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Color-plus-Depth Level-of-Detail in 3D Tele-
immersive Video: A Psychophysical Approach


      Wanmin Wu, Ahsan Arefin, Gregorij Kurillo,
     Pooja Agarwal, Klara Nahrstedt, Ruzena Bajcsy

      University of Illinois at Urbana-Champaign
          University of California, Berkeley


                    ACM Multimedia 2011              1
Outline
  Background (3D Tele-immersion)
  Motivation
  “Color-plus-Depth Level-of-Detail” (CZLoD)
  Our Psychophysical Study on CZLoD
  Perception-based reduction of CZLoD
  Experimental Results
  Conclusion

                                                2
Background: 3D Video in Tele-immersion
     Scottsdale                       Urbana




     3D Capturing      Internet    3D Capturing


                         Video
                       Streaming




    3D Visualization               3D Visualization
                                                      3
Challenge

     Huge Computation              Poor 3D Video
     Resource Demand                Performance
  Each 3D video frame taking         low frame rate,
      too long to process      flickering/freezing effects




                                                             4
Motivation
POOR PERFORMANCE EXAMPLE




                           5
How can we improve 3D video performance?

Past approaches: system-centric (algorithmic optimization)
• 3D Capturing: Depth reconstruction [Wurmlin’03][Vasudevan’10]
• Video Streaming: Coordinated data transport protocol [Ott’02]
• 3D Visualization: rendering [Towles’02]

Our (orthogonal) approach: human-centric (psychophysics)

  Reduces per-frame computation resource usage by up to 60%
  AND significantly improves overall video quality



                                                                  6
Inspiration




          Raw Image: 108.5 KB       JPEG: 9.4 KB

                  Human vision is limited.

        “Free” data reduction in tele-immersive video
        may be possible.

                                                        7
Is “Free” Data Reduction Possible in Tele-immersive Video?

HOW TELE-IMMERSIVE VIDEO IS GENERATED



                                                    Meshing      Depth Mapping
   Left
                   Left             Fg
                                      nd

          Right
                                                    Me
                                                      sh
                          Background                       + =
                  Color
                          Subtraction


 2D Capture                                 Right
                                                                    + = 3D Frame
                                           Texture Mapping
                                                                                   8
Is “Free” Data Reduction Possible in Tele-immersive Video?

HOW TELE-IMMERSIVE VIDEO IS GENERATED


                                                 Depth         Texture
                                                Mapping        Mapping

                 Number of:
                   A Critical                   Accurate        Accurate
                                Vertex Pixels
                     Metric                     Mapping         Mapping


                                Non-vertex
                                                  Linear Interpolation
                                  Pixels



                                                                           9
Is “Free” Data Reduction Possible in Tele-immersive Video?

   METRIC: “Color-plus-Depth Level-of-Detail” (CZLoD)
               = Number of vertices in mesh
                 Accuracy and density of color and depth maps
                 Computation resource usage



                 22K                              1K
             vertices                             vertices




     Our idea: keep CZLoD at a minimally necessary level
                                                             10
Is “Free” Data Reduction Possible in Tele-immersive Video?

HOW MUCH IS “MINIMALLY NECESSARY”
                                    Number of vertices (in current video frame)
 CZLoD Degradation Ratio = 1 -
                                 Number of vertices (in baseline/best-quality frame)

                 0%
          90%          10%
       80%               20%

        70%              30%
          60%          40%
                 50%             1 When degradation becomes noticeable
                                 2 When degradation becomes unacceptable




                                                                                  11
Is “Free” Data Reduction Possible in Tele-immersive Video?

 EXPERIMENTAL METHOD          Ascending Method of Limits (Psychophysics)




                                                  …

   Baseline  ~10%        Baseline  ~20%                   Baseline  ~90%
    (best) degraded       (best) degraded                  (best) degraded


                      1 Do you notice any difference in quality between the clips?
       Voting:
                      2 Do you feel any clip has an unacceptable quality?

