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          3DTV
Past, Present and Future
              Touradj Ebrahimi
           Professor II at NTNU/Q2S
              Professor at EPFL


    Digitale telenett 2011
    January 4th, 2010, Trondheim, Norway
2
                                         Outline
•   Introduction
     –   Motivation
     –   A bit of History
•   3D perception
     –   Human visual system
     –   Depth perception
•   3D processing
     –   Creation
     –   Representation
     –   Coding
     –   Visualization
•   3D quality
•   Future of 3DTV
•   Conclusion

                 Indicates that the anaglyph glasses should be used to
                 view the content of the slides

                      Digitale telenett 2011
                      January 4th, 2010, Trondheim, Norway
3




INTRODUCTION

     Digitale telenett 2011
     January 4th, 2010, Trondheim, Norway
4
                               Motivation

• Evolution of visual content towards greater realism
   –   Black and white
   –   Color
   –   High resolution
   –   3DTV
• 3 major factors for success
   – Technology: Ability to capture, process and show 3D
   – Content: Availability of interesting 3D content
   – Quality: Attractive to consumers




              Digitale telenett 2011
              January 4th, 2010, Trondheim, Norway
5
                                       History of 3D
• 1840: Invention of stereoscopy and
    stereoscope by C. Wheatstone
•   1890: First patent for 3D motion pictures
    using stereoscope
•   1915: First 3D footage in cinema using
    anaglyph glasses
•   1922: Invention of „Teleview“ a shutter
    based technique
•   1936: First demonstration of polarization
    based projection
•   1952: Golden era of 3D movies due to
    invention of television
•   1961: Single film solution „Space-Vision
    3D“ using polarization
•   1980: IMAX 70mm projectors for non-
    fiction short films
•   2003: First full length 3D feature film for
    IMAX screens by J. Cameron
•   2004: Animation „Polar Express“ makes
    14 times more revenue in 3D than 2D
                        Digitale telenett 2011
                        January 4th, 2010, Trondheim, Norway
6
                Example of most recent 3D successes
• Movies
   – Beowulf (2007)
   – Avatar (2009)
• Music
   – U2 3D (2008)
   – In Concert 3D (2009)
• Documentary
   – Biodiversity (2009)
• Sports
   – NBA All Star Game (2009)
   – Six Nations Cup (2010)
   – FIFA World Cup (2010)
• Games
   – 19 PS3 titles in 2010
• 3D Blu-ray


                    Digitale telenett 2011
                    January 4th, 2010, Trondheim, Norway
7




3D Perception

      Digitale telenett 2011
      January 4th, 2010, Trondheim, Norway
8
                       3D perception

• Human visual system uses several depth cues
  to build a mental model of a perceived 3D scene
  – Oculomotor cues
  – Monocular cues
  – Binocular cues
• Understanding the human visual perception of
                                Text


  3D is an important aspect to develop high
  quality 3D systems and services




         Digitale telenett 2011
         January 4th, 2010, Trondheim, Norway
9
                               Visual perception
• Eye
   – Optical part of the visual
     perception
   – Amount of light is controlled by
     iris
   – Image is brought into focus by
     lens
   – Retinal cells capture information
• Visual pathways
   – Carry visual information from the
     retina to the brain
• Visual cortex
   – Primary visual cortex responds to
     low level visual information such
     as frequencies, color and
     direction
   – Dorsal and vental streams are
     dealing with motions and objects


                   Digitale telenett 2011
                   January 4th, 2010, Trondheim, Norway
10
                                  Eye movements
• Achieved by muscles attached to the
  eye itself and the lens
• Accommodation
    – Change to optical parameter of the
      lens to bring an object into focus
• Vergence
    – Movement of the eyes to opposite
      directions to gaze at an object
• Version
    – Movement of the eyes to same
      direction to pursue movements
• Saccadic
    – Rapid movement of the eyes to scan
      the scene



                     Digitale telenett 2011
                     January 4th, 2010, Trondheim, Norway
11
                                 Stereopsis
• Human eyes are separated
  horizontally by approx. 6.3 cm
• Existence of different retinal
  images leads to binocular
  disparity
• Binocular disparity provides
  cues about the relative depth
  of objects and their
  environment
• Very effective for large
  disparities at close distances



