Proceedings of the 12th ACM Multimedia Systems Conference最新文献

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Enabling hyperspectral imaging in diverse illumination conditions for indoor applications 使高光谱成像在不同的照明条件下的室内应用
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3459594
Puria Azadi Moghadam, N. Sharma, M. Hefeeda
{"title":"Enabling hyperspectral imaging in diverse illumination conditions for indoor applications","authors":"Puria Azadi Moghadam, N. Sharma, M. Hefeeda","doi":"10.1145/3458305.3459594","DOIUrl":"https://doi.org/10.1145/3458305.3459594","url":null,"abstract":"Hyperspectral imaging provides rich information across many wavelengths of the captured scene, which is useful for many potential applications such as food quality inspection, medical diagnosis, material identification, artwork authentication, and crime scene analysis. However, hyperspectral imaging has not been widely deployed for such indoor applications. In this paper, we address one of the main challenges stifling this wide adoption, which is the strict illumination requirements for hyperspectral cameras. Hyperspectral cameras require a light source that radiates power across a wide range of the electromagnetic spectrum. Such light sources are expensive to setup and operate, and in some cases, they are not possible to use because they could damage important objects in the scene. We propose a data-driven method that enables indoor hyper-spectral imaging using cost-effective and widely available lighting sources such as LED and fluorescent. These common sources, however, introduce significant noise in the hyperspectral bands in the invisible range, which are the most important for the applications. Our proposed method restores the damaged bands using a carefully-designed supervised deep-learning model. We conduct an extensive experimental study to analyze the performance of the proposed method and compare it against the state-of-the-art using real hyperspectral datasets that we have collected. Our results show that the proposed method outperforms the state-of-the-art across all considered objective and subjective metrics, and it produces hyperspectral bands that are close to the ground truth bands captured under ideal illumination conditions.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"33 40","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131776026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Playing chunk-transferred DASH segments at low latency with QLive 使用QLive以低延迟播放块传输DASH段
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3463376
P. Yadav, A. Bentaleb, May Lim, Junyi Huang, Wei Tsang Ooi, Roger Zimmermann
{"title":"Playing chunk-transferred DASH segments at low latency with QLive","authors":"P. Yadav, A. Bentaleb, May Lim, Junyi Huang, Wei Tsang Ooi, Roger Zimmermann","doi":"10.1145/3458305.3463376","DOIUrl":"https://doi.org/10.1145/3458305.3463376","url":null,"abstract":"More users have a growing interest in low latency over-the-top (OTT) applications such as online video gaming, video chat, online casino, sports betting, and live auctions. OTT applications face challenges in delivering low latency live streams using Dynamic Adaptive Streaming over HTTP (DASH) due to large playback buffer and video segment duration. A potential solution to this issue is the use of HTTP chunked transfer encoding (CTE) with the common media application format (CMAF). This combination allows the delivery of each segment in several chunks to the client, starting before the segment is fully available in real-time. However, CTE and CMAF alone are not sufficient as they do not address other limitations and challenges at the client-side, including inaccurate bandwidth measurement, latency control, and bitrate selection. In this paper, we leverage a simple and intuitive method to resolve the fundamental problem of bandwidth estimation for low latency live streaming through the use of a hybrid of an existing chunk parser and proposed filtering of downloaded chunk data. Next, we model the playback buffer as a M/D/1/K queue to limit the playback delay. The combination of these techniques is collectively called QLive. QLive uses the relationship between the estimated bandwidth, total buffer capacity, instantaneous playback speed, and buffer occupancy to decide the playback speed and the bitrate of the representation to download. We evaluated QLive under a diverse set of scenarios and found that it controls the latency to meet the given latency requirement, with an average latency up to 21 times lower than the compared methods. The average playback speed of QLive ranges between 1.01 - 1.26X and it plays back at 1X speed up to 97% longer than the compared algorithms, without sacrificing the quality of the video. Moreover, the proposed bandwidth estimator has a 94% accuracy and is unaffected by a spike in instantaneous playback latency, unlike the compared state-of-the-art counterparts.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124819785","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Tightrope walking in low-latency live streaming: optimal joint adaptation of video rate and playback speed 低延迟直播中的走钢丝:视频速率和播放速度的最佳联合适应
