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Journal ArticleDOI

Visual Distortions in 360° Videos

TL;DR: This paper provides a first comprehensive review of the most common visual distortions that alter 360-degree signals undergoing state of the art processing in common applications, essential as a basis for benchmarking different processing techniques, allowing the effective design of new algorithms and applications.
Abstract: Omnidirectional (or 360°) images and videos are emergent signals being used in many areas, such as robotics and virtual/augmented reality. In particular, for virtual reality applications, they allow an immersive experience in which the user can interactively navigate through a scene with three degrees of freedom, wearing a head-mounted display. Current approaches for capturing, processing, delivering, and displaying 360° content, however, present many open technical challenges and introduce several types of distortions in the visual signal. Some of the distortions are specific to the nature of 360° images and often differ from those encountered in classical visual communication frameworks. This paper provides a first comprehensive review of the most common visual distortions that alter 360° signals going through the different processing elements of the visual communication pipeline. While their impact on viewers’ visual perception and the immersive experience at large is still unknown—thus, it is an open research topic—this review serves the purpose of proposing a taxonomy of the visual distortions that can be encountered in 360° signals. Their underlying causes in the end-to-end 360° content distribution pipeline are identified. This taxonomy is essential as a basis for comparing different processing techniques, such as visual enhancement, encoding, and streaming strategies, and allowing the effective design of new algorithms and applications. It is also a useful resource for the design of psycho-visual studies aiming to characterize human perception of 360° content in interactive and immersive applications.
Citations
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Journal ArticleDOI
TL;DR: The state-of-the-art on adaptive 360° video delivery solutions considering end-to-end video streaming in general and then specifically of 360°video delivery are presented.
Abstract: Omnidirectional or 360° video is increasingly being used, mostly due to the latest advancements in immersive Virtual Reality (VR) technology. However, its wide adoption is hindered by the higher bandwidth and lower latency requirements than associated with traditional video content delivery. Diverse researchers propose and design solutions that help support an immersive visual experience of 360° video, primarily when delivered over a dynamic network environment. This paper presents the state-of-the-art on adaptive 360° video delivery solutions considering end-to-end video streaming in general and then specifically of 360° video delivery. Current and emerging solutions for adaptive 360° video streaming, including viewport-independent, viewport-dependent, and tile-based schemes are presented. Next, solutions for network-assisted unicast and multicast streaming of 360° video content are discussed. Different research challenges for both on-demand and live 360° video streaming are also analyzed. Several proposed standards and technologies and top international research projects are then presented. We demonstrate the ongoing standardization efforts for 360° media services that ensure interoperability and immersive media deployment on a massive scale. Finally, the paper concludes with a discussion about future research opportunities enabled by 360° video.

90 citations


Cites background from "Visual Distortions in 360° Videos"

  • ...[24] reviewed the most common visual artifacts found in 360◦ streaming applications and characterized them as: spatial, temporal, stereoscopic, and head movement artifacts....

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Journal ArticleDOI
TL;DR: The experiments on two databases, namely CVIQD2018 and MVAQD databases, demonstrate that the proposed SSP-BOIQA method outperforms the state-of-the-art blind quality assessment methods, and is more consistent with human visual perception.
Abstract: In contrast with traditional images, omnidirectional image (OI) has a higher resolution and provides the user with an interactive wide field of view. OI with equirectangular projection (ERP) format, as the default for encoding and transmitting omnidirectional visual contents, is not suitable for quality assessment of OI because of serious geometric distortion in the bipolar regions, especially for blind image quality assessment. In this paper, a segmented spherical projection (SSP) based blind omnidirectional image quality assessment (SSP-BOIQA) method is proposed. The OI with ERP format is first converted into that with SSP format, so as to solve the problem of stretching distortion in the bipolar regions of ERP format, but retain the equatorial region of ERP format. On the one hand, considering that the bipolar regions of the SSP format are circular, a local/global perceptual features extraction scheme with fan-shaped window is proposed for estimating the distortion in the bipolar regions of OI. On the other hand, the perceptual features of the equatorial region are extracted with heat map as weighting factor to reflect users' visual behavior. Then, the features extracted from the OI's bipolar and equatorial regions are pooled to predict the quality of distorted OIs. The experiments on two databases, namely CVIQD2018 and MVAQD databases, demonstrate that the proposed SSP-BOIQA method outperforms the state-of-the-art blind quality assessment methods, and is more consistent with human visual perception.

