Contents

Preface

About the Authors

1 Introduction

1.1 Why 3D Communications?

1.2 End-to-End 3D Visual Ecosystem

1.2.1 3D Modeling and Representation

1.2.2 3D Content Creation

1.2.3 3D Video Compression

1.2.4 3D Content Delivery

1.2.5 3D Display

1.2.6 3D QoE

1.3 3D Visual Communications

1.4 Challenges and Opportunities

References

2 3D Graphics and Rendering

2.1 3DTV Content Processing Procedure

2.2 3D Scene Representation with Explicit Geometry – Geometry Based Representation

2.2.1 Surface Based Representation

2.2.2 Point Based Representation

2.2.3 Point Based Construction

2.2.4 Point Based Compression and Encoding for Transmission

2.2.5 Point Based Rendering: Splatting

2.2.6 Volumetric Representation

2.2.7 Volumetric Construction

2.2.8 Volumetric Compression and Encoding for Transmission

2.2.9 Volumetric Rendering

2.3 3D Scene Representation without Geometry – Image-Based Representation

2.3.1 Plenoptic Function

2.3.2 Single Texture Representation

2.3.3 Multiple Texture Representation

2.3.4 Image Based Animation

2.4 3D Scene Representation with Implicit Geometry – Depth-Image-Based Representation

2.4.1 History of Depth-Image-Based Representation

2.4.2 Fundamental Concept Depth-Image-Based Representation

2.4.3 Depth Construction

2.4.4 Depth-Image-Based Animation

References

3 3D Display Systems

3.1 Depth Cues and Applications to 3D Display

3.1.1 Monocular Depth Cues

3.1.2 Binocular Depth Cues

3.2 Stereoscopic Display

3.2.1 Wavelength Division (Color) Multiplexing

3.2.2 Polarization Multiplexing

3.2.3 Time Multiplexing

3.3 Autostereoscopic Display

3.3.1 Occlusion-Based Approach

3.3.2 Refraction-Based Approach

3.4 Multi-View System

3.4.1 Head Tracking Enabled Multi-View Display

3.4.2 Automultiscopic

3.5 Recent Advances in Hologram System Study

References

4 3D Content Creation

4.1 3D Scene Modeling and Creation

4.1.1 Geometry-Based Modeling

4.1.2 Image-Based Modeling

4.1.3 Hybrid Approaches

4.2 3D Content Capturing

4.2.1 Stereo Camera

4.2.2 Depth Camera

4.2.3 Multi-View Camera

4.2.4 3D Capturing with Monoscopic Camera

4.3 2D-to-3D Video Conversion

4.3.1 Automatic 2D-to-3D Conversion

4.3.2 Interactive 2D-to-3D Conversion

4.3.3 Showcase of 3D Conversion System Design

4.4 3D Multi-View Generation

References

5 3D Video Coding and Standards

5.1 Fundamentals of Video Coding

5.2 Two-View Stereo Video Coding

5.2.1 Individual View Coding

5.2.2 Inter-View Prediction Stereo Video Coding

5.3 Frame-Compatible Stereo Coding

5.3.1 Half-Resolution Frame-Compatible Stereo Coding

5.3.2 Full-Resolution Frame-Compatible Layer Approach

5.4 Video Plus Depth Coding

5.5 Multiple View Coding

5.6 Multi-View Video Plus Depth (MVD) Video

5.7 Layered Depth Video (LDV)

5.8 MPEG-4 BIFS and AFX

5.9 Free-View Point Video

References

6 Communication Networks

6.1 IP Networks

6.1.1 Packet Networks

6.1.2 Layered Network Protocols Architecture

6.2 Wireless Communications

6.2.1 Modulation

6.2.2 The Wireless Channel

6.2.3 Adaptive Modulation and Coding

6.3 Wireless Networking

6.4 4G Standards and Systems

6.4.1 Evolved Universal Terrestrial Radio Access Network (E-UTRAN)

6.4.2 Evolved Packet Core (EPC)

6.4.3 Long Term Evolution-Advance (LTE-A)

6.4.4 IEEE 802.16 – WiMAX

References

7 Quality of Experience

7.1 3D Artifacts

7.1.1 Fundamentals of 3D Human Visual System

7.1.2 Coordinate Transform for Camera and Display System

7.1.3 Keystone Distortion

7.1.4 Depth-Plane Curvature

7.1.5 Shear Distortion

7.1.6 Puppet-Theater Effect

7.1.7 Cardboard Effect

7.1.8 Asymmetries in Stereo Camera Rig

7.1.9 Crosstalk

7.1.10 Picket-Fence Effect and Lattice Artifacts

7.1.11 Hybrid DCT Lossy Compression Artifact

7.1.12 Depth Map Bleeding and Depth Ringing

7.1.13 Artifacts Introduced by Unreliable Communication Networks

7.1.14 Artifacts from New View Synthesis

7.1.15 Summary of 3D Artifacts

7.2 QoE Measurement

7.2.1 Subjective Evaluations

7.2.2 2D Image and Video QoE Measurement

7.2.3 3D Video HVS Based QoE Measurement

7.2.4 Postscript on Quality of Assessment

7.3 QoE Oriented System Design

7.3.1 Focus Cues and Perceptual Distortions

7.3.2 Visual Fatigue

References

8 3D Video over Networks

8.1 Transmission-Induced Error

8.2 Error Resilience

8.3 Error Concealment

8.4 Unequal Error Protection

8.5 Multiple Description Coding

8.6 Cross-Layer Design

References

9 3D Applications

9.1 Glass-Less Two-View Systems

9.1.1 Spatially Multiplexed Systems

9.1.2 Temporally Multiplexed Systems

9.2 3D Capture and Display Systems

9.3 Two-View Gaming Systems

9.4 3D Mobile

9.4.1 HTC EVO 3D

9.4.2 Mobile 3D Perception

9.5 Augmented Reality

9.5.1 Medical Visualization

9.5.2 Mobile Phone Applications

References

10 Advanced 3D Video Streaming Applications

10.1 Rate Control in Adaptive Streaming

10.1.1 Fundamentals of Rate Control

10.1.2 Two-View Stereo Video Streaming

10.1.3 MVC Streaming

10.1.4 MVD Streaming

10.2 Multi-View Video View Switching

10.3 Peer-to-Peer 3D Video Streaming

10.4 3D Video Broadcasting

10.5 3D Video over 4G Networks

References

Index

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