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3463382
Liyang Sun, Tongyu Zong, Siquan Wang, Yong Liu, Yao Wang
{"title":"Tightrope walking in low-latency live streaming: optimal joint adaptation of video rate and playback speed","authors":"Liyang Sun, Tongyu Zong, Siquan Wang, Yong Liu, Yao Wang","doi":"10.1145/3458305.3463382","DOIUrl":"https://doi.org/10.1145/3458305.3463382","url":null,"abstract":"It is highly challenging to simultaneously achieve high-rate and low-latency in live video streaming. Chunk-based streaming and playback speed adaptation are two promising new trends to achieve high user Quality-of-Experience (QoE). To thoroughly understand their potentials, we develop a detailed chunk-level dynamic model that characterizes how video rate and playback speed jointly control the evolution of a live streaming session. Leveraging on the model, we first study the optimal joint video rate-playback speed adaptation as a non-linear optimal control problem. We further develop model-free joint adaptation strategies using deep reinforcement learning. Through extensive experiments, we demonstrate that our proposed joint adaptation algorithms significantly outperform rate-only adaptation algorithms and the recently proposed low-latency video streaming algorithms that separately adapt video rate and playback speed without joint optimization. In a wide-range of network conditions, the model-based and model-free algorithms can achieve close-to-optimal trade-offs tailored for users with different QoE preferences.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128110972","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
VRComm
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3459595
S. Gunkel, R. Hindriks, K. E. Assal, H. M. Stokking, S. Dijkstra-Soudarissanane, Frank ter Haar, O. Niamut
{"title":"VRComm","authors":"S. Gunkel, R. Hindriks, K. E. Assal, H. M. Stokking, S. Dijkstra-Soudarissanane, Frank ter Haar, O. Niamut","doi":"10.1145/3458305.3459595","DOIUrl":"https://doi.org/10.1145/3458305.3459595","url":null,"abstract":"Tools and platforms that enable remote communication and collaboration provide a strong contribution to societal challenges. Virtual meetings and conferencing, in particular, can help to reduce commutes and lower our ecological footprint, and can alleviate physical distancing measures in case of global pandemics. In this paper, we outline how to bridge the gap between common video conferencing systems and emerging social VR platforms to allow immersive communication in Virtual Reality (VR). We present a novel VR communication framework that enables remote communication in virtual environments with real-time photorealistic user representation based on colour-and-depth (RGBD) cameras and web browser clients, deployed on common off-the-shelf hardware devices. The paper's main contribution is threefold: (a) a new VR communication framework, (b) a novel approach for real-time depth data transmitting as a 2D grayscale for 3D user representation, including a central MCU-based approach for this new format and (c) a technical evaluation of the system with respect to processing delay, CPU and GPU usage.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123338418","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Foveated streaming of real-time graphics 实时图形的注视点流
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3463383
G. Illahi, M. Siekkinen, Teemu Kämäräinen, Antti Ylä-Jääski
{"title":"Foveated streaming of real-time graphics","authors":"G. Illahi, M. Siekkinen, Teemu Kämäräinen, Antti Ylä-Jääski","doi":"10.1145/3458305.3463383","DOIUrl":"https://doi.org/10.1145/3458305.3463383","url":null,"abstract":"Remote rendering systems comprise powerful servers that render graphics on behalf of low-end client devices and stream the graphics as compressed video, enabling high end gaming and Virtual Reality on those devices. One key challenge with them is the amount of bandwidth required for streaming high quality video. Humans have spatially non-uniform visual acuity: We have sharp central vision but our ability to discern details rapidly decreases with angular distance from the point of gaze. This phenomenon called foveation can be taken advantage of to reduce the need for bandwidth. In this paper, we study three different methods to produce a foveated video stream of real-time rendered graphics in a remote rendered system: 1) foveated shading as part of the rendering pipeline, 2) foveation as post processing step after rendering and before video encoding, 3) foveated video encoding. We report results from a number of experiments with these methods. They suggest that foveated rendering alone does not help save bandwidth. Instead, the two other methods decrease the resulting video bitrate significantly but they also have different quality per bit and latency profiles, which makes them desirable solutions in slightly different situations.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128560141","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Open3DGen
