This document summarizes a study on improving 3D tele-immersive video performance through reducing per-frame computation while maintaining perceptual quality. It introduces the concept of "Color-plus-Depth Level-of-Detail" (CZLoD) to represent the mesh density in 3D video frames. An experiment finds that CZLoD can be degraded by up to 30% without noticeable quality loss and up to 60% without unacceptable quality loss. This allows reducing computation by 60% "for free". The study applies this understanding to a system that adapts frame rate based on CZLoD degradation to optimize performance within perceptual thresholds.
Image Watermarking in Spatial Domain Using QIM and Genetic Algorithmijsrd.com
Digital watermarking is one of the proposed solutions for copyright protection of multimedia data. A watermark is a form of image or text that is impressed onto paper, which provides evidence of its authenticity. A digital watermark is digital data embedded in some host document so as to later prove the ownership of the document. Digital image watermarking refers to digital data embedding in images. Robust image watermarking systems are required so that watermarked images can resist geometric attacks in addition to common image processing tasks, such as JPEG compression. Least Significant Bit (LSB) watermarking, is one of the most traditional method of watermarking which changes the LSB of individual pixels in correlation with the watermark. However, pure LSB scheme provides a fragile watermarking technique which is not acceptable in practical applications. Also, robustness against geometric attacks, such as rotation, scaling and translation, still remains one of the most challenging research topics in pixel based image watermarking. In this paper, a new pixel-based watermarking system is proposed, in which a binary logo is embedded, a bit per pixel, in the pixel domain of an image. The LSB based watermarking is then quantized using QIM, augmented with genetic algorithm to produce a watermarking scheme which is highly robust against geometrical attacks.
Hardware Implementation of Genetic Algorithm Based Digital Colour Image Water...IDES Editor
The objective of this work is to develop a
hardware-based watermarking system to identify the device
using which the photograph was taken. The watermark chip
will be fit in any electronic component that acquires the
images, which are then watermarked in real time while
capturing along with separate key. Watermarking is the
process of embedding the watermark, in which a watermark
is inserted in to a host image while extracting the watermark
the watermark is pulled out of the image. The ultimate
objective of the research presented in this paper is to develop
low-power, high-performance, real-time, reliable and secure
watermarking systems, which can be achieved through
hardware implementations. In this paper the development of
a very Large Scale Integration (VLSI) architecture for a highperformance
watermarking chip that can perform invisible
colour image watermarking using genetic algorithm is
discussed. The prototyped VLSI implementation of
watermarking is analyzed in two ways.
Viz.,(i) Digital watermarking
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
it is used for security purpose using two level dct and wavelet packet denoising .based on digital image processing.the software based on matlab.it is used for high security purpose.
Image Watermarking in Spatial Domain Using QIM and Genetic Algorithmijsrd.com
Digital watermarking is one of the proposed solutions for copyright protection of multimedia data. A watermark is a form of image or text that is impressed onto paper, which provides evidence of its authenticity. A digital watermark is digital data embedded in some host document so as to later prove the ownership of the document. Digital image watermarking refers to digital data embedding in images. Robust image watermarking systems are required so that watermarked images can resist geometric attacks in addition to common image processing tasks, such as JPEG compression. Least Significant Bit (LSB) watermarking, is one of the most traditional method of watermarking which changes the LSB of individual pixels in correlation with the watermark. However, pure LSB scheme provides a fragile watermarking technique which is not acceptable in practical applications. Also, robustness against geometric attacks, such as rotation, scaling and translation, still remains one of the most challenging research topics in pixel based image watermarking. In this paper, a new pixel-based watermarking system is proposed, in which a binary logo is embedded, a bit per pixel, in the pixel domain of an image. The LSB based watermarking is then quantized using QIM, augmented with genetic algorithm to produce a watermarking scheme which is highly robust against geometrical attacks.
