Creation 85 4.1.1 Geometry-Based
Modeling 86 4.1.2 Image-Based Modeling 86 4.1.3 Hybrid Approaches 87 4.2 3D
Content Capturing 87 4.2.1 Stereo Camera 87 4.2.2 Depth Camera 88 4.2.3
Multi-View Camera 88 4.2.4 3D Capturing with Monoscopic Camera 89 4.3
2D-to-3D Video Conversion 101 4.3.1 Automatic 2D-to-3D Conversion 103 4.3.2
Interactive 2D-to-3D Conversion 111 4.3.3 Showcase of 3D Conversion System
Design 112 4.4 3D Multi-View Generation 125 References 126 5 3D Video
Coding and Standards 129 5.1 Fundamentals of Video Coding 129 5.2 Two-View
Stereo Video Coding 142 5.2.1 Individual View Coding 142 5.2.2 Inter-View
Prediction Stereo Video Coding 143 5.3 Frame-Compatible Stereo Coding 144
5.3.1 Half-Resolution Frame-Compatible Stereo Coding 144 5.3.2
Full-Resolution Frame-Compatible Layer Approach 146 5.4 Video Plus Depth
Coding 148 5.5 Multiple View Coding 156 5.6 Multi-View Video Plus Depth
(MVD) Video 160 5.7 Layered Depth Video (LDV) 163 5.8 MPEG-4 BIFS and AFX
165 5.9 Free-View Point Video 166 References 167 6 Communication Networks
171 6.1 IP Networks 171 6.1.1 Packet Networks 171 6.1.2 Layered Network
Protocols Architecture 172 6.2 Wireless Communications 174 6.2.1 Modulation
175 6.2.2 The Wireless Channel 177 6.2.3 Adaptive Modulation and Coding 191
6.3 Wireless Networking 193 6.4 4G Standards and Systems 193 6.4.1 Evolved
Universal Terrestrial Radio Access Network (E-UTRAN) 195 6.4.2 Evolved
Packet Core (EPC) 200 6.4.3 Long Term Evolution-Advance (LTE-A) 201 6.4.4
IEEE 802.16 - WiMAX 202 References 203 7 Quality of Experience 205 7.1 3D
Artifacts 205 7.1.1 Fundamentals of 3D Human Visual System 205 7.1.2
Coordinate Transform for Camera and Display System 206 7.1.3 Keystone
Distortion 211 7.1.4 Depth-Plane Curvature 212 7.1.5 Shear Distortion 212
7.1.6 Puppet-Theater Effect 213 7.1.7 Cardboard Effect 215 7.1.8
Asymmetries in Stereo Camera Rig 216 7.1.9 Crosstalk 217 7.1.10
Picket-Fence Effect and Lattice Artifacts 217 7.1.11 Hybrid DCT Lossy
Compression Artifact 218 7.1.12 Depth Map Bleeding and Depth Ringing 219
7.1.13 Artifacts Introduced by Unreliable Communication Networks 219 7.1.14
Artifacts from New View Synthesis 219 7.1.15 Summary of 3D Artifacts 220
7.2 QoE Measurement 220 7.2.1 Subjective Evaluations 222 7.2.2 2D Image and
Video QoE Measurement 226 7.2.3 3D Video HVS Based QoE Measurement 235
7.2.4 Postscript on Quality of Assessment 246 7.3 QoE Oriented System
Design 247 7.3.1 Focus Cues and Perceptual Distortions 247 7.3.2 Visual
Fatigue 249 References 250 8 3D Video over Networks 259 8.1
Transmission-Induced Error 259 8.2 Error Resilience 267 8.3 Error
Concealment 270 8.4 Unequal Error Protection 275 8.5 Multiple Description
Coding 279 8.6 Cross-Layer Design 282 References 286 9 3D Applications 289
9.1 Glass-Less Two-View Systems 289 9.1.1 Spatially Multiplexed Systems 290
9.1.2 Temporally Multiplexed Systems 290 9.2 3D Capture and Display Systems