                Digitale telenett 2011
                January 4th, 2010, Trondheim, Norway
12
                Depth cues




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
13
                   Oculomotor depth cues

• Accommodation
  – Change of the focal length of the lens
  – Quite a weak depth cue and only effective for distances < 2 m
• Convergence
  – Rotation of the eyes towards each other for closer objects
  – Quite a weak depth cue and only effective for distances < 10 m
• Myosis
  – Size of the pupil determines both amount of light and depth of
    field (DOF)
  – Very weak depth cue for short distances




            Digitale telenett 2011
            January 4th, 2010, Trondheim, Norway
14
                             Monocular depth cues
• Mainly experiential and learned over
  time
• Shadow
•   Illumination and shadow
•   Relative sizes differences
•   Motion parallax
•   Aerial perspective
•   Linear perspective
•   Interposition
•   Texture gradient
•   Intensity gradient
•   ...



                     Digitale telenett 2011
                     January 4th, 2010, Trondheim, Norway
15
        Monocular depth cues




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
16
                           Binocular depth cues
•   Two eyes observe scene from two slightly different angles
•   Most important depth cue for medium viewing distances
•   Basic idea behind any stereoscopic display technology
•   Around 5% of the population have difficulties with binocular
    depth




                  Digitale telenett 2011
                  January 4th, 2010, Trondheim, Norway
17
                           Motion parallax

• Motion cues are created
  when the viewer moves
  his eyes or head
• Relative object motion
  around a fixation point
  serves as depth cue
• Very important depth cue
  for a large range of scene
  depths



              Digitale telenett 2011
              January 4th, 2010, Trondheim, Norway
18
       Depth perception layers




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
19




3D Processing

      Digitale telenett 2011
      January 4th, 2010, Trondheim, Norway
20
         3D processing chain




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
21
                              3D creation

•   Computer generated imagery (CGI)
•   Stereoscopic cameras
•   Video + depth sensor
•   2D to 3D conversion




              Digitale telenett 2011
              January 4th, 2010, Trondheim, Norway
22
                        Stereoscopic camera

• Matching cameras
• Matching photography
  –   White balance
  –   Sensitivity
  –   Shutter speed
  –   Aperture
• Matching optics
  – Focal length
• Matching geometry
  – Distance
  – Angle
• Synchronization
               Digitale telenett 2011
               January 4th, 2010, Trondheim, Norway
23
                          Camera distance

• Single most important
  parameter in stereoscopy
• Regulates strength of 3D
  effect and object size
• Optimal camera distance
  depends on many factors
  – Near and far distance
  – Focal length
  – Maximum disparity




              Digitale telenett 2011
              January 4th, 2010, Trondheim, Norway
24
            Camera distance




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
25
                         Camera convergence
• Second most important
  parameter in stereoscopy
• Parallel camera setup
  – All objects are in front of
    screen
  – Depth position can be set
    later
• Converged camera setup
  – Objects partially behind the
    screen
  – Depth position fixed to
    objects where optical axes
    converge
  – May lead to keystone effect

                Digitale telenett 2011
                January 4th, 2010, Trondheim, Norway
26
         Camera convergence




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
27
                             2D to 3D conversion

• Basic idea is to convert
  available 2D content to 3D
• Exploit monocular depth cues
  to generate 3D content
• Automatic conversion is
  difficult and may cause
  artifacts
• Semiautomatic conversion
  based on computer vision
  technologies for best tradeoff
  between efficiency and quality
   – Structure from Motion
   – Monocular Depth Estimation

                  Digitale telenett 2011
                  January 4th, 2010, Trondheim, Norway
28
                           3D post-processing
• Geometric alignment
   – Horizontal and vertical alignment of cameras may not be perfect
   – Align images to avoid vertical disparities and adjust depth position
• Color adjustment
   – White balance and exposure of individual cameras may differ
   – Leads to color and brightness variations between stereo images
   – Correction using histogram matching techniques