Hardware Implementation of Genetic Algorithm Based Digital Colour Image Water...IDES Editor
The objective of this work is to develop a
hardware-based watermarking system to identify the device
using which the photograph was taken. The watermark chip
will be fit in any electronic component that acquires the
images, which are then watermarked in real time while
capturing along with separate key. Watermarking is the
process of embedding the watermark, in which a watermark
is inserted in to a host image while extracting the watermark
the watermark is pulled out of the image. The ultimate
objective of the research presented in this paper is to develop
low-power, high-performance, real-time, reliable and secure
watermarking systems, which can be achieved through
hardware implementations. In this paper the development of
a very Large Scale Integration (VLSI) architecture for a highperformance
watermarking chip that can perform invisible
colour image watermarking using genetic algorithm is
discussed. The prototyped VLSI implementation of
watermarking is analyzed in two ways.
Viz.,(i) Digital watermarking
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated RenderingMark Kilgard
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil bufferbased shadow volume algorithm. However, hardware-accelerated stenciled shadow volume techniques have not been widely adopted by 3D games and applications due in large part to the lack of robustness of described techniques. This situation persists despite widely available hardware support. Specifically what has been lacking is a technique that robustly handles various "hard" situations created by near or far plane clipping of shadow volumes. We describe a robust, artifact-free technique for hardwareaccelerated rendering of stenciled shadow volumes. Assuming existing hardware, we resolve the issues otherwise caused by shadow volume near and far plane clipping through a combination of (1) placing the conventional far clip plane “at infinity”, (2) rasterization with infinite shadow volume polygons via homogeneous coordinates, and (3) adopting a zfail stencil-testing scheme. Depth clamping, a new rasterization feature provided by NVIDIA's GeForce3 & GeForce4 Ti GPUs, preserves existing depth precision by not requiring the far plane to be placed at infinity. We also propose two-sided stencil testing to improve the efficiency of rendering stenciled shadow volumes.
March 12, 2002.
This was submitted to the SIGGRAPH 2002 papers committee but was rejected.
it is used for security purpose using two level dct and wavelet packet denoising .based on digital image processing.the software based on matlab.it is used for high security purpose.
Self Attested Images for Secured Transactions using Superior SOMIDES Editor
Separate digital signals are usually used as the
digital watermarks. But this paper proposes rebuffed
untrained minute values of vital image as a digital watermark,
since no host image is needed to hide the vital image for its
safety. The vital images can be transformed with the self
attestation. Superior Self Organized Maps is used to derive
self signature from the vital image. This analysis work
constructs framework with Superior Self Organizing Maps
(SSOM) against Counter Propagation Network for watermark
generation and detection. The required features like
robustness, imperceptibility and security was analyzed to prove
that which neural network is appropriate for mining watermark
from the host image. SSOM network is proved as an efficient
neural trainer for the proposed watermarking technique. The
paper presents one more contribution to the watermarking
area.
A Simple Robust Digital Image Watermarking against Salt and Pepper Noise usin...IDES Editor
In this paper a robust, spatial domain watermarking
scheme using simple error control coding technique is
proposed. The idea of this scheme is to embed an encoded
watermark using (5,1) repetition code inside the cover image
pixels by LSB (Least Significant Bit) embedding technique.
The proposed algorithm is simple, more robust against Salt
and Pepper Noise than LSB only watermarking techniques.
In this paper comparison is made between embedding different
watermark encoding schemes such as (7, 4) Hamming code,
(3, 1) repetition code, (5,1) repetition code and without
encoding for different noise density of salt and pepper noise.
Result shows watermark encoding scheme using (5,1)
repetition code provides better robustness towards random
error compared to other said scheme, without much
degradation in cover image.
A NOVEL APPROACH FOR IMAGE WATERMARKING USING DCT AND JND TECHNIQUESijiert bestjournal
Today�s world is digital world. Nowadays,in every field there is enormous use of digital contents. Information handled on internet and multimedia netw ork system is in digital form. The copying of digital content without quality loss is not so diff icult. Due to this,there are more chances of copyi ng of such digital information. So,there is great need o f prohibiting such illegal copyright of digital med ia. Digital watermarking is the powerful solution to ad dress this problem. Digital watermarking is the technology in which there is embedding of various t ypes of information in digital content which we have to protect from illegal copying. This embedded information to protect the data is embedded as watermark. This paper introduces two novel techniqu es for image watermarking such as DCT and JND. The DCT based approach adapted to embed waterm arks in DC,low,mid and high frequency components coefficient of DCT. The JND based approa ch gives robust and transparent scheme of watermarking that exploits the �human visual system s� sensitivity to local image characteristics obtained from the spatial domain,improving upon th e content based image watermarking scheme.