28 citations


Cites background from "Visual Distortions in 360° Videos"

  • ...magnified, which greatly affecting the users’ experience [3]....

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Journal ArticleDOI
10 Sep 2020-Symmetry
TL;DR: Different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video, as well as the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented.
Abstract: 360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. Video consumers are more interested in the immersive experience instead of conventional broadband televisions. The visible area (known as user’s viewport) of the video is displayed through Head-Mounted Display (HMD) with a very high frame rate and high resolution. Delivering the whole 360-degree frames in ultra-high-resolution to the end-user significantly adds pressure to the service providers’ overall intention. This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display. It overviews different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video. Next, the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented. Furthermore, several 360-degree audio technologies and a wide range of immersive applications are consequently deliberated. Finally, some significant research challenges and implications in the immersive multimedia environment are presented and explained in detail.

24 citations


Cites background from "Visual Distortions in 360° Videos"

  • ...However, all objective metrics still fail to consider perceptual artifacts such as, for example, visible seams [95]....

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  • ...Therefore, visual attention and salience are important aspects to consider in the subjective assessment of 360-degree video content [95]....

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Journal ArticleDOI
TL;DR: In this paper, the authors present the latest developments in relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos.

20 citations

Journal ArticleDOI
01 Dec 2020
TL;DR: The evaluation of the proposed framework based on the dataset shows that both the use of the spherical Voronoi diagram and visual attention are crucial for achieving state-of-the-art performance.
Abstract: Omnidirectional video (ODV) enables viewers to look at every direction from a fixed point and provides a much more immersive experience than traditional 2D video. Assessing the video quality is important for delivering ODV to the end-user with the best possible quality. For this goal, two aspects of ODV should be considered. The first is the spherical nature of ODV and the related projection distortions when the ODV is stored in a planar format. The second is the interactive look-around consumption nature of ODV. Related to this aspect, visual attention, that identifies the regions that attract the viewer’s attention, is important for ODV quality assessment. Considering these aspects, in this paper, we study in particular objective full-reference quality assessment for ODV. To this end, we propose a quality assessment framework based on the spherical Voronoi diagram and visual attention. In this framework, a given ODV is subdivided into multiple planar patches with low projection distortions using the spherical Voronoi diagram. Afterwards, each planar patch is analyzed separately by a quality metric for traditional 2D video, obtaining a quality score for each patch. Then, the patch scores are combined based on visual attention into a final quality score. To validate the proposed framework, we create a dataset of ODVs with scaling and compression distortions, and conduct subjective experiments in order to gather the subjective quality scores and the visual attention data for our ODV dataset. The evaluation of the proposed framework based on our dataset shows that both the use of the spherical Voronoi diagram and visual attention are crucial for achieving state-of-the-art performance.

17 citations


Cites background from "Visual Distortions in 360° Videos"

  • ...However, the end-to-end ODV distribution pipeline can introduce other visual artifacts [63, 64], such as artifacts introduced during capturing (e....

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References
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Book
Richard Szeliski1
31 Dec 2006
TL;DR: In this article, the basic motion models underlying alignment and stitching algorithms are described, and effective direct (pixel-based) and feature-based alignment algorithms, and blending algorithms used to produce seamless mosaics.
Abstract: This tutorial reviews image alignment and image stitching algorithms. Image alignment algorithms can discover the correspondence relationships among images with varying degrees of overlap. They are ideally suited for applications such as video stabilization, summarization, and the creation of panoramic mosaics. Image stitching algorithms take the alignment estimates produced by such registration algorithms and blend the images in a seamless manner, taking care to deal with potential problems such as blurring or ghosting caused by parallax and scene movement as well as varying image exposures. This tutorial reviews the basic motion models underlying alignment and stitching algorithms, describes effective direct (pixel-based) and feature-based alignment algorithms, and describes blending algorithms used to produce seamless mosaics. It ends with a discussion of open research problems in the area.

1,226 citations

Proceedings ArticleDOI
23 Feb 2011
TL;DR: In this paper, some insight and background into the Dynamic Adaptive Streaming over HTTP (DASH) specifications as available from 3GPP and in draft version also from MPEG is provided.
Abstract: In this paper, we provide some insight and background into the Dynamic Adaptive Streaming over HTTP (DASH) specifications as available from 3GPP and in draft version also from MPEG. Specifically, the 3GPP version provides a normative description of a Media Presentation, the formats of a Segment, and the delivery protocol. In addition, it adds an informative description on how a DASH Client may use the provided information to establish a streaming service for the user. The solution supports different service types (e.g., On-Demand, Live, Time-Shift Viewing), different features (e.g., adaptive bitrate switching, multiple language support, ad insertion, trick modes, DRM) and different deployment options. Design principles and examples are provided.