                 Digitale telenett 2011
                 January 4th, 2010, Trondheim, Norway
29
                         3D scene representation

• Stereoscopic
   – Left-Right
   – Above-Below
   – Interlaced
• Image + Depth
   – Synchronized 2D and depth
     image or video
• Multiview
   – Several synchronized 2D video
     streams
   – Also possible to include depth for
     each view



                   Digitale telenett 2011
                   January 4th, 2010, Trondheim, Norway
30
                     3D compression standards
• Simulcast
   – Possible with any video
     coding standard
• Stereoscopic
   – MPEG-4/AVC: Stereo SEI
     message and different L/R
     packings
• Image+depth
   – MPEG-C Part A: Auxiliary data
     representation for depth maps
• Multiview video coding (MVC)
   – H.264/MVC: Extension of H.
     264/AVC to multiview video
• Multiview+depth
   – 3D Video Coding (3DVC)

                 Digitale telenett 2011
                 January 4th, 2010, Trondheim, Norway
31
                          Asymmetric coding
• Individual views are coded independently
• Each view is coded with a different quality
• According to binocular suppression theory the perceived
  quality is dominated by the higher quality view
• Any video coding standard can be used




                Digitale telenett 2011
                January 4th, 2010, Trondheim, Norway
32
                 3D content displays (devices)

• Head Mounted Displays (HMD)
• Monitors
   – Anaglyph
   – Polarization
   – Shutter
   – Autostereoscopic
• Projectors
   – Anaglyph
   – Polarization
   – Shutter




               Digitale telenett 2011
               January 4th, 2010, Trondheim, Norway
33
               3D content display (technologies)

•   Stereograms
•   Passive anaglyph
•   Active shutter
•   Passive polarization
    – Linear
    – Circular
• Autostereoscopic
    – Single view
    – Multi view




               Digitale telenett 2011
               January 4th, 2010, Trondheim, Norway
34
                        Autostereoscopic displays
• Requires no glasses
• Sends the left and right views
  directly to the eyes
• Lenticular lens
   – Tiny cylindrical plastic lenses
     attached to the front of the screen
   – Does not support 2D mode
• Parallax barrier
   – Fine grating of liquid crystals
     placed in front of the screen
   – Supports 2D/3D mode by
     switching parallax barrier off/on



                   Digitale telenett 2011
                   January 4th, 2010, Trondheim, Norway
35
                              Sweet spot

• Correct 3D perception
  depends largely on the
  viewers position and the
  used display technology
• Wrong distance to the
  screen leads to crosstalk
  between the left and the
  right images
• Wrong horizontal position
  leads to inverted images
  and causes headache

              Digitale telenett 2011
              January 4th, 2010, Trondheim, Norway
36
                  Single vs. multi view displays




• Single view displays provide the same view for each position
• Multi view displays provide different views depending on position

                Digitale telenett 2011
                January 4th, 2010, Trondheim, Norway
37




3D Quality

      Digitale telenett 2011
      January 4th, 2010, Trondheim, Norway
38
              Quality of Experience is the Key
• "As much as it pains me to say this - I love 3-D, I really do -
  these films are unpleasant to watch.“

• "In any event, the 3D experience doesn’t at all feel natural,
  much less immersive.”

• "I don't get motion sickness from a car or sea yet 3D movies
  tent to give me headache.”

• "The 3D trend is annoying…what’s so bad about a really
  beautiful 2D composition? Even the best 3D still darkens the
  picture and muddies the color ever so slightly“

• "The 3D glasses offered to me ruined my movie-watching
  experience to say the least. They were uncomfortable to wear
  as they only had a one-size-fits-all.”
             Digitale telenett 2011
             January 4th, 2010, Trondheim, Norway
39
                        Good vs. Bad 3D Quality
• Avatar (2009)                            • Clash of the Titans (2010)
   – Combination of 3D shooting,                – Shot completely in 2D and
     motion capture and and CGI                   converted to 3D in 8 weeks
   – Budget of 237 million USD                  – Budget of 125 million USD
   – "It was an absolute marvel and I           – "The film redefines 3-D but in the
     am left in awe after seeing it.“             wrong way.”




