By Guan-Ming Su
Provides assurance of the main theories and applied sciences thinking about the lifecycle of 3D video content material delivery
Presenting the applied sciences utilized in end-to-end 3D video communique platforms, this reference covers 3D photos and video coding, content material construction and reveal, and communications and networking. It covers the total diversity of key parts from the basics of 3D visible illustration to the newest 3D video coding ideas, appropriate conversation infrastructure and networks to the 3D caliber of experience.
The publication is dependent to logically lead readers throughout the subject, beginning with regularly occurring and primary details, carrying on with with a close portion of diverse visualisation options earlier than concluding with an intensive view of 3D cellular communique platforms and tendencies. The authors supply so much concentration to 4 vital components: 3D video coding and communications; 3D graphics/gaming and cellular communications; end-to-end 3D atmosphere (including 3D...
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Extra info for 3D Visual Communications
The chapter concludes with a discussion of cross-layer approaches. Developing 3D stereoscopic applications has become really popular in the software industry. 3D stereoscopic research and applications are advancing rapidly due to the commercial need and the popularity of 3D stereoscopic products. Therefore, Chapter 9 gives a short discussion of commercially available products and technologies for application development. The discussed topics include commercially available glass-less two-view systems, depth adaptation capturing and displaying systems, two-view gaming systems, mobile 3D systems and perception, and 3D augmented reality systems.
The 3D video compression technology has been developed for more than a decade and there have been many formats proposed. 264. The compression technology is often a tradeoff between the acceptable level of computation complexity and affordable budget in the communication bandwidth. In order to reuse the existing broadcast infrastructure originally designed for 2D video coding and transmission, almost all current 3D broadcasting solutions are based on a frame-compatible format via spatial subsampling approach, that is, the original left and right views are subsampled into half resolution and then embedded into a single video frame for compression and transmission over the infrastructure as with 2D video, and at the decoder side the demultiplexing and interpolation are conducted to reconstruct the dual views.
The hybrid approach can leverage these two representation methods to find a compromise between the two extremes according to given constraints. By adding geometric information into image based representation, the disocclusion and resolution problem can be relieved. Similarly, adding image information captured from the real world into geometry-based representation can reduce the rendering cost and storage. As an example, using multiple images and corresponding depth maps to represent 3D scene is a popular method (called depth image based representation), in which the depth maps are the geometric modeling component, but this hybrid representation can reduce the storage and processing of many extra images to achieve the same high-quality synthesized view as the image based approach.
3D Visual Communications by Guan-Ming Su