3DTV - Anil Fernando - E-Book

3DTV E-Book

Anil Fernando

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Beschreibung

A novel and timely primer to the 3DTV system chain from capture to display

This book examines all aspects of the 3DTV chain, from capture to display.  It helps the reader learn about the key issues for 3DTV technology.  It also provides with a systems level appreciation of 3DTV systems, and an understanding of the fundamental principles behind each part of the chain.  At the end of each chapter, the author provides resources where readers can learn more about the technology covered (e.g. more focused text books, key journal papers, and key standards contributions).

  • Provides a fundamental and systematic introduction and description of 3DTV key techniques, which build up the whole 3DTV system from capture to consumer viewing at the home.
  • Addresses the quick moving field of 3D displays which is attracting increasing interest from industry and academia.
  • Concepts in the book will be illustrated using diagrams and example images of processed 3D content.  The 3D content will be presented as 2D images in the book.
  • Authors to host website providing pointers to more information on the web, freely available tools which would enable readers to experiment with coding video, simulate its transmission over networks, play it back in 3D, and measure the quality and links to important news and developments in the field.

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Seitenzahl: 348

Veröffentlichungsjahr: 2013

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Table of Contents

Title Page

Copyright

Preface

Acknowledgements

List of Abbreviations

Chapter 1: Introduction

1.1 History of 3D Video

1.2 3D Video Formats

1.3 3D Video Application Scenarios

1.4 Motivation

1.5 Overview of the Book

References

Chapter 2: Capture and Processing

2.1 3D Scene Representation Formats and Techniques

2.2 3D Video Capturing Techniques

2.3 3D Video Processing

References

Chapter 3: Compression

3.1 Video Coding Principles

3.2 Overview of Traditional Video Coding Standards

3.3 3D Video Coding

3.4 Recent Trends in 3D Video Coding

References

Chapter 4: Transmission

4.1 Challenges of 3D Video Transmission

4.2 Error Resilience and Concealment Techniques

4.3 3D Video Transmission: Example Scenarios

4.4 Conclusion

References

Chapter 5: Rendering, Adaptation and 3D Displays

5.1 Why Rendering?

5.2 3D Video Rendering

5.3 3D Video Adaptation

5.4 3D Display Technologies

References

Chapter 6: Quality Assessment

6.1 2D Video Quality Metrics

6.2 3D Video Quality

6.3 3D Video Quality Evaluation Methods

6.4 Modelling the Perceptual Attributes of 3D Video

6.5 Conclusion

References

Chapter 7: Conclusions and the Future of 3DTV

7.1 Chapter Summary

7.2 The Future of 3DTV

Appendix A: Test Video Sequences

A.1 2D Video Test Sequences

A.2 3D Test Video Sequences

Appendix B: Introduction to the Experiment and Questionnaire

B.1 Introduction to the Experiment

B.2 Questionnaire

Index

This edition first published 2013

© 2013 John Wiley & Sons Ltd.

Registered office

John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom

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All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the UK Copyright, Designs and Patents Act 1988, without the prior permission of the publisher.

Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.

Designations used by companies to distinguish their products are often claimed as trademarks. All brand names and product names used in this book are trade names, service marks, trademarks or registered trademarks of their respective owners. The publisher is not associated with any product or vendor mentioned in this book.

Limit of Liability/Disclaimer of Warranty: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. It is sold on the understanding that the publisher is not engaged in rendering professional services and neither the publisher nor the author shall be liable for damages arising herefrom. If professional advice or other expert assistance is required, the services of a competent professional should be sought.

Library of Congress Cataloging-in-Publication Data

Ekmekciolu, Erhan.

3DTV : processing and transmission of 3D video signals / Dr Erhan Ekmekciolu, Dr Anil Fernando, Dr Stewart Worrall.

1 online resource.

Includes bibliographical references and index.

Description based on print version record and CIP data provided by publisher; resource not viewed.

ISBN 978-1-118-70573-5 (Adobe PDF)— ISBN 978-1-118-70648-0 (ePub)

ISBN 978-1-118-70683-1 (MobiPocket)— ISBN 978-1-119-99732-0 (cloth) 1. 3-D television. I. Fernando, Anil. II. Worrall, Stewart. III. Title.