                  Digitale telenett 2011
                  January 4th, 2010, Trondheim, Norway
40
                                 3D Quality
• Improved quality of experience (QoE) is an important aspect for
  the success of any new technology such as 3DTV
• 2D image and video quality assessment is relatively mature
• Emerging 3D video quality assessment needs to consider
  additional aspects such as depth perception, immersion and
  presence




                Digitale telenett 2011
                January 4th, 2010, Trondheim, Norway
41
                                       3D Quality




Nintendo Warns
Parents Not To Let
Children Under 6
Play 3DS
December 29th, 2010




                      Digitale telenett 2011
                      January 4th, 2010, Trondheim, Norway
42
                      3D processing chain




• Capture
  – Special care needs to be taken when positioning cameras or
    selecting rendering parameters
  – Unnatural correspondences are source of many 3D artifacts
• Conversion
  – Various representations for 3D video exist (e.g. multiview and
    image+depth)
  – Converting between them may introduce different artifacts
             Digitale telenett 2011
             January 4th, 2010, Trondheim, Norway
43
                    3D processing chain




• Coding
  – Coding schemes exploit spatial, temporal and inter view
    redundancies
  – May lead to various 2D and 3D artifacts
• Transmission
  – Digital wireless transmission are subject to packet losses
  – Resilience and error concealment algorithms may
    introduce artifacts
           Digitale telenett 2011
           January 4th, 2010, Trondheim, Norway
44
                     3D processing chain




• Visualization
  – Various approaches exist for 3D scene visualization with
    different degree of scene approximation
  – Each 3D display technology may cause specific artifacts
    and the amount of artifacts is largely scene dependent



            Digitale telenett 2011
            January 4th, 2010, Trondheim, Norway
45
                                 2D artifacts
• Not specific to 3D video but also present in 2D video
• Mainly degrade the 2D quality but may also affect depth
  perception
• Examples include blocking, ringing, blurring, color bleeding,
  jerkiness




                 Digitale telenett 2011
                 January 4th, 2010, Trondheim, Norway
46
                                 3D artifacts
• Distortions that lead to a perceptual difference between the
  real 3D structure of a scene and its representation
• May have different effects on the depth perception from a
  feeling of unnaturalness to visual discomfort and headache
• Includes keystone distortion, puppet theater effect, crosstalk,
  cardboard effect, shear distortion, disocclusions




                 Digitale telenett 2011
                 January 4th, 2010, Trondheim, Norway
47
                       A key challenge in 3D

• Subjective and objective quality evaluation protocols
  and metrics that measure:
   – Artifacts of 3D
   processing chain
   – Naturalness
   – Sense of presence
   – Fatigue
   – Eye strain
   – Headache
   – …




             Digitale telenett 2011
             January 4th, 2010, Trondheim, Norway
48
                   Holographic 3DTV

• 3DTV with and without glasses are
 milestones towards holographic TV




        Digitale telenett 2011
        January 4th, 2010, Trondheim, Norway
49
         Challenges in Holographic 3DTV

• Efficient and practical capture and display
• Compression, transmission and storage
• Conversion of legacy 2D and even multi-
  view content
• Applications and viable business models




         Digitale telenett 2011
         January 4th, 2010, Trondheim, Norway
50




CONCLUSION

    Digitale telenett 2011
    January 4th, 2010, Trondheim, Norway
51
                             Conclusion
• 3DTV is among one of the emerging multimedia trends
• Success will largely depend on improved quality of experience
• Interesting content and good 3D quality provides novel experience
  to users (e.g. Avatar)
• Bad 3D quality may limit the acceptance of 3D technologies (e.g.
  Clash of the Titans)
• Subjective and objective quality assessment of 2D image and video
  quite mature
• Methodologies and metrics need to be adopted for 3D considering
  the special characteristics of 3D perception
• Huge opportunities in research, technology, art, and business




             Digitale telenett 2011
             January 4th, 2010, Trondheim, Norway
52
      Thanks for your attention




Digitale telenett 2011
January 4th, 2010, Trondheim, Norway
53
                  Acknowledgements

• Many of the slides presented in this
  seminar were collected/produced
  diligently by Dr. Lutz Goldmann.
• Great efforts by Martin Rerabek for
  preparation of appropriate 3D anaglyph
  glasses are appreciated and
  acknowledged.