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-07-15 DOI: 10.1145/3458305.3463374
Teo T. Niemirepo, Marko Viitanen, Jarno Vanne
{"title":"Open3DGen","authors":"Teo T. Niemirepo, Marko Viitanen, Jarno Vanne","doi":"10.1145/3458305.3463374","DOIUrl":"https://doi.org/10.1145/3458305.3463374","url":null,"abstract":"This paper presents the first entirely open-source and cross-platform software called Open3DGen for reconstructing photorealistic textured 3D models from RGB-D images. The proposed software pipeline consists of nine main stages: 1) RGB-D acquisition; 2) 2D feature extraction; 3) camera pose estimation; 4) point cloud generation; 5) coarse mesh reconstruction; 6) optional loop closure; 7) fine mesh reconstruction; 8) UV unwrapping; and 9) texture projection. This end-to-end scheme combines multiple state-of-the-art techniques and provides an easy-to-use software package for real-time 3D model reconstruction and offline texture mapping. The main innovation lies in various Structure-from-Motion (SfM) techniques that are used with additional depth data to yield high-quality 3D models in real-time and at low cost. The functionality of Open3DGen has been validated on AMD Ryzen 3900X CPU and Nvidia GTX1080 GPU. This proof-of-concept setup attains an average processing speed of 15 fps for 720p (1280x720) RGBD input without the offline backend. Our solution is shown to provide competitive 3D mesh quality and execution performance with the state-of-the-art commercial and academic solutions.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114965456","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Datasets: Moving Target Selection with Delay 数据集:带有延迟的移动目标选择
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-06-24 DOI: 10.1145/3458305.3478455
Shengmei Liu, M. Claypool, A. Cockburn, Ragnhild Eg, C. Gutwin, K. Raaen
{"title":"Datasets: Moving Target Selection with Delay","authors":"Shengmei Liu, M. Claypool, A. Cockburn, Ragnhild Eg, C. Gutwin, K. Raaen","doi":"10.1145/3458305.3478455","DOIUrl":"https://doi.org/10.1145/3458305.3478455","url":null,"abstract":"When software and hardware processes cause delay between an input and an output, consequences can be both harmful and annoying. In games, this type of delay can cause actions to lag behind a player's inputs. Studies on delayed game actions show negative impact on both player performance and quality of experience. Further research could expand upon this knowledge with more robust data modeling and analysis, as well as a wider range of actions. This paper describes publicly available datasets from four user studies on the effects of delay on the fundamental game action of selecting a moving target with a pointing device. They include performance data, such as time to selection, and demographic data, such as age and gaming experience. Example analysis illustrating the use of the datasets is shown, including comparison of pointing devices, demographic analysis with performance, and analytic modeling.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116975103","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Leveraging VVC partitioning for low-latency video decoder output 利用VVC分区实现低延迟视频解码器输出
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-06-24 DOI: 10.1145/3458305.3478441
A. Gabriel, Yonatan Shiferaw, Emmanouil Potetsianakis
{"title":"Leveraging VVC partitioning for low-latency video decoder output","authors":"A. Gabriel, Yonatan Shiferaw, Emmanouil Potetsianakis","doi":"10.1145/3458305.3478441","DOIUrl":"https://doi.org/10.1145/3458305.3478441","url":null,"abstract":"Emerging video applications, such as cloud gaming and cloud rendering, rely on time critical decoding operations so that user interactions are reflected on the user's screen as soon as possible. In these applications content is encoded, transmitted and decoded before finally being displayed on the user's screen with each of these steps adding latency. Furthermore, often between the output of a decoded frame and its display additional operations may be required, such as up/downscaling, UI overlays or color space conversions. Current decoders only release the decoded samples once a full frame has been decoded, although under