291 9.3 Two-View Gaming Systems 294 9.4 3D Mobile 298 9.4.1 HTC EVO 3D 298
9.4.2 Mobile 3D Perception 299 9.5 Augmented Reality 302 9.5.1 Medical
Visualization 304 9.5.2 Mobile Phone Applications 306 References 309 10
Advanced 3D Video Streaming Applications 313 10.1 Rate Control in Adaptive
Streaming 313 10.1.1 Fundamentals of Rate Control 313 10.1.2 Two-View
Stereo Video Streaming 318 10.1.3 MVC Streaming 318 10.1.4 MVD Streaming
319 10.2 Multi-View Video View Switching 321 10.3 Peer-to-Peer 3D Video
Streaming 325 10.4 3D Video Broadcasting 328 10.5 3D Video over 4G Networks
329 References 331 Index 335
Preface ix About the Authors xiii 1 Introduction 1 1.1 Why 3D
Communications? 1 1.2 End-to-End 3D Visual Ecosystem 3 1.2.1 3D Modeling
and Representation 5 1.2.2 3D Content Creation 6 1.2.3 3D Video Compression
7 1.2.4 3D Content Delivery 8 1.2.5 3D Display 9 1.2.6 3D QoE 9 1.3 3D
Visual Communications 10 1.4 Challenges and Opportunities 11 References 15
2 3D Graphics and Rendering 17 2.1 3DTV Content Processing Procedure 19 2.2
3D Scene Representation with Explicit Geometry - Geometry Based
Representation 22 2.2.1 Surface Based Representation 23 2.2.2 Point Based
Representation 37 2.2.3 Point Based Construction 38 2.2.4 Point Based
Compression and Encoding for Transmission 38 2.2.5 Point Based Rendering:
Splatting 39 2.2.6 Volumetric Representation 40 2.2.7 Volumetric
Construction 40 2.2.8 Volumetric Compression and Encoding for Transmission
41 2.2.9 Volumetric Rendering 42 2.3 3D Scene Representation without
Geometry - Image-Based Representation 43 2.3.1 Plenoptic Function 43 2.3.2
Single Texture Representation 46 2.3.3 Multiple Texture Representation 48
2.3.4 Image Based Animation 51 2.4 3D Scene Representation with Implicit
Geometry - Depth-Image-Based Representation 51 2.4.1 History of
Depth-Image-Based Representation 52 2.4.2 Fundamental Concept
Depth-Image-Based Representation 53 2.4.3 Depth Construction 56 2.4.4
Depth-Image-Based Animation 57 References 57 3 3D Display Systems 63 3.1
Depth Cues and Applications to 3D Display 63 3.1.1 Monocular Depth Cues 63
3.1.2 Binocular Depth Cues 64 3.2 Stereoscopic Display 65 3.2.1 Wavelength
Division (Color) Multiplexing 65 3.2.2 Polarization Multiplexing 69 3.2.3
Time Multiplexing 69 3.3 Autostereoscopic Display 71 3.3.1 Occlusion-Based
Approach 71 3.3.2 Refraction-Based Approach 75 3.4 Multi-View System 78
3.4.1 Head Tracking Enabled Multi-View Display 79 3.4.2 Automultiscopic 79
3.5 Recent Advances in Hologram System Study 83 References 84 4 3D Content
Creation 85 4.1 3D Scene Modeling and Creation 85 4.1.1 Geometry-Based
Modeling 86 4.1.2 Image-Based Modeling 86 4.1.3 Hybrid Approaches 87 4.2 3D
Content Capturing 87 4.2.1 Stereo Camera 87 4.2.2 Depth Camera 88 4.2.3
Multi-View Camera 88 4.2.4 3D Capturing with Monoscopic Camera 89 4.3