        Digitale telenett 2011
        January 4th, 2010, Trondheim, Norway

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3DTV - Past, Present and Future

  • 1. 1 3DTV Past, Present and Future Touradj Ebrahimi Professor II at NTNU/Q2S Professor at EPFL Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 2. 2 Outline • Introduction – Motivation – A bit of History • 3D perception – Human visual system – Depth perception • 3D processing – Creation – Representation – Coding – Visualization • 3D quality • Future of 3DTV • Conclusion Indicates that the anaglyph glasses should be used to view the content of the slides Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 3. 3 INTRODUCTION Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 4. 4 Motivation • Evolution of visual content towards greater realism – Black and white – Color – High resolution – 3DTV • 3 major factors for success – Technology: Ability to capture, process and show 3D – Content: Availability of interesting 3D content – Quality: Attractive to consumers Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 5. 5 History of 3D • 1840: Invention of stereoscopy and stereoscope by C. Wheatstone • 1890: First patent for 3D motion pictures using stereoscope • 1915: First 3D footage in cinema using anaglyph glasses • 1922: Invention of „Teleview“ a shutter based technique • 1936: First demonstration of polarization based projection • 1952: Golden era of 3D movies due to invention of television • 1961: Single film solution „Space-Vision 3D“ using polarization • 1980: IMAX 70mm projectors for non- fiction short films • 2003: First full length 3D feature film for IMAX screens by J. Cameron • 2004: Animation „Polar Express“ makes 14 times more revenue in 3D than 2D Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 6. 6 Example of most recent 3D successes • Movies – Beowulf (2007) – Avatar (2009) • Music – U2 3D (2008) – In Concert 3D (2009) • Documentary – Biodiversity (2009) • Sports – NBA All Star Game (2009) – Six Nations Cup (2010) – FIFA World Cup (2010) • Games – 19 PS3 titles in 2010 • 3D Blu-ray Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 7. 7 3D Perception Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 8. 8 3D perception • Human visual system uses several depth cues to build a mental model of a perceived 3D scene – Oculomotor cues – Monocular cues – Binocular cues • Understanding the human visual perception of Text 3D is an important aspect to develop high quality 3D systems and services Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 9. 9 Visual perception • Eye – Optical part of the visual perception – Amount of light is controlled by iris – Image is brought into focus by lens – Retinal cells capture information • Visual pathways – Carry visual information from the retina to the brain • Visual cortex – Primary visual cortex responds to low level visual information such as frequencies, color and direction – Dorsal and vental streams are dealing with motions and objects Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 10. 10 Eye movements • Achieved by muscles attached to the eye itself and the lens • Accommodation – Change to optical parameter of the lens to bring an object into focus • Vergence – Movement of the eyes to opposite directions to gaze at an object • Version – Movement of the eyes to same direction to pursue movements • Saccadic – Rapid movement of the eyes to scan the scene Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 11. 11 Stereopsis • Human eyes are separated horizontally by approx. 6.3 cm • Existence of different retinal images leads to binocular disparity • Binocular disparity provides cues about the relative depth of objects and their environment • Very effective for large disparities at close distances Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 12. 12 Depth cues Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 13. 13 Oculomotor depth cues • Accommodation – Change of the focal length of the lens – Quite a weak depth cue and only effective for distances < 2 m • Convergence – Rotation of the eyes towards each other for closer objects – Quite a weak depth cue and only effective for distances < 10 m • Myosis – Size of the pupil determines both amount of light and depth of field (DOF) – Very weak depth cue for short distances Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 14. 14 Monocular depth cues • Mainly experiential and learned over time • Shadow • Illumination and shadow • Relative sizes differences • Motion parallax • Aerial perspective • Linear perspective • Interposition • Texture gradient • Intensity gradient • ... Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 15. 15 Monocular depth cues Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 16. 16 Binocular depth cues • Two eyes observe scene from two slightly different angles • Most important depth cue for medium viewing distances • Basic idea behind any stereoscopic display technology • Around 5% of the population have difficulties with binocular depth Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 17. 