• Title/Summary/Keyword: Immersive Media

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Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
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    • v.44 no.1
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    • pp.51-61
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    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

Performance Analysis on View Synthesis of 360 Videos for Omnidirectional 6DoF in MPEG-I (MPEG-I의 6DoF를 위한 360 비디오 가상시점 합성 성능 분석)

  • Kim, Hyun-Ho;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.273-280
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    • 2019
  • 360 video is attracting attention as immersive media with the spread of VR applications, and MPEG-I (Immersive) Visual group is actively working on standardization to support immersive media experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene at any viewpoint of any position in the space requires rendering the view by synthesizing additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance results on view synthesis and their analysis, which have been done as exploration experiments (EEs) of omnidirectional 6DoF in MPEG-I. In other words, experiment results on view synthesis in various aspects of synthesis conditions such as the distances between input views and virtual view to be synthesized and the number of input views to be selected from the given set of 360 videos providing omnidirectional 6DoF are presented.

Metaverse-based Immersive Climbing Content Development using Virtual Reality (가상현실을 이용한 메타버스 기반실감형 암벽등반 콘텐츠 개발)

  • Lee, Juyeob;Oh, Junseok;Jeon, Suyeon;Kim, Dongho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.167-168
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    • 2022
  • 코로나 19로 인한 팬데믹 상황과 함께 비대면 서비스인 메타버스와 가상현실이 큰 관심을 받고 있다. 본 논문에서는 메타버스 기반 암벽등반 콘텐츠를 통해 전 세계의 유명한 산악 랜드마크를 탐험할 수 있게 하는데 필요한 기술과 구현한 콘텐츠에 대해 설명한다.

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A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Light Field 미디어 기술 개발 및 표준화 동향

  • Jeong, Won-Sik;Lee, Gwang-Sun;Yun, Jeong-Il;Yun, Guk-Jin;Seo, Jeong-Il
    • Broadcasting and Media Magazine
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    • v.23 no.1
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    • pp.33-45
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    • 2018
  • 최근 차세대 미디어 중 하나로 가상의 환경 내에서 극대화된 현실감 및 몰입감을 사용자에게 제공해 줄 수 있는 몰입형 미디어(Immersive Media)가 각광받고 있다. 이를 반영하듯 360도 전방위 영상을 이용한 VR미디어에 사용자의 움직임에 따라 자연스러운 사실감 및 입체감을 제공하는 Light Field 미디어 기술을 접목하려는 시도가 가속화되고 있으며, MPEG에서도 6DoF(Degrees of Freedom)기반의 LF 미디어를 서비스하기 위한 MPEG-I(Immersive) 표준화가 진행 중에 있다. 본 고에서는 LF 미디어 특성 및 이를 획득하고 재생하기 위한 요소기술 개발 현황을 살펴보고, LF 기술이 적용된 MPEG 표준화 동향을 소개한다.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

Performance Analysis of 6DoF Video Streaming Based on MPEG Immersive Video (MPEG 몰입형 비디오 기반 6DoF 영상 스트리밍 성능 분석)

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.773-793
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    • 2022
  • The moving picture experts group (MPEG) immersive video (MIV) coding standard has been established to support six degrees of freedom (6DoF) in virtual reality (VR) by transmitting high-quality multiple immersive videos. The MIV exploits two approaches considering tradeoff between bandwidth and computational complexity: 1) eliminating correlation between multi-view videos or 2) selecting representative videos. This paper presents performance analysis on intermediate synthesized views on source view positions and synthesized pose traces using high-efficiency video coding (HEVC) and versatile video coding (VVC) for above-mentioned two approaches.

Implementing Geometry Packing for MPEG Immersive Video (MPEG 몰입형 비디오를 위한 Geometry Packing 구현)

  • Jong-Beom, Jeong;Soonbin, Lee;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.861-871
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    • 2022
  • The moving picture experts group (MPEG) developed the MPEG immersive video (MIV) standard for efficient compression of multiple immersive videos representing natural contents and computer graphics. The MIV compresses multiple immersive videos and generates multiple output videos which are defined as atlases. However, there is a synchronization issue of multiple decoders in a legacy device when decoding multiple encoded atlases. This paper proposes and implements the geometry packing method for adaptive control of decoder instances for low-end and high-end devices. The proposed method on the recent version of the MIV reference software worked correctly.