                                                                               12
Is “Free” Data Reduction Possible in Tele-immersive Video?

 RESULTS
             CZLoD Degradation Ratio   100%   Just Unacceptable Degradation Ratio:
                                       80%    90%
                                              Just Noticeable Degradation Ratio:
                                       60%    70%
                                       40%

                                       20%

                                        0%


               “Free” data reduction in tele-immersive
               video is indeed feasible.
                                                                                   13
Overview of Our Approach



     Understanding                    Applying the
    Perceptual Limits   Perception
                                     Understanding
       on 3D Tele-      Thresholds     to System
    immersive Video                  Development




                                                     14
Applying to System Development
MAIN IDEA
                         Frame Rate

                                              Just Unacceptable


            12 fps
                                      Just Noticeable

            7 fps



            3 fps

                    0%                       60% 70% 80% 90%
                                          CZLoD Degradation Ratio
                                                                    15
Applying to System Development
ARCHITECTURE

          2D Capture,                   CZLoD Degradation Ratio
                           Controller
       Bkgnd Subtraction                 Control Parameter



                           Decision      Frame Rate 
           Meshing
                            Engine       CZLoD Degradation Ratio
                                        {unnoticeable, acceptable}

           3D Depth         QoS         Monitors for abnormal
           Mapping         Monitor      frame rate, etc.



                                                                     16
Applying to System Development
SYSTEM EVALUATION
       Average Frame Rate Improvement
        160%
                                                         150%
        140%
        120%
        100%
         80%         “Free” Improvement
         60%
         40%
         20%
          0%                          imperceptible      perceptible
               10%     20%     30%    40%    50%       60%
                     Average CZLoD Degradation Ratio

                                                                  17
Quality Adaptor
USER EVALUATION
  Anonymous Crowdsourcing
          Comparison Test
                              (Unimpaired)         (Adapted)

      78 Users
             The                                  Slightly
             Same, 3.8                           Better, 12.
                0%                                  80%
                              Much
                            Better, 32.
                               10%
                                          Better, 51.
                                             30%



                                                               18
Demo




       19
Conclusion

 Main Contribution

     We introduce a psychophysical approach
     for 3D tele-immersive video that reduces
     per-frame computation resource usage by
     up to 60% “for free” and significantly
     improves overall perceived video quality.

          Perception-based degradation of
          Color-plus-Depth Level-of-Detail
                                                 20
Thank You



  Wanmin Wu:
  wanmin.wu@gmail.com


  TEEVE Project:
  http://cairo.cs.uiuc.edu/projects/teleimmersion



                                                    21

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Color-plus-Depth Level-of-Detail in 3D Tele-immersive Video: A Psychophysical Approach