17 Motion parallax • Motion cues are created when the viewer moves his eyes or head • Relative object motion around a fixation point serves as depth cue • Very important depth cue for a large range of scene depths Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 18. 18 Depth perception layers Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 19. 19 3D Processing Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 20. 20 3D processing chain Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 21. 21 3D creation • Computer generated imagery (CGI) • Stereoscopic cameras • Video + depth sensor • 2D to 3D conversion Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 22. 22 Stereoscopic camera • Matching cameras • Matching photography – White balance – Sensitivity – Shutter speed – Aperture • Matching optics – Focal length • Matching geometry – Distance – Angle • Synchronization Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 23. 23 Camera distance • Single most important parameter in stereoscopy • Regulates strength of 3D effect and object size • Optimal camera distance depends on many factors – Near and far distance – Focal length – Maximum disparity Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 24. 24 Camera distance Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 25. 25 Camera convergence • Second most important parameter in stereoscopy • Parallel camera setup – All objects are in front of screen – Depth position can be set later • Converged camera setup – Objects partially behind the screen – Depth position fixed to objects where optical axes converge – May lead to keystone effect Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 26. 26 Camera convergence Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 27. 27 2D to 3D conversion • Basic idea is to convert available 2D content to 3D • Exploit monocular depth cues to generate 3D content • Automatic conversion is difficult and may cause artifacts • Semiautomatic conversion based on computer vision technologies for best tradeoff between efficiency and quality – Structure from Motion – Monocular Depth Estimation Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 28. 28 3D post-processing • Geometric alignment – Horizontal and vertical alignment of cameras may not be perfect – Align images to avoid vertical disparities and adjust depth position • Color adjustment – White balance and exposure of individual cameras may differ – Leads to color and brightness variations between stereo images – Correction using histogram matching techniques Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 29. 29 3D scene representation • Stereoscopic – Left-Right – Above-Below – Interlaced • Image + Depth – Synchronized 2D and depth image or video • Multiview – Several synchronized 2D video streams – Also possible to include depth for each view Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 30. 30 3D compression standards • Simulcast – Possible with any video coding standard • Stereoscopic – MPEG-4/AVC: Stereo SEI message and different L/R packings • Image+depth – MPEG-C Part A: Auxiliary data representation for depth maps • Multiview video coding (MVC) – H.264/MVC: Extension of H. 264/AVC to multiview video • Multiview+depth – 3D Video Coding (3DVC) Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 31. 31 Asymmetric coding • Individual views are coded independently • Each view is coded with a different quality • According to binocular suppression theory the perceived quality is dominated by the higher quality view • Any video coding standard can be used Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 32. 32 3D content displays (devices) • Head Mounted Displays (HMD) • Monitors – Anaglyph – Polarization – Shutter – Autostereoscopic • Projectors – Anaglyph – Polarization – Shutter Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 33. 33 3D content display (technologies) • Stereograms • Passive anaglyph • Active shutter • Passive polarization – Linear – Circular • Autostereoscopic – Single view – Multi view Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 34. 34 Autostereoscopic displays • Requires no glasses • Sends the left and right views directly to the eyes • Lenticular lens – Tiny cylindrical plastic lenses attached to the front of the screen – Does not support 2D mode • Parallax barrier – Fine grating of liquid crystals placed in front of the screen – Supports 2D/3D mode by switching parallax barrier off/on Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 35. 35 Sweet spot • Correct 3D perception depends largely on the viewers position and the used display technology • Wrong distance to the screen leads to crosstalk between the left and the right images • Wrong horizontal position leads to inverted images and causes headache Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 36. 36 Single vs. multi view displays • Single view displays provide the same view for each position • Multi view displays provide different views depending on position Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 37. 37 3D Quality Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 38. 