By Ahmet Kondoz, Tasos Dagiuklas
Хорошая и свежая книга о 3D-интернет Contents 1 creation 2 3D Media illustration and Coding three Merging the genuine and the unreal in Augmented 3D Worlds: a short Survey of functions and demanding situations four Multi-view Acquisition and complex intensity Map Processing ideas five Object-Based Spatial Audio: thought, benefits, and demanding situations 6 shipping Protocols for 3D Video 7 Media-Aware Networks in destiny web Media eight P2P Video Streaming applied sciences nine IP-Based Mobility Scheme helping 3D Video Streaming providers 10 Dynamic QoS help for P2P Communications eleven Assessing the standard of expertise of 3DTV and past: Tackling the Multidimensional Sensation 12 errors Concealment innovations in Multi-view Video purposes thirteen 3D robot surgical procedure and coaching at a Distance 14 way forward for 3DTV Broadcasting: The MUSCADE standpoint
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A few cameras (2 in the case of Fig. 21) are necessary to acquire multiple views of the scene while the depth information can be estimated from the video signal itself by solving for stereo correspondences or directly provided by special range cameras. Depth may also be an inherent part of the content, such as with computer-generated imagery. Both types of signals can be either independently or jointly encoded using any coding schemed previously described. At the receiver, the few decoded views and their corresponding depth maps are used to generate a 2 3D Media Representation and Coding 29 higher number of virtual views as necessary for each particular multiview service or application.
An important issue in the design of joint video and depth coding is the quality optimization of synthesized views. Instead of evaluating the decoding quality in comparison with an uncoded reference, the MVD format, besides good video and depth quality, also requires good quality for the intermediate synthesized views. As often the original intermediate view is not present, comprehensive subjective evaluation is required. Such evaluation takes into account new types of errors, like pixel shifts, regions appearing with wrong depths, or outworn object boundaries at depth edges.
The equipment used was a laptop with a mobile graphics card in the backpack, equipped with an assisted GPS sensor, a gyroscope, a camera, and a joystick for the user interactions. The binoculars featured a set of buttons that could be used alternatively to the joystick. Most sensors were built into or attached to the binoculars, since they serve in the determination of the optical view field of the visitor. The laptop featured a wireless LAN connection in order to be able to receive data depending on the location and type of tour guidance taking place (Fig.
3D Future Internet Media by Ahmet Kondoz, Tasos Dagiuklas