1,203 citations


"Visual Distortions in 360° Videos" refers background in this paper

  • ...Besides the typical DASH-based distortions, new artifacts may appear....

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  • ...Nowadays, to reuse existing delivery architectures for video on demand and live streaming services, content delivery solutions relying on Dynamic Adaptive Streaming over HTTP (DASH) [40] are the most prominent ones to 360degree video [41], [42], [43], [44], [45], [46], [47], [48], [49], [50], [51], [52], [53]....

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  • ...In the viewport-agnostic adaptive streaming, the typical DASH distortions, such as delay, rebuffering events and quality fluctuation, may be perceived in the user’s field of view....

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  • ...Nowadays, to reuse existing delivery architectures for video on demand and live streaming services, content delivery solutions relying on Dynamic Adaptive Streaming over HTTP (DASH) [40] are the most prominent ones to 360- degree video [41], [42], [43], [44], [45], [46], [47], [48], [49], [50], [51], [52], [53]....

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Journal ArticleDOI
TL;DR: A systematic, comprehensive and up-to-date review of perceptual visual quality metrics (PVQMs) to predict picture quality according to human perception.

895 citations


"Visual Distortions in 360° Videos" refers background or methods in this paper

  • ...Viewportbased metrics using PSNR/SSIM have been discussed [36]; but probably more perceptually-optimized metrics [68] could better model approximate the 360-degree quality....

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  • ...The use of more perceptuallyoptimized metrics [68] on the planar domain, however, is not straightforward, and new metrics specifically developed for the 360-degree content must be developed....

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Journal ArticleDOI
TL;DR: The technical development of HAS, existing open standardized solutions, but also proprietary solutions are reviewed in this paper as fundamental to derive the QoE influence factors that emerge as a result of adaptation.
Abstract: Changing network conditions pose severe problems to video streaming in the Internet. HTTP adaptive streaming (HAS) is a technology employed by numerous video services that relieves these issues by adapting the video to the current network conditions. It enables service providers to improve resource utilization and Quality of Experience (QoE) by incorporating information from different layers in order to deliver and adapt a video in its best possible quality. Thereby, it allows taking into account end user device capabilities, available video quality levels, current network conditions, and current server load. For end users, the major benefits of HAS compared to classical HTTP video streaming are reduced interruptions of the video playback and higher bandwidth utilization, which both generally result in a higher QoE. Adaptation is possible by changing the frame rate, resolution, or quantization of the video, which can be done with various adaptation strategies and related client- and server-side actions. The technical development of HAS, existing open standardized solutions, but also proprietary solutions are reviewed in this paper as fundamental to derive the QoE influence factors that emerge as a result of adaptation. The main contribution is a comprehensive survey of QoE related works from human computer interaction and networking domains, which are structured according to the QoE impact of video adaptation. To be more precise, subjective studies that cover QoE aspects of adaptation dimensions and strategies are revisited. As a result, QoE influence factors of HAS and corresponding QoE models are identified, but also open issues and conflicting results are discussed. Furthermore, technical influence factors, which are often ignored in the context of HAS, affect perceptual QoE influence factors and are consequently analyzed. This survey gives the reader an overview of the current state of the art and recent developments. At the same time, it targets networking researchers who develop new solutions for HTTP video streaming or assess video streaming from a user centric point of view. Therefore, this paper is a major step toward truly improving HAS.

746 citations


"Visual Distortions in 360° Videos" refers background in this paper

  • ...These distortions have been widely studied and characterized for conventional 2D video content and displays [59], [60]...

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01 Jan 2004
TL;DR: Continuous, uninterrupted paying of paper tape into a cable-making machine is made possible at high speed by an accumulating chamber for a folded supply of the tape.
Abstract: This document describes the OpenGL graphics system: what it is, how it acts, and what is required to implement it. We assume that the reader has at least a rudimentary understanding of computer graphics. This means familiarity with the essentials of computer graphics algorithms as well as familiarity with basic graphics hardware and associated terms.

735 citations