Preface |
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ix | |
About the Authors |
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xiii | |
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1 | (16) |
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1.1 Why 3D Communications? |
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1 | (2) |
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1.2 End-to-End 3D Visual Ecosystem |
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3 | (7) |
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1.2.1 3D Modeling and Representation |
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5 | (1) |
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1.2.2 3D Content Creation |
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6 | (1) |
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1.2.3 3D Video Compression |
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7 | (1) |
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1.2.4 3D Content Delivery |
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8 | (1) |
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9 | (1) |
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9 | (1) |
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1.3 3D Visual Communications |
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10 | (1) |
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1.4 Challenges and Opportunities |
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11 | (6) |
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15 | (2) |
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2 3D Graphics and Rendering |
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17 | (46) |
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2.1 3DTV Content Processing Procedure |
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19 | (3) |
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2.2 3D Scene Representation with Explicit Geometry -- Geometry Based Representation |
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22 | (21) |
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2.2.1 Surface Based Representation |
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23 | (14) |
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2.2.2 Point Based Representation |
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37 | (1) |
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2.2.3 Point Based Construction |
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38 | (1) |
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2.2.4 Point Based Compression and Encoding for Transmission |
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38 | (1) |
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2.2.5 Point Based Rendering: Splatting |
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39 | (1) |
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2.2.6 Volumetric Representation |
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40 | (1) |
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2.2.7 Volumetric Construction |
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40 | (1) |
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2.2.8 Volumetric Compression and Encoding for Transmission |
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41 | (1) |
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2.2.9 Volumetric Rendering |
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42 | (1) |
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2.3 3D Scene Representation without Geometry -- Image-Based Representation |
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43 | (8) |
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43 | (3) |
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2.3.2 Single Texture Representation |
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46 | (2) |
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2.3.3 Multiple Texture Representation |
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48 | (3) |
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2.3.4 Image Based Animation |
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51 | (1) |
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2.4 3D Scene Representation with Implicit Geometry -- Depth-Image-Based Representation |
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51 | (12) |
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2.4.1 History of Depth-Image-Based Representation |
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52 | (1) |
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2.4.2 Fundamental Concept Depth-Image-Based Representation |
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53 | (3) |
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56 | (1) |
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2.4.4 Depth-Image-Based Animation |
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57 | (1) |
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57 | (6) |
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63 | (22) |
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3.1 Depth Cues and Applications to 3D Display |
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63 | (2) |
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3.1.1 Monocular Depth Cues |
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63 | (1) |
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3.1.2 Binocular Depth Cues |
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64 | (1) |
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65 | (6) |
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3.2.1 Wavelength Division (Color) Multiplexing |
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65 | (4) |
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3.2.2 Polarization Multiplexing |
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69 | (1) |
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69 | (2) |
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3.3 Autostereoscopic Display |
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71 | (7) |
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3.3.1 Occlusion-Based Approach |
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71 | (4) |
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3.3.2 Refraction-Based Approach |
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75 | (3) |
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78 | (5) |
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3.4.1 Head Tracking Enabled Multi-View Display |
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79 | (1) |
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79 | (4) |
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3.5 Recent Advances in Hologram System Study |
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83 | (2) |
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84 | (1) |
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85 | (44) |
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4.1 3D Scene Modeling and Creation |
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85 | (2) |
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4.1.1 Geometry-Based Modeling |
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86 | (1) |
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4.1.2 Image-Based Modeling |
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86 | (1) |
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87 | (1) |
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87 | (14) |
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87 | (1) |
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88 | (1) |
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88 | (1) |
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4.2.4 3D Capturing with Monoscopic Camera |
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89 | (12) |
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4.3 2D-to-3D Video Conversion |
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101 | (24) |
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4.3.1 Automatic 2D-to-3D Conversion |
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103 | (8) |
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4.3.2 Interactive 2D-to-3D Conversion |
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111 | (1) |
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4.3.3 Showcase of 3D Conversion System Design |
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112 | (13) |
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4.4 3D Multi-View Generation |
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125 | (4) |
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126 | (3) |
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5 3D Video Coding and Standards |
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129 | (42) |
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5.1 Fundamentals of Video Coding |
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129 | (13) |
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5.2 Two-View Stereo Video Coding |
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142 | (2) |
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5.2.1 Individual View Coding |
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142 | (1) |
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5.2.2 Inter-View Prediction Stereo Video Coding |
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143 | (1) |
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5.3 Frame-Compatible Stereo Coding |
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144 | (4) |
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5.3.1 Half-Resolution Frame-Compatible Stereo Coding |
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144 | (2) |