38 Quality of Experience is the Key • "As much as it pains me to say this - I love 3-D, I really do - these films are unpleasant to watch.“ • "In any event, the 3D experience doesn’t at all feel natural, much less immersive.” • "I don't get motion sickness from a car or sea yet 3D movies tent to give me headache.” • "The 3D trend is annoying…what’s so bad about a really beautiful 2D composition? Even the best 3D still darkens the picture and muddies the color ever so slightly“ • "The 3D glasses offered to me ruined my movie-watching experience to say the least. They were uncomfortable to wear as they only had a one-size-fits-all.” Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 39. 39 Good vs. Bad 3D Quality • Avatar (2009) • Clash of the Titans (2010) – Combination of 3D shooting, – Shot completely in 2D and motion capture and and CGI converted to 3D in 8 weeks – Budget of 237 million USD – Budget of 125 million USD – "It was an absolute marvel and I – "The film redefines 3-D but in the am left in awe after seeing it.“ wrong way.” Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 40. 40 3D Quality • Improved quality of experience (QoE) is an important aspect for the success of any new technology such as 3DTV • 2D image and video quality assessment is relatively mature • Emerging 3D video quality assessment needs to consider additional aspects such as depth perception, immersion and presence Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 41. 41 3D Quality Nintendo Warns Parents Not To Let Children Under 6 Play 3DS December 29th, 2010 Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 42. 42 3D processing chain • Capture – Special care needs to be taken when positioning cameras or selecting rendering parameters – Unnatural correspondences are source of many 3D artifacts • Conversion – Various representations for 3D video exist (e.g. multiview and image+depth) – Converting between them may introduce different artifacts Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 43. 43 3D processing chain • Coding – Coding schemes exploit spatial, temporal and inter view redundancies – May lead to various 2D and 3D artifacts • Transmission – Digital wireless transmission are subject to packet losses – Resilience and error concealment algorithms may introduce artifacts Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 44. 44 3D processing chain • Visualization – Various approaches exist for 3D scene visualization with different degree of scene approximation – Each 3D display technology may cause specific artifacts and the amount of artifacts is largely scene dependent Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 45. 45 2D artifacts • Not specific to 3D video but also present in 2D video • Mainly degrade the 2D quality but may also affect depth perception • Examples include blocking, ringing, blurring, color bleeding, jerkiness Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 46. 46 3D artifacts • Distortions that lead to a perceptual difference between the real 3D structure of a scene and its representation • May have different effects on the depth perception from a feeling of unnaturalness to visual discomfort and headache • Includes keystone distortion, puppet theater effect, crosstalk, cardboard effect, shear distortion, disocclusions Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 47. 47 A key challenge in 3D • Subjective and objective quality evaluation protocols and metrics that measure: – Artifacts of 3D processing chain – Naturalness – Sense of presence – Fatigue – Eye strain – Headache – … Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 48. 48 Holographic 3DTV • 3DTV with and without glasses are milestones towards holographic TV Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 49. 49 Challenges in Holographic 3DTV • Efficient and practical capture and display • Compression, transmission and storage • Conversion of legacy 2D and even multi- view content • Applications and viable business models Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 50. 50 CONCLUSION Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 51. 51 Conclusion • 3DTV is among one of the emerging multimedia trends • Success will largely depend on improved quality of experience • Interesting content and good 3D quality provides novel experience to users (e.g. Avatar) • Bad 3D quality may limit the acceptance of 3D technologies (e.g. Clash of the Titans) • Subjective and objective quality assessment of 2D image and video quite mature • Methodologies and metrics need to be adopted for 3D considering the special characteristics of 3D perception • Huge opportunities in research, technology, art, and business Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 52. 52 Thanks for your attention Digitale telenett 2011 January 4th, 2010, Trondheim, Norway
  • 53. 53 Acknowledgements • Many of the slides presented in this seminar were collected/produced diligently by Dr. Lutz Goldmann. • Great efforts by Martin Rerabek for preparation of appropriate 3D anaglyph glasses are appreciated and acknowledged. Digitale telenett 2011 January 4th, 2010, Trondheim, Norway

