Image Processing Reference
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and energy-efficient support for end-to-end QoS-enabled communication control.
This is of paramount importance to ensure rapid development of attractive 3D
media streaming in the current and future Internet.
Chapter 9 is entitled “Real-Time 3D QoE Evaluation of Novel 3D Media”.
Recent wireless networks enable the transmission of high bandwidth multimedia
data, including advanced 3D video applications. Measuring 3D video quality is a
challenge task due to a number of perceptual attributes associated with 3D video
viewing (e.g. image quality, depth perception, naturalness). Subjective as well as
objective metrics have been developed to measure 3D video quality against differ-
ent artefacts. However most of these metrics are Full-Reference (FR) quality
metrics and require the original 3D video sequence to measure the quality at the
receiver-end. Therefore, these are not a viable solution for system monitoring/
update “on the fly”. This chapter presents a Near No-Reference (NR) quality metric
for colour plus depth 3D video compression and transmission using the extracted
edge information of colour images and depth maps. This work is motivated by the
fact that the edges/contours of the depth map and of the corresponding colour image
can represent different depth levels and identify image objects/boundaries of the
corresponding colour image and hence can be used in quality evaluation. The
performance of the proposed method is evaluated for different compression ratios
and network conditions. The results obtained match well those achieved with its
counterpart FR quality metric and with subjective tests, with only a few bytes of
overhead for the original 3D image sequence as side-information.
Chapter 10 is entitled “Visual discomfort in 3DTV-Definitions, causes, mea-
surement, and modeling”. This chapter discusses the phenomenon of visual dis-
comfort in stereoscopic and multi-view 3D video reproduction. Distinctive
definitions are provided for visual discomfort and visual fatigue. The sources of
visual discomfort are evaluated in a qualitative and quantitative manner. Various
technological influence factors, such as camera shootings, displays and viewing
conditions are considered, providing numerical limits for technical parameters
when appropriate and available. Visual discomfort is strongly related to the
displayed content and its properties, notably the spatiotemporal disparity distribu-
tion. Characterising the influence of content properties requires well-controlled
subjective experiments and a rigorous statistical analysis.
Chapter 11 is entitled “3D Sound Reproduction by Wave Field Synthesis”. This
chapter gives emphasis on a spatial audio technique implemented for 3D multime-
dia content. The spatial audio rendering method based on wave field synthesis is
particularly useful for applications where multiple listeners experience a true
spatial soundscape while being free to move around without losing spatial sound
properties. The approach can be considered as a general solution to the static
listening restriction imposed by conventional methods, which rely on an accurate
sound reproduction within a sweet spot only. While covering the majority of the
listening area, the approach based on wave field synthesis can create a variety of
virtual audio objects at target positions with very high accuracy. An accurate spatial
impression could be achieved by wave field synthesis with multiple simultaneous
audible depth cues improving localisation accuracy over single object rendering.
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