Immersive Video Technologies
- 1st Edition - September 29, 2022
- Editors: Giuseppe Valenzise, Martin Alain, Emin Zerman, Cagri Ozcinar
- Language: English
- Paperback ISBN:9 7 8 - 0 - 3 2 3 - 9 1 7 5 5 - 1
- eBook ISBN:9 7 8 - 0 - 3 2 3 - 9 8 6 2 3 - 6
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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Request a sales quoteGet 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.
- Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video)
- Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function
- Presents some exemplary applications of immersive video technologies
- Cover image
- Title page
- Table of Contents
- Copyright
- List of contributors
- Preface
- Part 1: Foundations
- Chapter 1: Introduction to immersive video technologies
- Abstract
- 1.1. Introduction
- 1.2. What is immersion?
- 1.3. Immersive video
- 1.4. Challenges in the processing and content delivery pipeline
- 1.5. Discussion and perspectives
- References
- Part 2: Omnidirectional video
- Chapter 2: Acquisition, representation, and rendering of omnidirectional videos
- Abstract
- Acknowledgement
- 2.1. Introduction
- 2.2. Acquisition and projection model
- 2.3. Sphere representation
- 2.4. Rendering
- 2.5. Towards multi-view acquisition
- References
- Chapter 3: Streaming and user behavior in omnidirectional videos
- Abstract
- 3.1. Introduction
- 3.2. Streaming pipeline: evolution towards ODV
- 3.3. System-centric streaming
- 3.4. The role of the user in ODV
- 3.5. User-centric ODV streaming
- 3.6. Conclusions and perspectives
- References
- Chapter 4: Subjective and objective quality assessment for omnidirectional video
- Abstract
- 4.1. Introduction
- 4.2. Subjective quality assessment
- 4.3. Short-term video assessment
- 4.4. Long-term video assessment
- 4.5. Tile-based streaming
- 4.6. Objective quality assessment
- 4.7. VIVA-Q: omnidirectional video quality assessment based on planar Voronoi patches and visual attention
- 4.8. Conclusion
- References
- Chapter 5: Omnidirectional video saliency
- Abstract
- 5.1. Introduction
- 5.2. Collecting user data
- 5.3. User behavior analysis
- 5.4. Modeling
- 5.5. Metrics
- 5.6. Conclusion and outlook
- References
- Part 3: Light fields
- Introduction
- Preliminaries on light fields
- Chapter 6: Acquisition of light field images & videos
- Abstract
- 6.1. Plenoptic cameras
- 6.2. Light field gantries
- 6.3. Camera arrays
- References
- Chapter 7: Light field representation
- Abstract
- 7.1. Space domain representation
- 7.2. Frequency domain representation
- 7.3. Depth-based representation
- 7.4. Alternative representations
- References
- Chapter 8: Compression of light fields
- Abstract
- 8.1. Introduction
- 8.2. Transform-based methods
- 8.3. Prediction-based methods
- 8.4. JPEG Pleno
- 8.5. Deep learning-based methods
- 8.6. Performance analysis
- 8.7. Conclusions and perspectives
- References
- Chapter 9: Light field processing for media applications
- Abstract
- Acknowledgements
- 9.1. Light field processing chain overview
- 9.2. Image acquisition and geometric camera calibration
- 9.3. Depth reconstruction
- 9.4. Interactive light field processing
- 9.5. Light field rendering
- 9.6. Real-time rendering in game engines
- 9.7. Neural rendering and 3D reconstruction
- 9.8. Conclusion and open challenges
- References
- Chapter 10: Quality evaluation of light fields
- Abstract
- 10.1. Introduction
- 10.2. Characteristics of LF-related distortions
- 10.3. Subjective quality assessment
- 10.4. Objective quality assessment
- 10.5. Conclusion
- References
- Part 4: Volumetric video
- Chapter 11: Volumetric video – acquisition, interaction, streaming and rendering
- Abstract
- Acknowledgements
- 11.1. Creation of volumetric video
- 11.2. Animating and interacting with volumetric video
- 11.3. Streaming volumetric video
- 11.4. Conclusions
- References
- Chapter 12: MPEG immersive video
- Abstract
- 12.1. MIV description and profiles
- 12.2. TMIV description
- 12.3. Common test conditions
- 12.4. Evaluation of MIV with different configurations and 2D codecs
- 12.5. Conclusion
- References
- Chapter 13: Point cloud compression
- Abstract
- 13.1. Introduction
- 13.2. Basic tools for point cloud compression
- 13.3. MPEG PCC standardization
- 13.4. Learning-based techniques
- 13.5. Conclusions and perspectives
- References
- Chapter 14: Coding of dynamic 3D meshes
- Abstract
- 14.1. Introduction
- 14.2. Mesh fundamentals
- 14.3. Static meshes
- 14.4. Constant-connectivity mesh sequences
- 14.5. Variable-connectivity mesh sequences
- 14.6. Conclusion and future directions
- References
- Chapter 15: Volumetric video streaming
- Abstract
- 15.1. Theoretical approaches to volumetric video streaming
- 15.2. Volumetric video streaming systems
- 15.3. Conclusion
- References
- Chapter 16: Processing of volumetric video
- Abstract
- 16.1. Introduction
- 16.2. Restoration
- 16.3. Semantic segmentation
- 16.4. Object detection
- 16.5. Chapter at a glance
- References
- Chapter 17: Computational 3D displays
- Abstract
- Acknowledgements
- 17.1. Introduction
- 17.2. Perceptual considerations
- 17.3. Computational 3D displays
- 17.4. Summary and discussion
- References
- Chapter 18: Subjective and objective quality assessment for volumetric video
- Abstract
- 18.1. Subjective quality assessment
- 18.2. Objective quality assessment
- 18.3. Conclusion
- References
- Part 5: Applications
- Chapter 19: MR in video guided liver surgery
- Abstract
- 19.1. Introduction
- 19.2. Medical images pre-processing
- 19.3. 3D liver modeling
- 19.4. Model-organ registration
- 19.5. Mixed reality guided surgery
- 19.6. Medical validation
- 19.7. Conclusion
- References
- Chapter 20: Immersive media productions involving light fields and virtual production LED walls
- Abstract
- 20.1. Light fields in media production
- 20.2. Immersive LED wall productions
- References
- Chapter 21: Volumetric video as a novel medium for creative storytelling
- Abstract
- 21.1. Volumetric video and creative practice
- 21.2. Case studies
- 21.3. Reflection on V-SENSE practices
- 21.4. Conclusion
- References
- Chapter 22: Social virtual reality (VR) applications and user experiences
- Abstract
- 22.1. Introduction
- 22.2. The social VR clinic
- 22.3. CakeVR and the birthday celebration
- 22.4. MediaScape XR: the social VR museum experience
- 22.5. The social VR movie
- 22.6. Measuring user experiences in social VR
- 22.7. Discussion
- 22.8. Conclusion
- References
- Index
- No. of pages: 684
- Language: English
- Edition: 1
- Published: September 29, 2022
- Imprint: Academic Press
- Paperback ISBN: 9780323917551
- eBook ISBN: 9780323986236
GV
Giuseppe Valenzise
MA
Martin Alain
EZ
Emin Zerman
CO