2D-to-3D Video Conversion 101 4.3.1 Automatic 2D-to-3D Conversion 103 4.3.2
Interactive 2D-to-3D Conversion 111 4.3.3 Showcase of 3D Conversion System
Design 112 4.4 3D Multi-View Generation 125 References 126 5 3D Video
Coding and Standards 129 5.1 Fundamentals of Video Coding 129 5.2 Two-View
Stereo Video Coding 142 5.2.1 Individual View Coding 142 5.2.2 Inter-View
Prediction Stereo Video Coding 143 5.3 Frame-Compatible Stereo Coding 144
5.3.1 Half-Resolution Frame-Compatible Stereo Coding 144 5.3.2
Full-Resolution Frame-Compatible Layer Approach 146 5.4 Video Plus Depth
Coding 148 5.5 Multiple View Coding 156 5.6 Multi-View Video Plus Depth
(MVD) Video 160 5.7 Layered Depth Video (LDV) 163 5.8 MPEG-4 BIFS and AFX
165 5.9 Free-View Point Video 166 References 167 6 Communication Networks
171 6.1 IP Networks 171 6.1.1 Packet Networks 171 6.1.2 Layered Network
Protocols Architecture 172 6.2 Wireless Communications 174 6.2.1 Modulation
175 6.2.2 The Wireless Channel 177 6.2.3 Adaptive Modulation and Coding 191
6.3 Wireless Networking 193 6.4 4G Standards and Systems 193 6.4.1 Evolved
Universal Terrestrial Radio Access Network (E-UTRAN) 195 6.4.2 Evolved
Packet Core (EPC) 200 6.4.3 Long Term Evolution-Advance (LTE-A) 201 6.4.4
IEEE 802.16 - WiMAX 202 References 203 7 Quality of Experience 205 7.1 3D
Artifacts 205 7.1.1 Fundamentals of 3D Human Visual System 205 7.1.2
Coordinate Transform for Camera and Display System 206 7.1.3 Keystone
Distortion 211 7.1.4 Depth-Plane Curvature 212 7.1.5 Shear Distortion 212
7.1.6 Puppet-Theater Effect 213 7.1.7 Cardboard Effect 215 7.1.8
Asymmetries in Stereo Camera Rig 216 7.1.9 Crosstalk 217 7.1.10
Picket-Fence Effect and Lattice Artifacts 217 7.1.11 Hybrid DCT Lossy
Compression Artifact 218 7.1.12 Depth Map Bleeding and Depth Ringing 219
7.1.13 Artifacts Introduced by Unreliable Communication Networks 219 7.1.14
Artifacts from New View Synthesis 219 7.1.15 Summary of 3D Artifacts 220
7.2 QoE Measurement 220 7.2.1 Subjective Evaluations 222 7.2.2 2D Image and
Video QoE Measurement 226 7.2.3 3D Video HVS Based QoE Measurement 235
7.2.4 Postscript on Quality of Assessment 246 7.3 QoE Oriented System
Design 247 7.3.1 Focus Cues and Perceptual Distortions 247 7.3.2 Visual
Fatigue 249 References 250 8 3D Video over Networks 259 8.1
Transmission-Induced Error 259 8.2 Error Resilience 267 8.3 Error
Concealment 270 8.4 Unequal Error Protection 275 8.5 Multiple Description
Coding 279 8.6 Cross-Layer Design 282 References 286 9 3D Applications 289
9.1 Glass-Less Two-View Systems 289 9.1.1 Spatially Multiplexed Systems 290
9.1.2 Temporally Multiplexed Systems 290 9.2 3D Capture and Display Systems
291 9.3 Two-View Gaming Systems 294 9.4 3D Mobile 298 9.4.1 HTC EVO 3D 298
9.4.2 Mobile 3D Perception 299 9.5 Augmented Reality 302 9.5.1 Medical
Visualization 304 9.5.2 Mobile Phone Applications 306 References 309 10
Advanced 3D Video Streaming Applications 313 10.1 Rate Control in Adaptive
