沉浸式内容的体验质量评估

Mylène C. Q. Farias
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引用次数: 1

摘要

最近的技术进步推动了捕捉和显示视觉内容的全光学设备的生产,不仅作为纹理信息(如2D图像),而且作为3D纹理几何信息。这些设备使用近似于全光照明功能来表示视觉信息,该功能可以从3D空间的任何点描述可见物体。根据捕获设备的不同,这种近似可以对应于全息图、光场或点云成像格式。当然,沉浸式应用的成功取决于最终用户对这些格式的接受程度,而这最终取决于体验的感知质量。为了了解人类如何在6自由度(6DoF)环境中感知沉浸式媒体,以及不同的渲染和压缩技术对感知视觉质量的影响,已经进行了一些主观实验。在这种情况下,一个开放的研究领域是设计客观的方法来估计这类内容的质量。在这次演讲中,我将描述一套用于评估沉浸式视觉内容质量的客观方法——这是整体用户体验质量的一个重要方面。这些方法使用不同的技术,从纹理算子到卷积神经网络,通过考虑不同格式的特殊性来估计质量。最后,我讨论了现实沉浸式多媒体应用领域的一些令人兴奋的研究挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Estimating the Quality of Experience of Immersive Contents
Recent technology advancements have driven the production of plenoptic devices that capture and display visual contents, not only as texture information (as in 2D images) but also as 3D texture-geometric information. These devices represent the visual information using an approximation of the plenoptic illumination function that can describe visible objects from any point in the 3D space. Depending on the capturing device, this approximation can correspond to holograms, light fields, or point clouds imaging formats. Naturally, the success of immersive applications depends on the acceptability of these formats by the final user, which ultimately depends on the perceived quality of experience. Several subjective experiments have been performed with the goal of understanding how humans perceive immersive media in 6 Degree-of-Freedom (6DoF) environments and what are the impacts of different rendering and compression techniques on the perceived visual quality. In this context, an open area of research is the design of objective methods that estimate the quality of this type of content. In this talk, I describe a set of objective methods designed to estimate the quality of immersive visual contents -- an important aspect of the overall user quality of experience. The methods use different techniques, from texture operators to convolution neural networks, to estimate quality by also taking into consideration the specificities of the different formats. Finally, I discuss some of the exciting research challenges in the area of realistic immersive multimedia applications.
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