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5.3.2 Full-Resolution Frame-Compatible Layer Approach |
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146 | (2) |
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5.4 Video Plus Depth Coding |
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148 | (8) |
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156 | (4) |
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5.6 Multi-View Video Plus Depth (MVD) Video |
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160 | (3) |
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5.7 Layered Depth Video (LDV) |
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163 | (2) |
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165 | (1) |
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5.9 Free-View Point Video |
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166 | (5) |
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167 | (4) |
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171 | (34) |
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171 | (3) |
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171 | (1) |
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6.1.2 Layered Network Protocols Architecture |
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172 | (2) |
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6.2 Wireless Communications |
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174 | (19) |
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175 | (2) |
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6.2.2 The Wireless Channel |
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177 | (14) |
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6.2.3 Adaptive Modulation and Coding |
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191 | (2) |
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193 | (1) |
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6.4 4G Standards and Systems |
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193 | (12) |
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6.4.1 Evolved Universal Terrestrial Radio Access Network (E-UTRAN) |
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195 | (5) |
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6.4.2 Evolved Packet Core (EPC) |
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200 | (1) |
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6.4.3 Long Term Evolution-Advance (LTE-A) |
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201 | (1) |
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6.4.4 IEEE 802.16 -- WiMAX |
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202 | (1) |
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203 | (2) |
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205 | (54) |
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205 | (15) |
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7.1.1 Fundamentals of 3D Human Visual System |
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205 | (1) |
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7.1.2 Coordinate Transform for Camera and Display System |
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206 | (5) |
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7.1.3 Keystone Distortion |
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211 | (1) |
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7.1.4 Depth-Plane Curvature |
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212 | (1) |
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212 | (1) |
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7.1.6 Puppet-Theater Effect |
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213 | (2) |
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215 | (1) |
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7.1.8 Asymmetries in Stereo Camera Rig |
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216 | (1) |
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217 | (1) |
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7.1.10 Picket-Fence Effect and Lattice Artifacts |
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217 | (1) |
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7.1.11 Hybrid DCT Lossy Compression Artifact |
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218 | (1) |
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7.1.12 Depth Map Bleeding and Depth Ringing |
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219 | (1) |
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7.1.13 Artifacts Introduced by Unreliable Communication Networks |
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219 | (1) |
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7.1.14 Artifacts from New View Synthesis |
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219 | (1) |
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7.1.15 Summary of 3D Artifacts |
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220 | (1) |
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220 | (27) |
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7.2.1 Subjective Evaluations |
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222 | (4) |
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7.2.2 2D Image and Video QoE Measurement |
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226 | (9) |
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7.2.3 3D Video HVS Based QoE Measurement |
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235 | (11) |
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7.2.4 Postscript on Quality of Assessment |
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246 | (1) |
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7.3 QoE Oriented System Design |
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247 | (12) |
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7.3.1 Focus Cues and Perceptual Distortions |
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247 | (2) |
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249 | (1) |
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250 | (9) |
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259 | (30) |
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8.1 Transmission-Induced Error |
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259 | (8) |
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267 | (3) |
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270 | (5) |
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8.4 Unequal Error Protection |
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275 | (4) |
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8.5 Multiple Description Coding |
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279 | (3) |
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282 | (7) |
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286 | (3) |
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289 | (24) |
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9.1 Glass-Less Two-View Systems |
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289 | (2) |
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9.1.1 Spatially Multiplexed Systems |
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290 | (1) |
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9.1.2 Temporally Multiplexed Systems |
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290 | (1) |
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9.2 3D Capture and Display Systems |
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291 | (3) |
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9.3 Two-View Gaming Systems |
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294 | (4) |
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298 | (4) |
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298 | (1) |
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9.4.2 Mobile 3D Perception |
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299 | (3) |
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302 | (11) |
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9.5.1 Medical Visualization |
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304 | (2) |
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9.5.2 Mobile Phone Applications |
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306 | (3) |
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309 | (4) |
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10 Advanced 3D Video Streaming Applications |
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313 | (22) |
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10.1 Rate Control in Adaptive Streaming |
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313 | (8) |
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10.1.1 Fundamentals of Rate Control |
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313 | (5) |
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10.1.2 Two-View Stereo Video Streaming |
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318 | (1) |
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318 | (1) |
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319 | (2) |
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10.2 Multi-View Video View Switching |
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321 | (4) |
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10.3 Peer-to-Peer 3D Video Streaming |
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325 | (3) |
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10.4 3D Video Broadcasting |
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328 | (1) |
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10.5 3D Video over 4G Networks |
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329 | (6) |
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331 | (4) |
Index |
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335 | |