such low delay requirements, it would be beneficial if applications could start to process the decoded samples prior to the complete decoding of a coded picture. This would allow for parallel processing of a frame in the decoder and throughout the display pipeline, which could ultimately allow for lower latencies and eventually pave the way for more enhancement operations without inducing latency. We modified a decoder for the newly published Versatile Video Coding (VVC) codec to demonstrate that it is possible to output partial frames. The changes in the decoder to enable such partial output are straightforward and allow for the new partitioning schemes to be leveraged for partial output. The demonstrator will show how the progressive output can then be used by elements further on in the decoding/display pipeline.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121264832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
User Mobility Simulator for Full-Immersive Multiuser Virtual Reality with Redirected Walking 具有重定向行走的全沉浸式多用户虚拟现实用户移动模拟器
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-06-24 DOI: 10.1145/3458305.3478451
Filip Lemic, Jakob Struye, J. Famaey
{"title":"User Mobility Simulator for Full-Immersive Multiuser Virtual Reality with Redirected Walking","authors":"Filip Lemic, Jakob Struye, J. Famaey","doi":"10.1145/3458305.3478451","DOIUrl":"https://doi.org/10.1145/3458305.3478451","url":null,"abstract":"Full-immersive multiuser Virtual Reality (VR) setups envision supporting seamless mobility of the VR users in the virtual worlds, while simultaneously constraining them inside shared physical spaces through redirected walking. For enabling high data rate and low latency delivery of video content in such setups, the supporting wireless networks will have to utilize highly directional communication links, where these links will ideally have to “track” the mobile VR users for maintaining the Line-of-Sight (LoS) connectivity. The design decisions about the mobility patterns of the VR users in the virtual worlds will thus have a substantial effect on the mobility of these users in the physical environments, and therefore also on performance of the underlying networks. Hence, there is a need for a tool that can provide a mapping between design decisions about the users' mobility in the virtual words, and their effects on the mobility in constrained physical setups. To address this issue, we have developed and in this paper present a simulator for enabling this functionality. Given a set of VR users with their virtual movement trajectories, the outline of the physical deployment environment, and a redirected walking algorithm for avoiding physical collisions, the simulator is able to derive the physical movements of the users. Based on the derived physical movements, the simulator can capture a set of performance metrics characterizing the number of perceivable resets and the distances between such resets for each user. The simulator is also able to indicate the predictability of the physical movement trajectories, which can serve as an indication of the complexity of supporting a given virtual movement pattern by the underlying networks.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125515660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Multi-access Edge Computing for Adaptive Bitrate Video Streaming 自适应比特率视频流的多访问边缘计算
Proceedings of the 12th ACM Multimedia Systems Conference Pub Date : 2021-06-24 DOI: 10.1145/3458305.3478460
Jesus Aguilar-Armijo
{"title":"Multi-access Edge Computing for Adaptive Bitrate Video Streaming","authors":"Jesus Aguilar-Armijo","doi":"10.1145/3458305.3478460","DOIUrl":"https://doi.org/10.1145/3458305.3478460","url":null,"abstract":"Video streaming is the most used service in mobile networks and its usage will continue growing in the upcoming years. Due to this increase, content delivery should be improved as a key aspect of video streaming service, supporting higher bandwidth demand while assuring high quality of experience (QoE) for all the users. Multi-access edge computing (MEC) is an emerging paradigm that brings computational power and storage closer to the user. It is seen in the industry as a key technology for 5G mobile networks, with the goals of reducing latency, ensuring highly efficient network operation, improving service delivery and offering an improved user experience, among others. In this doctoral study, we aim to leverage the possibilities of MEC to improve the content delivery of video streaming services. We present four main research questions to target the different challenges in content delivery for HTTP Adaptive Streaming.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131022970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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