  • 1. Color-plus-Depth Level-of-Detail in 3D Tele- immersive Video: A Psychophysical Approach Wanmin Wu, Ahsan Arefin, Gregorij Kurillo, Pooja Agarwal, Klara Nahrstedt, Ruzena Bajcsy University of Illinois at Urbana-Champaign University of California, Berkeley ACM Multimedia 2011 1
  • 2. Outline  Background (3D Tele-immersion)  Motivation  “Color-plus-Depth Level-of-Detail” (CZLoD)  Our Psychophysical Study on CZLoD  Perception-based reduction of CZLoD  Experimental Results  Conclusion 2
  • 3. Background: 3D Video in Tele-immersion Scottsdale Urbana 3D Capturing Internet 3D Capturing Video Streaming 3D Visualization 3D Visualization 3
  • 4. Challenge Huge Computation Poor 3D Video Resource Demand Performance Each 3D video frame taking low frame rate, too long to process flickering/freezing effects 4
  • 6. How can we improve 3D video performance? Past approaches: system-centric (algorithmic optimization) • 3D Capturing: Depth reconstruction [Wurmlin’03][Vasudevan’10] • Video Streaming: Coordinated data transport protocol [Ott’02] • 3D Visualization: rendering [Towles’02] Our (orthogonal) approach: human-centric (psychophysics) Reduces per-frame computation resource usage by up to 60% AND significantly improves overall video quality 6
  • 7. Inspiration Raw Image: 108.5 KB JPEG: 9.4 KB Human vision is limited. “Free” data reduction in tele-immersive video may be possible. 7
  • 8. Is “Free” Data Reduction Possible in Tele-immersive Video? HOW TELE-IMMERSIVE VIDEO IS GENERATED Meshing Depth Mapping Left Left Fg nd Right Me sh Background + = Color Subtraction 2D Capture Right + = 3D Frame Texture Mapping 8
  • 9. Is “Free” Data Reduction Possible in Tele-immersive Video? HOW TELE-IMMERSIVE VIDEO IS GENERATED Depth Texture Mapping Mapping Number of: A Critical Accurate Accurate Vertex Pixels Metric Mapping Mapping Non-vertex Linear Interpolation Pixels 9
  • 10. Is “Free” Data Reduction Possible in Tele-immersive Video? METRIC: “Color-plus-Depth Level-of-Detail” (CZLoD) = Number of vertices in mesh  Accuracy and density of color and depth maps  Computation resource usage 22K 1K vertices vertices Our idea: keep CZLoD at a minimally necessary level 10
  • 11. Is “Free” Data Reduction Possible in Tele-immersive Video? HOW MUCH IS “MINIMALLY NECESSARY” Number of vertices (in current video frame) CZLoD Degradation Ratio = 1 - Number of vertices (in baseline/best-quality frame) 0% 90% 10% 80% 20% 70% 30% 60% 40% 50% 1 When degradation becomes noticeable 2 When degradation becomes unacceptable 11
  • 12. Is “Free” Data Reduction Possible in Tele-immersive Video? EXPERIMENTAL METHOD Ascending Method of Limits (Psychophysics) … Baseline ~10% Baseline ~20% Baseline ~90% (best) degraded (best) degraded (best) degraded 1 Do you notice any difference in quality between the clips? Voting: 2 Do you feel any clip has an unacceptable quality? 12
  • 13. Is “Free” Data Reduction Possible in Tele-immersive Video? RESULTS CZLoD Degradation Ratio 100% Just Unacceptable Degradation Ratio: 80% 90% Just Noticeable Degradation Ratio: 60% 70% 40% 20% 0% “Free” data reduction in tele-immersive video is indeed feasible. 13
  • 14. Overview of Our Approach Understanding Applying the Perceptual Limits Perception Understanding on 3D Tele- Thresholds to System immersive Video Development 14
  • 15. Applying to System Development MAIN IDEA Frame Rate Just Unacceptable 12 fps Just Noticeable 7 fps 3 fps 0% 60% 70% 80% 90% CZLoD Degradation Ratio 15
  • 16. Applying to System Development ARCHITECTURE 2D Capture, CZLoD Degradation Ratio Controller Bkgnd Subtraction  Control Parameter Decision Frame Rate  Meshing Engine CZLoD Degradation Ratio {unnoticeable, acceptable} 3D Depth QoS Monitors for abnormal Mapping Monitor frame rate, etc. 16
  • 17. Applying to System Development SYSTEM EVALUATION Average Frame Rate Improvement 160% 150% 140% 120% 100% 80% “Free” Improvement 60% 40% 20% 0% imperceptible perceptible 10% 20% 30% 40% 50% 60% Average CZLoD Degradation Ratio 17
  • 18. Quality Adaptor USER EVALUATION Anonymous Crowdsourcing Comparison Test (Unimpaired) (Adapted) 78 Users The Slightly Same, 3.8 Better, 12. 0% 80% Much Better, 32. 10% Better, 51. 30% 18
  • 19. Demo 19
  • 20. Conclusion Main Contribution We introduce a psychophysical approach for 3D tele-immersive video that reduces per-frame computation resource usage by up to 60% “for free” and significantly improves overall perceived video quality. Perception-based degradation of Color-plus-Depth Level-of-Detail 20
  • 21. Thank You Wanmin Wu: wanmin.wu@gmail.com TEEVE Project: http://cairo.cs.uiuc.edu/projects/teleimmersion 21