Contribution of Non-Scrambled Chroma Information in Privacy-Protected Face Im...Wesley De Neve
Contribution of Non-Scrambled Chroma Information in Privacy-Protected Face Images to Privacy Leakage. Presentation given at the 10th International Workshop on Digital Forensics and Watermarking (IWDW'11).
Note that a more extensive objective and subjective study of privacy protection in video surveillance systems can be found in the following book chapter:
H. Sohn, D. Lee, W. De Neve, K.N. Plataniotis, and Y.M. Ro. An objective and subjective evaluation of content-based privacy protection of face images in video surveillance systems using JPEG XR. Effective Surveillance for Homeland Security: Balancing Technology and Social Issues. CRC Press / Taylor & Francis. May 2013. pp. 111-140.
http://www.citeulike.org/user/wmdeneve/article/10831550
http://www.crcpress.com/product/isbn/9781439883242
https://imatge-upc.github.io/wav2pix/
Speech is a rich biometric signal that contains information about the identity, gender and emotional state of the speaker. In this work, we explore its potential to generate face images of a speaker by conditioning a Generative Adversarial Network (GAN) with raw speech input. We propose a deep neural network that is trained from scratch in an end-to-end fashion, generating a face directly from the raw speech waveform without any additional identity information (e.g reference image or one-hot encoding). Our model is trained in a self-supervised fashion by exploiting the audio and visual signals naturally aligned in videos. With the purpose of training from video data, we present a novel dataset collected for this work, with high-quality videos of ten youtubers with notable expressiveness in both the speech and visual signals.
Dr. Kitt Reinhardt presents an overview of his program - Adaptive Combinatorial Multimodal Sensing Physics & Methods - at the AFOSR 2012 Spring Review.
Abstract: Noise in an image is a serious problem In this
project, the various noise conditions are studied which are:
Additive white Gaussian noise (AWGN), Bipolar fixedvalued impulse noise, also called salt and pepper noise
(SPN), Random-valued impulse noise (RVIN), Mixed noise
(MN). Digital images are often corrupted by impulse noise
during the acquisition or transmission through
communication channels the developed filters are meant for
online and real-time applications. In this paper, the
following activities are taken up to draw the results: Study
of various impulse noise types and their effect on digital
images; Study and implementation of various efficient
nonlinear digital image filters available in the literature
and their relative performance comparison;
Pantech offers b.tech and m.tech projects for engineering students.We support on IoT, Raspberry pi projects and open cv Image processing, Virtual reality, gesture recognition, segmentation, compression, image enhancement, image retrieval, image fusion, TMS320C5505
Self Attested Images for Secured Transactions using Superior SOMIDES Editor
Separate digital signals are usually used as the
digital watermarks. But this paper proposes rebuffed
untrained minute values of vital image as a digital watermark,
since no host image is needed to hide the vital image for its
safety. The vital images can be transformed with the self
attestation. Superior Self Organized Maps is used to derive
self signature from the vital image. This analysis work
constructs framework with Superior Self Organizing Maps
(SSOM) against Counter Propagation Network for watermark
generation and detection. The required features like
robustness, imperceptibility and security was analyzed to prove
that which neural network is appropriate for mining watermark
from the host image. SSOM network is proved as an efficient
neural trainer for the proposed watermarking technique. The
paper presents one more contribution to the watermarking
area.
A Simple Robust Digital Image Watermarking against Salt and Pepper Noise usin...IDES Editor
In this paper a robust, spatial domain watermarking
scheme using simple error control coding technique is
proposed. The idea of this scheme is to embed an encoded
watermark using (5,1) repetition code inside the cover image
pixels by LSB (Least Significant Bit) embedding technique.
The proposed algorithm is simple, more robust against Salt
and Pepper Noise than LSB only watermarking techniques.
In this paper comparison is made between embedding different
watermark encoding schemes such as (7, 4) Hamming code,
(3, 1) repetition code, (5,1) repetition code and without
encoding for different noise density of salt and pepper noise.
Result shows watermark encoding scheme using (5,1)
repetition code provides better robustness towards random
error compared to other said scheme, without much
degradation in cover image.
