By Ahmet Kondoz, Tasos Dagiuklas
This publication describes fresh techniques in 3D media and applied sciences, with insurance of 3D media shooting, processing, encoding, and edition, networking points for 3D Media, and caliber of consumer adventure (QoE). the most contributions are in accordance with the result of the FP7 eu initiatives ROMEO, which specialize in new equipment 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 is still a hugely tough challenge end result of the great amount of information concerned, diversified community features and person terminal standards, in addition to the user’s context akin to their personal tastes and placement. because the variety of visible perspectives raises, present platforms will fight to satisfy the challenging requisites when it comes to supply of continuing video caliber to either fastened and cellular clients.
ROMEO will layout and advance hybrid-networking options that mix the DVB-T2 and DVB-NGH broadcast entry community applied sciences including a QoE acutely aware Peer-to-Peer (P2P) distribution approach that operates over stressed out and instant hyperlinks. stay streaming 3D media has to be got via taking part clients while or with imperceptible hold up to allow them to monitor jointly whereas changing reviews as though they have been all within the comparable location.
The quantity presents state of the art 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 subject matters. 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 bogus in augmented 3D worlds: a quick survey of purposes and challenges
Chapter four: Multi-view acquisition and complicated intensity map processing techniques
Chapter five: Object-based spatial audio: proposal, benefits and demanding situations
Part II: Networking points for 3D Media
Chapter 6: shipping Protocols for 3D Video
Chapter 7: Media-Aware Networks in destiny net Media
Chapter eight: P2P Video Streaming Technologies
Chapter nine: IP-based Mobility Scheme helping 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: mistakes Concealment innovations 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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Extra info for 3D Future Internet Media
45 The rotation, translation, and scaling parameters can be used to project the synthetic object onto the current frame from the camera footage. This can be done in two ways: a more time-consuming but accurate method is to feed a renderer with the parameters and create a new view for the current position of the visitor and then project it onto the image and have the augmented view displayed on the video see-through setup. The second option, which requires significantly reduced resources when compared to the first one, foresees the morphing of an existing pre-rendered view onto the current frame.
This usually works very well with very good perceived quality results, since a large number of different reference images used for different fields of view and in addition the areas where the display is triggered (by creating and audible signal for the visitor that there is visual information available in that particular spot) are relatively small, so that the variance in scaling, rotation, and translation is marginal. 2 Projection to Current Developments Markerless tracking is still a challenging topic in machine vision and augmented reality.
And the same problems may be tackled in a much more efficient way. In the following sections, each application area is presented in its entirety but with special focus on a specific technological problem that is representative for the given case. Hence, in the case of cultural heritage, markerless tracking plays a central role, since ancient sites usually need to remain unaltered; in the case of interactive sports television, the near-real-time transmission of human motion in a sports event (also without any body markers) onto a synthetic avatar is addressed, and finally the creation of photorealistic, merged views of the real and the synthetic plays a crucial role in interior design and decoration.