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Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing persp… Read more
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Immediately download your ebook while waiting for your print delivery. No promo code needed.
Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective.
From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions.
With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies.
PART 1 Foundations
1. Introduction to immersive video technologies
Martin Alain, Emin Zerman, Cagri Ozcinar, and Giuseppe Valenzise
PART 2 Omnidirectional video
2. Acquisition, representation, and rendering of omnidirectional videos
Thomas Maugey
3. Streaming and user behavior in omnidirectional videos
Silvia Rossi, Alan Guedes, and Laura Toni
4. Subjective and objective quality assessment for omnidirectional video
Simone Croci, Ashutosh Singla, Stephan Fremerey, Alexander Raake, and Aljosa Smolic
5. Omnidirectional video saliency
Fang-Yi Chao, Federica Battisti, Pierre Lebreton, and Alexander Raake
PART 3 Light fields
6. Acquisition of light field images and videos
Thorsten Herfet, Kelvin Chelli, and Mikael Le Pendu
7. Light field representation
Thorsten Herfet, Kelvin Chelli, and Mikael Le Pendu
8. Compression of light fields
Milan Stepanov, Giuseppe Valenzise, and Frédéric Dufaux
9. Light field processing formedia applications
Joachim Keinert, Laura Fink, Florian Goldmann, Muhammad Shahzeb Khan Gul, Tobias Jaschke, Nico Prappacher, Matthias Ziegler, Michel Bätz, and Siegfried Fößel
10. Quality evaluation of light fields
Ali Ak and Patrick Le Callet
PART 4 Volumetric video
11. Volumetric video – acquisition, interaction, streaming and rendering
Peter Eisert, Oliver Schreer, Ingo Feldmann, Cornelius Hellge, and Anna Hilsmann
12. MPEG immersive video
Patrick Garus, Marta Milovanovic, Joël Jung, and Marco Cagnazzo
13. Point cloud compression
Giuseppe Valenzise, Maurice Quach, Dong Tian, Jiahao Pang, and Frédéric Dufaux
14. Coding of dynamic 3Dmeshes
Jean-Eudes Marvie, Maja Krivokuca, and Danillo Graziosi
15. Volumetric video streaming
Irene Viola and Pablo Cesar
16. Processing of volumetric video
Siheng Chen and Jin Zeng
17. Computational 3D displays
Jingyu Liu, Fangcheng Zhong, Claire Mantel, Soren Forchhammer, and Rafał K. Mantiuk
18. Subjective and objective quality assessment for volumetric video
Evangelos Alexiou, Yana Nehmé, Emin Zerman, Irene Viola, Guillaume Lavoué, Ali Ak, Aljosa Smolic, Patrick Le Callet, and Pablo Cesar
PART 5 Applications
19. MR in video guided liver surgery
Rafael Palomar, Rahul Prasanna Kumar, Congcong Wang, Egidijus Pelanis, and Faouzi Alaya Cheikh
20. Immersivemedia productions involving light fields and virtual production LED walls
Volker Helzle
21. Volumetric video as a novelmedium for creative storytelling
GarethW. Young, Néill O’Dwyer, and Aljosa Smolic
22. Social virtual reality (VR) applications and user experiences
Jie Li and Pablo Cesar
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