Editor's Notes

  1. Hi everybody. I’m Wanmin Wu. The title of my talk today is “…”. This is a joint work with my many colleagues in Univ… and Univ
  2. First, I would give a little background information on 3D teleimmesion. I’ll then talk about motivation for our work. Next, I’ll introduce a new concept called color-plus-depth level-of-detail (CZLoD) in tele-immersive video. I’ll then present our psychophysical study on CZLoD and our perception-based reduction strategy of CZLoD. I’ll present our experimental results to show how we vastly improve performance of 3D tele-immersive video. Finally, I’ll conclude the talk.
  3. So first, background: 3D video tele-immersion. What is tele-immersion? 3D tele-immersion is basically a multimedia technology that enables remote people to interact in a virtual space. Suppose there are two sites, Scottsdale and Urbana. In each site, we use an array of 3D cameras to capture the scene from different angles. The data are then exchanged on the Internet; and finally, the remote data and local data are visualized in a virtual-reality space. In this case, the two users can play a light saber game as if they were face-to-face.
  4. That sounds like an awesome technology, right?! One can imagine a lot of applications with that. Unfortunately, the technology at this point is still facing a lot of practical challenges. One of the foremost challenge is that there is a huge computation resource demand. Basically, each 3D video frame is taking too long to process, like 200 milliseconds! This is not desirable for real-time interaction. This leads to poor 3D video performance, such as low frame rate (because each frame takes too long, so in one second, we cannot produce many frames), also, some complicated frame can take even longer to process, leading to flickering and freezing effect.
  5. To illustrate, I would like to show a short video as an example. This video is recorded in a real 3D tele-immersive system. You can see the freezing.. The flickering… in general, very bad video performance.
  6. So how can we improve? There have been many past approaches that try to improve performance in different parts of the system, including…. Most of these approaches are system-centric, algorithmic optimization. At this point, we’re still facing performance challenges. In this work, we present a sort of orthogonal approach, which is human-centric. Our psychophysical approach can reduce… and significantly…
  7. How did we do that? We got inspired by some old multimedia technology. So let me show you two pictures. How many of you thought the two pictures have the same quality? Most of you do. In fact, the left image is a raw image, which takes over 100 Kilobytes, and the right image is the JPEG image, which only takes 1/10 of the size. But most people wouldn’t tell any difference in their visual quality. The reason behind this is that human vision is limited. This implies that free data reduction in tele-immersive video may be possible. Remember that, once we reduce data in every video frame, the frame processing time will be reduced as well, because it directly depends on how much data there are in a frame.
  8. So we want to find out whether free data reduction is indeed possible in tele-immersive video. To do this, let’s first understand how tele-immersive video is generated. What is its format? Basically, on this camera host computer, there’s this whole pipeline going on. First, 2D images are taken from different eyes of the camera, then, one of them is taken as a reference image to do background subtraction, then the foreground is partitioned into a polygon mesh; then importantly, depth mapping is done for the mesh vertices by correlating with the other 2D image, here, the right one. The depth map is finally combined with the texture or color map to produce a 3D video frame.
  9. Now, this mesh representation is critical, because for vertex pixels, depth mapping and texture mapping are accurately done, which are computationally expensive. At the receiver side, the depth and texture information for the non-vertex pixels are just approximated by linear interpolation. You might wonder why this is so/ normally one would want to do depth mapping and texture mapping for every pixel, but this turns out to be very expensive, hurting real-time performance. The mesh is a good approximate representation. Because of the different treatments for vertices and non-vertices, the number of vertex pixels in mesh is a critical metric, as it determines the accuracy and density of depth and texture maps.
  10. So, we define this metric as “color-plus-depth level-of-detail”, which is essentially number of vertices in the mesh. As I mentioned, it determines … So here are two examples of different CZLoD levels, the left one has 22K vertices, and the right one has 1K vertex. Those of you who sit closer can notice the face is particularly blurry in the right frame. So our basic idea is to see if it is necessary to maintain the original best CZLoD level. Do people notice it if we remove some of the details? Or in other words, as the title suggests, is free data reduction possible? We want to keep CZLoD at a minimally neessary level.
  11. The next step is to find out how much is minimally necessary. First of all, CZLoD itself is number of vertices in the mesh, and therefore it largely depends on the complexity of the scene. To make the metric comparable across video, we use its degradation ratio in our study. Basically, it is 1-… What we want to do is gradually change this degradation ratio from 0% (which is the best quality possible) to up to 90%, and see how human eyes react to that. We want to understand two perceptual thresholds: 1…2…
  12. So we adapted some old psychophysical methodology as our experimental method. The basic idea is to…