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Omnidirectional (or 360-degree) images and videos are emergent signals in many areas such as robotics and virtual/augmented reality. In particular, for virtual reality, they allow an immersive experience in which the user is provided with a 360-degree field of view and can navigate throughout a scene, e.g., through the use of Head Mounted Displays. Since it represents the full 360-degree field of view from one point of the scene, omnidirectional content is naturally represented as spherical visual signals. Current approaches for capturing, processing, delivering, and displaying 360-degree content, however, present many open technical challenges and introduce several types of distortions in these visual signals. Some of the distortions are specific to the nature of 360-degree images, and often different from those encountered in the classical image communication framework. This paper provides a first comprehensive review of the most common visual distortions that alter 360-degree signals undergoing state of the art processing in common applications. While their impact on viewers visual perception and on the immersive experience at large is still unknown ---thus, it stays an open research topic--- this review serves the purpose of identifying the main causes of visual distortions in the end-to-end 360-degree content distribution pipeline. It is essential as a basis for benchmarking different processing techniques, allowing the effective design of new algorithms and applications. It is also necessary to the deployment of proper psychovisual studies to characterise the human perception of these new images in interactive and immersive applications.
Immersive media streaming, especially virtual reality (VR)/360-degree video streaming which is very bandwidth demanding, has become more and more popular due to the rapid growth of the multimedia and networking deployments. To better explore the usag
Video contents have become a critical tool for promoting products in E-commerce. However, the lack of automatic promotional video generation solutions makes large-scale video-based promotion campaigns infeasible. The first step of automatically produ
This paper investigates adaptive streaming of one or multiple tiled 360 videos from a multi-antenna base station (BS) to one or multiple single-antenna users, respectively, in a multi-carrier wireless system. We aim to maximize the video quality whil
In this paper, we propose a new interactive compression scheme for omnidirectional images. This requires two characteristics: efficient compression of data, to lower the storage cost, and random access ability to extract part of the compressed stream
In this paper, we study the server-side rate adaptation problem for streaming tile-based adaptive 360-degree videos to multiple users who are competing for transmission resources at the network bottleneck. Specifically, we develop a convolutional neu