Streaming 313 10.1.1 Fundamentals of Rate Control 313 10.1.2 Two-View
Stereo Video Streaming 318 10.1.3 MVC Streaming 318 10.1.4 MVD Streaming
319 10.2 Multi-View Video View Switching 321 10.3 Peer-to-Peer 3D Video
Streaming 325 10.4 3D Video Broadcasting 328 10.5 3D Video over 4G Networks
329 References 331 Index 335
Communications? 1 1.2 End-to-End 3D Visual Ecosystem 3 1.2.1 3D Modeling
and Representation 5 1.2.2 3D Content Creation 6 1.2.3 3D Video Compression
7 1.2.4 3D Content Delivery 8 1.2.5 3D Display 9 1.2.6 3D QoE 9 1.3 3D
Visual Communications 10 1.4 Challenges and Opportunities 11 References 15
2 3D Graphics and Rendering 17 2.1 3DTV Content Processing Procedure 19 2.2
3D Scene Representation with Explicit Geometry - Geometry Based
Representation 22 2.2.1 Surface Based Representation 23 2.2.2 Point Based
Representation 37 2.2.3 Point Based Construction 38 2.2.4 Point Based
Compression and Encoding for Transmission 38 2.2.5 Point Based Rendering:
Splatting 39 2.2.6 Volumetric Representation 40 2.2.7 Volumetric
Construction 40 2.2.8 Volumetric Compression and Encoding for Transmission
41 2.2.9 Volumetric Rendering 42 2.3 3D Scene Representation without
Geometry - Image-Based Representation 43 2.3.1 Plenoptic Function 43 2.3.2
Single Texture Representation 46 2.3.3 Multiple Texture Representation 48
2.3.4 Image Based Animation 51 2.4 3D Scene Representation with Implicit
Geometry - Depth-Image-Based Representation 51 2.4.1 History of
Depth-Image-Based Representation 52 2.4.2 Fundamental Concept
Depth-Image-Based Representation 53 2.4.3 Depth Construction 56 2.4.4
Depth-Image-Based Animation 57 References 57 3 3D Display Systems 63 3.1
Depth Cues and Applications to 3D Display 63 3.1.1 Monocular Depth Cues 63
3.1.2 Binocular Depth Cues 64 3.2 Stereoscopic Display 65 3.2.1 Wavelength
Division (Color) Multiplexing 65 3.2.2 Polarization Multiplexing 69 3.2.3
Time Multiplexing 69 3.3 Autostereoscopic Display 71 3.3.1 Occlusion-Based
Approach 71 3.3.2 Refraction-Based Approach 75 3.4 Multi-View System 78
3.4.1 Head Tracking Enabled Multi-View Display 79 3.4.2 Automultiscopic 79
3.5 Recent Advances in Hologram System Study 83 References 84 4 3D Content
Creation 85 4.1 3D Scene Modeling and Creation 85 4.1.1 Geometry-Based
Modeling 86 4.1.2 Image-Based Modeling 86 4.1.3 Hybrid Approaches 87 4.2 3D
Content Capturing 87 4.2.1 Stereo Camera 87 4.2.2 Depth Camera 88 4.2.3
Multi-View Camera 88 4.2.4 3D Capturing with Monoscopic Camera 89 4.3
2D-to-3D Video Conversion 101 4.3.1 Automatic 2D-to-3D Conversion 103 4.3.2
Interactive 2D-to-3D Conversion 111 4.3.3 Showcase of 3D Conversion System
Design 112 4.4 3D Multi-View Generation 125 References 126 5 3D Video
Coding and Standards 129 5.1 Fundamentals of Video Coding 129 5.2 Two-View
Stereo Video Coding 142 5.2.1 Individual View Coding 142 5.2.2 Inter-View