A NOVEL APPROACH FOR IMAGE WATERMARKING USING DCT AND JND TECHNIQUESijiert bestjournal
Today�s world is digital world. Nowadays,in every field there is enormous use of digital contents. Information handled on internet and multimedia netw ork system is in digital form. The copying of digital content without quality loss is not so diff icult. Due to this,there are more chances of copyi ng of such digital information. So,there is great need o f prohibiting such illegal copyright of digital med ia. Digital watermarking is the powerful solution to ad dress this problem. Digital watermarking is the technology in which there is embedding of various t ypes of information in digital content which we have to protect from illegal copying. This embedded information to protect the data is embedded as watermark. This paper introduces two novel techniqu es for image watermarking such as DCT and JND. The DCT based approach adapted to embed waterm arks in DC,low,mid and high frequency components coefficient of DCT. The JND based approa ch gives robust and transparent scheme of watermarking that exploits the �human visual system s� sensitivity to local image characteristics obtained from the spatial domain,improving upon th e content based image watermarking scheme.
Contribution of Non-Scrambled Chroma Information in Privacy-Protected Face Im...Wesley De Neve
Contribution of Non-Scrambled Chroma Information in Privacy-Protected Face Images to Privacy Leakage. Presentation given at the 10th International Workshop on Digital Forensics and Watermarking (IWDW'11).
Note that a more extensive objective and subjective study of privacy protection in video surveillance systems can be found in the following book chapter:
H. Sohn, D. Lee, W. De Neve, K.N. Plataniotis, and Y.M. Ro. An objective and subjective evaluation of content-based privacy protection of face images in video surveillance systems using JPEG XR. Effective Surveillance for Homeland Security: Balancing Technology and Social Issues. CRC Press / Taylor & Francis. May 2013. pp. 111-140.
http://www.citeulike.org/user/wmdeneve/article/10831550
http://www.crcpress.com/product/isbn/9781439883242
https://imatge-upc.github.io/wav2pix/
Speech is a rich biometric signal that contains information about the identity, gender and emotional state of the speaker. In this work, we explore its potential to generate face images of a speaker by conditioning a Generative Adversarial Network (GAN) with raw speech input. We propose a deep neural network that is trained from scratch in an end-to-end fashion, generating a face directly from the raw speech waveform without any additional identity information (e.g reference image or one-hot encoding). Our model is trained in a self-supervised fashion by exploiting the audio and visual signals naturally aligned in videos. With the purpose of training from video data, we present a novel dataset collected for this work, with high-quality videos of ten youtubers with notable expressiveness in both the speech and visual signals.
Dr. Kitt Reinhardt presents an overview of his program - Adaptive Combinatorial Multimodal Sensing Physics & Methods - at the AFOSR 2012 Spring Review.
Abstract: Noise in an image is a serious problem In this
project, the various noise conditions are studied which are:
Additive white Gaussian noise (AWGN), Bipolar fixedvalued impulse noise, also called salt and pepper noise
(SPN), Random-valued impulse noise (RVIN), Mixed noise
(MN). Digital images are often corrupted by impulse noise
during the acquisition or transmission through
communication channels the developed filters are meant for
online and real-time applications. In this paper, the
following activities are taken up to draw the results: Study
of various impulse noise types and their effect on digital
images; Study and implementation of various efficient
nonlinear digital image filters available in the literature
and their relative performance comparison;
Pantech offers b.tech and m.tech projects for engineering students.We support on IoT, Raspberry pi projects and open cv Image processing, Virtual reality, gesture recognition, segmentation, compression, image enhancement, image retrieval, image fusion, TMS320C5505
Nityanand gopalika digital detectors for industrial applicationsNityanand Gopalika
This is a presentation by Nityanand Gopalika on Digital Radiograpgy. The presentation we given @ Digital Radiography workshop organized by GE at JFWTC, Bangalore.
Slides from the presentation made to the Flash/Flex User Group in Wellington.
Introduction to the Kinect sensors and how to read their data with actionscript.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
The Art of the Pitch: WordPress Relationships and Sales
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
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
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
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.
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.
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.
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.
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…
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.
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.
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.
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.
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…
So we adapted some old psychophysical methodology as our experimental method. The basic idea is to…