TK6658

621.388— dc23

2013021021

A catalogue record for this book is available from the British Library.

ISBN: 978-1-119-99732-0

Preface

For more than 100 years, the popularity of 3D images has waxed and waned. Initial interest in the more immersive experience that 3D video can provide has often been confounded by expensive production costs and headache-inducing problems in visual quality. During the last decade, 3D video has experienced a revival that has proved more enduring than previous episodes. Despite the sceptics, movies continue to be produced in 3D, and many new televisions sold are capable of showing 3D video. This means that there is a large amount of 3D content available, and increasing numbers of 3D televisions in the home. All of this should create the best platform yet for 3DTV to become a success, and has led to broadcasters putting dedicated 3D channels into their multiplexes.

As one might expect, 3DTV introduces a number of new challenges compared to existing television production and broadcast scenarios. This book is intended to provide an introduction to the key concepts associated with 3DTV. It focuses on issues on the content creation side, delivery to the end-user, and how we measure the quality of 3D video. It also investigates display technologies. These are probably the most challenging areas associated with 3DTV.

Content creation represents a significant challenge, as correctly setting up multiple cameras is challenging. This is particularly true for live broadcasts. If stereoscopic viewpoints are incorrectly configured, viewers will be subjected to significant visual discomfort. If live broadcast is not required, then post-processing can be used to adjust viewpoints, and refine the visual experience.

Delivery to the end-user currently takes place by packing two stereoscopic views within a single frame. This is a relatively inexpensive method of providing 3DTV, as it is compatible with existing broadcast systems, and does not require significant additional bandwidth to be used. However, to deliver a truly immersive experience for more advanced displays, more than two views will need to be delivered to the end-user. This means that new coding techniques are required to reduce the bandwidth required by the multiple views. This book examines some of the compression approaches that may be used to reduce bandwidth requirements for multiple view transmission.

Displays play a very important role in the 3DTV chain. Consumer equipment should be affordable, should provide a reasonable quality viewing experience, and should not give end-users headaches. We examine some different display types within the book, looking at some of their advantages and disadvantages.

Finally, we examine issues associated with measuring the quality of video. Numerical metrics have often been used to measure the quality of video. These metrics are known to be far from perfect for 2D video. For 3D video it would seem to be even more important to think about how to measure quality. Chapter 6 in this volume is devoted to what affects 3D visual quality, and how it may be measuredusing numerical, objective approaches.

Acknowledgements

We would like to thank the following academics and researchers, whose valuable research contributions at the University of Surrey, have helped inform much of the writing contained in the book: Professor Ahmet Kondoz, Dr Lasith Yasakethu, Dr Varuna De Silva, Dr Safak Dogan, Dr Thushara Hewage, Dr Hemantha Araachchi, Dr Gokce Nur, Dr Omar Abdul-Hameed, Dr Marta Mrak.

Parts of the work presented throughout this book has been conducted within the European collaborative research projects DIOMEDES (Distribution of Multi-view Entertainment using Content-Aware Delivery Systems), MUSCADE (Multimedia Scalable 3D for Europe) and ROMEO (Remote-Collaborative Real-time Multimedia Experience over the Future Internet). We would like to thank the researchers who participated in these collaborative research projects for their valuable contributions towards obtaining the presented research results. In particular, the authors would like to acknowledge the contributions done by the researchers from Technicolor, France, in Chapter 5 of this book.