Prediction Stereo Video Coding 143 5.3 Frame-Compatible Stereo Coding 144
5.3.1 Half-Resolution Frame-Compatible Stereo Coding 144 5.3.2
Full-Resolution Frame-Compatible Layer Approach 146 5.4 Video Plus Depth
Coding 148 5.5 Multiple View Coding 156 5.6 Multi-View Video Plus Depth
(MVD) Video 160 5.7 Layered Depth Video (LDV) 163 5.8 MPEG-4 BIFS and AFX
165 5.9 Free-View Point Video 166 References 167 6 Communication Networks
171 6.1 IP Networks 171 6.1.1 Packet Networks 171 6.1.2 Layered Network
Protocols Architecture 172 6.2 Wireless Communications 174 6.2.1 Modulation
175 6.2.2 The Wireless Channel 177 6.2.3 Adaptive Modulation and Coding 191
6.3 Wireless Networking 193 6.4 4G Standards and Systems 193 6.4.1 Evolved
Universal Terrestrial Radio Access Network (E-UTRAN) 195 6.4.2 Evolved
Packet Core (EPC) 200 6.4.3 Long Term Evolution-Advance (LTE-A) 201 6.4.4
IEEE 802.16 - WiMAX 202 References 203 7 Quality of Experience 205 7.1 3D
Artifacts 205 7.1.1 Fundamentals of 3D Human Visual System 205 7.1.2
Coordinate Transform for Camera and Display System 206 7.1.3 Keystone
Distortion 211 7.1.4 Depth-Plane Curvature 212 7.1.5 Shear Distortion 212
7.1.6 Puppet-Theater Effect 213 7.1.7 Cardboard Effect 215 7.1.8
Asymmetries in Stereo Camera Rig 216 7.1.9 Crosstalk 217 7.1.10
Picket-Fence Effect and Lattice Artifacts 217 7.1.11 Hybrid DCT Lossy
Compression Artifact 218 7.1.12 Depth Map Bleeding and Depth Ringing 219
7.1.13 Artifacts Introduced by Unreliable Communication Networks 219 7.1.14
Artifacts from New View Synthesis 219 7.1.15 Summary of 3D Artifacts 220
7.2 QoE Measurement 220 7.2.1 Subjective Evaluations 222 7.2.2 2D Image and
Video QoE Measurement 226 7.2.3 3D Video HVS Based QoE Measurement 235
7.2.4 Postscript on Quality of Assessment 246 7.3 QoE Oriented System
Design 247 7.3.1 Focus Cues and Perceptual Distortions 247 7.3.2 Visual
Fatigue 249 References 250 8 3D Video over Networks 259 8.1
Transmission-Induced Error 259 8.2 Error Resilience 267 8.3 Error
Concealment 270 8.4 Unequal Error Protection 275 8.5 Multiple Description
Coding 279 8.6 Cross-Layer Design 282 References 286 9 3D Applications 289
9.1 Glass-Less Two-View Systems 289 9.1.1 Spatially Multiplexed Systems 290
9.1.2 Temporally Multiplexed Systems 290 9.2 3D Capture and Display Systems
291 9.3 Two-View Gaming Systems 294 9.4 3D Mobile 298 9.4.1 HTC EVO 3D 298
9.4.2 Mobile 3D Perception 299 9.5 Augmented Reality 302 9.5.1 Medical
Visualization 304 9.5.2 Mobile Phone Applications 306 References 309 10
Advanced 3D Video Streaming Applications 313 10.1 Rate Control in Adaptive
Streaming 313 10.1.1 Fundamentals of Rate Control 313 10.1.2 Two-View
Stereo Video Streaming 318 10.1.3 MVC Streaming 318 10.1.4 MVD Streaming
319 10.2 Multi-View Video View Switching 321 10.3 Peer-to-Peer 3D Video
Streaming 325 10.4 3D Video Broadcasting 328 10.5 3D Video over 4G Networks
329 References 331 Index 335