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  38. BBC News - Quality warnings issued over 3DTV\n&quot;&quot;&apos;We don&apos;t think it&apos;s right to confuse consumers this early on with second-rate conversion technology,&apos; Fabrice Estornel, product manager at Panasonic TV, told website Home Cinema Choice (HCC).&quot;\nhttp://www.bbc.co.uk/news/10446419\n\nMichael Bay And James Cameron Skeptical Of 3D Conversions: &amp;#x201C;The Jury Is Out&amp;#x201D; &amp;#x2013; Deadline.com\n&quot;In any event, the 3D experience doesn&amp;#x2019;t at all feel natural, much less &amp;#x201C;immersive.&amp;#x201D;&quot;\nhttp://www.deadline.com/2010/03/michael-bay-james-cameron-skeptical-of-3d-conversions-the-jury-is-out/\n\nMichael Bay And James Cameron Skeptical Of 3D Conversions: &amp;#x201C;The Jury Is Out&amp;#x201D; &amp;#x2013; Deadline.com\n&quot;I was able to see 2D footage that was converted to 3D by one of these companies mentioned in the article. Long story short, it looked awful and cheesy. While yes, the images did seem to pop off of the screen, it still looked flat and lacked the depth that AVATAR has.&quot;\nhttp://www.deadline.com/2010/03/michael-bay-james-cameron-skeptical-of-3d-conversions-the-jury-is-out/\n\n3-D movies like Monsters vs. Aliens hurt your eyes. They always have, and they always will. - By Daniel Engber - Slate Magazine\n&quot;(A Katzenbergian mantra: &quot;Making your customers sick is not a recipe for success.&quot;)&quot;\nhttp://www.slate.com/id/2215265/\n\n3-D movies like Monsters vs. Aliens hurt your eyes. They always have, and they always will. - By Daniel Engber - Slate Magazine\n&quot;As much as it pains me to say this&amp;#x2014;I love 3-D, I really do&amp;#x2014;these films are unpleasant to watch.&quot;\nhttp://www.slate.com/id/2215265/\n\n3-D movies like Monsters vs. Aliens hurt your eyes. They always have, and they always will. - By Daniel Engber - Slate Magazine\n&quot;Did the RealD projection give me a headache or was it the movie&apos;s lamebrained script?&quot;\nhttp://www.slate.com/id/2215265/pagenum/2\n\n3D Sickness: 3D movies make me sick...literally!\n&quot;I don&apos;t get motion sickness from a car or sea yet 3D movies tent to give me headache.&quot;\nhttp://www.squidoo.com/3dsickness\n\nAvatar 3D glasses of sub-standard quality? &amp;#xAB; Fenil and Bollywood\n&quot;&amp;#x201C;The 3D glasses offered to me ruined my movie-watching experience to say the least. They were uncomfortable to wear as they only had a one-size-fits-all.&quot;\nhttp://fenilandbollywood.wordpress.com/2009/12/24/avatar-3d-glasses-of-bad-sub-standard-quality/\n
  39. Why is the 3-D so bad in Clash of the Titans? - By Daniel Engber - Slate Magazine\n&quot;The film &quot;redefines 3-D but in the wrong way,&quot; reports the St. Petersburg Times&quot;\nhttp://www.slate.com/id/2249527\n\nWhy is the 3-D so bad in Clash of the Titans? - By Daniel Engber - Slate Magazine\n&quot;The film &quot;redefines 3-D but in the wrong way,&quot; reports the St. Petersburg Times&quot;\nhttp://www.slate.com/id/2249527\n\nToday3D Forum\n&quot;Earlier this week James Cameron warned against such 2D to 3D conversions, saying specifically of the Clash of the Titans conversion that &amp;#x201C;If you want to make a movie in 3-D, make the movie in 3-D.&amp;#x201D;&quot;\nhttp://www.today3d.com/2010/03/clash-of-titans-2d-to-3d-conversion-is.html\n\nMichael Bay And James Cameron Skeptical Of 3D Conversions: &amp;#x201C;The Jury Is Out&amp;#x201D; &amp;#x2013; Deadline.com\n&quot;The 3D trend is annoying&amp;#x2026;what&amp;#x2019;s so bad about a really beautiful 2D composition? Even the best 3D still darkens the picture and muddies the color ever so slightly&quot;\nhttp://www.deadline.com/2010/03/michael-bay-james-cameron-skeptical-of-3d-conversions-the-jury-is-out/\n
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