List of Abbreviations

3D

Three-Dimensional

3DVC

Three-Dimensional Video Coding

3GPP

Third Generation Partnership Project

ACK

Acknowledgement

ACR

Absolute Category Rating

ADSL

Asymmetric Digital Subscriber Line

AVC

Advanced Video Coding

BS

Base Station

CDMA

Code Division Multiple Access

CDN

Content Delivery Networks

CG

Computer Graphics

CGI

Computer Generated Imagery

CTU

Coding Tree Unit

CVR

Comfortable Viewing Range

DAB

Digital Audio Broadcasting

DCR

Degradation Category Rating

DCT

Discrete Cosine Transform

DES

Depth Enhanced Stereo

DMB

Digital Media Broadcasting

DRM

Digital Rights Management

DSCQS

Double Stimulus Continuous Quality Scale

DSL

Digital Subscriber Line

DSLAM

Digital Subscriber Line Access Multiplexer

DTT

Digital Terrestrial Television

DVB

Digital Video Broadcasting

DVB-H

Digital Video Broadcasting-Handheld

DVB-S

Digital Video Broadcasting-Satellite

DVB-T

Digital Video Broadcasting-Terrestrial

EPG

Electronic Program Guide

ETSI

European Telecommunication Standardisations Institute

EU

European Union

FEC

Forward Error Correction

FMO

Flexible Macroblock Ordering

FP7

Seventh Framework Programme of the European Union

FPR

Film-type Patterned Retarder

FOD

Field of Depth

FOV

Field of View

FR

Full Reference

FVV

Free-Viewpoint Video

GPU

Graphical Processing Unit

GSE

Generic Stream Encapsulation

GSM

Global System for Mobile Communications

HD

High Definition

HEVC

High Efficiency Video Coding

HMP

Head Motion Parallax

HSPA

High Speed Packet Access

HVS

Human Visual System

IDR

Instantaneous Decoder Refresh

IEEE

Institute of Electrical and Electronics Engineers

IMDB

Internet Movie DataBase

IMT

International Mobile Telecommunications

IP

Internet Protocol

IPTV

Internet Protocol Television

ISO

International Organization for Standardization

ITU

International Telecommunications Union

JCT

Joint Coding Teams

JND

Just Noticeable Difference

JVT

Joint Video Team

LCD

Liquid Crystal Display

LDI

Layered Depth Image

LDPC

Low Density Parity Check

LDV

Layered Depth Video

LGN

Lateral Geniculate Nucleus

LTE

Long-Term Evolution

MAC

Medium Access Control

MAN

Metropolitan Area Network

MANE

Media Aware Network Element

MB

Macroblock

MBMS

Multimedia BroadcastMulticast Service

MC

Motion Compensation

MDC

Multiple Description Coding

ME

Motion Estimation

MFN

Multiple Frequency Network

MIMO

Multiple Input Multiple Output

MOS

Mean Opinion Score

MPEG

Motion Pictures Experts Group

MPML

Multiple Physical Layer Pipe

MVC

Multi-view Video Coding

MVD

Multi-view Video plus Depth

MVD2

Multi-view Video plus Depth -2 views

MVV

Multi-View Video

NAL

Network Abstraction Layer

NR

No Reference

OFDMA

Orthogonal Frequency Division Multiple Access

P2P

Peer-to-Peer

PSNR

Peak-Signal-to-Noise-Ratio

QAM

Quadrature Amplitude Modulation

QoE

Quality of Experience

QoS

Quality of Service

QPSK

Quadrature Phase Shift Keying

RLC

Radio Link Control

RR

Reduced Reference

RTP

Real-time Transport Protocol

SAO

Sample Adaptive Offset

SD

Standard Definition

SFN

Single Frequency Network

SLM

Spatial Light Modulator

SNR

Signal-to-Noise-Ratio

SSIM

Structural SIMilarity Index

STB

Set-top Box

SVC

Scalable Video Coding

TDD

Time Division Duplex

UDP

User Datagram Protocol

VCEG

Video Coding Experts Group

VDSL

Very high bit-rate Digital Subscriber Line

VLC

Variable Length Coding

VoD

Video on Demand

VQEG

Video Quality Experts Group

VQM

Video Quality Metric

WiMAX

Worldwide Interoperability for Microwave Access

Chapter 1

Introduction

Recent years have seen a reawakening of interest in 3-dimensional (3D) visual technology. 3D, in the form of stereoscopy, has been with us since 1838, when it was first described by Sir Charles Wheatstone. Since then there have been a number of periods when interest in 3D technology has surged and then faded away again. Each resurgence in interest can largely be put down to the development of new technologies, or new marketing initiatives. The constant reawakening of interest also demonstrates the strong desire of the public for immersive 3D experiences. The fading away of interest can largely be put down to the disappointing nature of previous generations of 3D technology.

We are currently at the beginning of another resurgence in interest in 3D, which is likely to be durable. There are a number of reasons why this should be:

affordable, aesthetically pleasing, 3D displays, which are as capable of displaying high quality 2D colour video, as they are of showing high quality 3D video;

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