• Title/Summary/Keyword: viewport

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Efficient Transmission Scheme with Viewport Prediction of 360VR Content using Sound Location Information (360VR 콘텐츠의 음원위치정보를 활용한 시점예측 전송기법)

  • Jeong, Eunyoung;Kim, Dong Ho
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1002-1012
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    • 2019
  • 360VR content requires short latency, such as immediate response to viewers' viewport changes and high quality video delivery. It is necessary to consider efficient transmission that guarantees the QoE(Quality of Experience) of the 360VR contents with limited bandwidth. Several research has been introduced to reduce overall bandwidth consumption by predicting a user's viewport and allocating different bit rates to the area corresponding to the viewport. In this paper, we propose novel viewport prediction scheme that uses sound source location information of 360VR contents as auditory recognition information along with visual recognition information. Also, we propose efficient transmission algorithm by allocating a bit rate properly based on improved viewport prediction. The proposed scheme improves the accuracy of the viewport prediction and provides high quality videos to tiles corresponding to the user's viewpoint within the limited bandwidth.

Acceleration of Viewport Extraction for Multi-Object Tracking Results in 360-degree Video (360도 영상에서 다중 객체 추적 결과에 대한 뷰포트 추출 가속화)

  • Heesu Park;Seok Ho Baek;Seokwon Lee;Myeong-jin Lee
    • Journal of Advanced Navigation Technology
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    • v.27 no.3
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    • pp.306-313
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    • 2023
  • Realistic and graphics-based virtual reality content is based on 360-degree videos, and viewport extraction through the viewer's intention or automatic recommendation function is essential. This paper designs a viewport extraction system based on multiple object tracking in 360-degree videos and proposes a parallel computing structure necessary for multiple viewport extraction. The viewport extraction process in 360-degree videos is parallelized by composing pixel-wise threads, through 3D spherical surface coordinate transformation from ERP coordinates and 2D coordinate transformation of 3D spherical surface coordinates within the viewport. The proposed structure evaluated the computation time for up to 30 viewport extraction processes in aerial 360-degree video sequences and confirmed up to 5240 times acceleration compared to the CPU-based computation time proportional to the number of viewports. When using high-speed I/O or memory buffers that can reduce ERP frame I/O time, viewport extraction time can be further accelerated by 7.82 times. The proposed parallelized viewport extraction structure can be applied to simultaneous multi-access services for 360-degree videos or virtual reality contents and video summarization services for individual users.

An Effective Viewport Resolution Scaling Technique to Reduce the Power Consumption in Mobile GPUs

  • Hwang, Imjae;Kwon, Hyuck-Joo;Chang, Ji-Hye;Lim, Yeongkyu;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.3918-3934
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    • 2017
  • This paper presents a viewport resolution scaling technique to reduce power consumption in mobile graphic processing units (GPUs). This technique controls the rendering resolution of applications in proportion to the resolution factor. In the mobile environment, it is essential to find an effective resolution factor to achieve low power consumption because both the resolution and power consumption of a GPU are in mutual trade-off. This paper presents a resolution factor that can minimize image quality degradation and gain power reduction. For this purpose, software and hardware viewport resolution scaling techniques are applied in the Android environment. Then, the correlation between image quality and power consumption is analyzed according to the resolution factor by conducting a benchmark analysis in the real commercial environment. Experimental results show that the power consumption decreased by 36.96% on average by the hardware viewport resolution scaling technique.

Implementing Renderer for Viewport Dependent 360 Video (사용자 시점 기반 360 영상을 위한 렌더러 구현)

  • Jang, Dongmin;Son, Jang-Woo;Jeong, JongBeom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.747-759
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    • 2018
  • In this paper, we implement viewport dependent tile partitioning for high quality 360 video transmission and rendering method to present a HMD (Head Mounted Display) screen for 360 video quality evaluation. As a method for high-quality video transmission based on a user's viewport, this paper introduces MCTS (Motion Constrained Tile Sets) technique for solving the motion reference problem and EIS (Extraction Information Sets) SEI including pre-configured tile information, and extractor that extracts tiles. In addition, it explains tile extraction method based on user's viewport and implementation contents of the method of expressing on an HMD. Therefore, if 360 video is transferred by the proposed implementation which only transfers video from the user viewport area, it is possible to express higher quality video with lower bandwidth while avoiding unnecessary image transmission.

Structural Analysis for Spherical Pressure Hull of Deep Manned Submersible (심해 유인 잠수정 구형 내압 선체의 구조 해석)

  • Lee, Hanmin;Park, Seong-Whan;Lee, Jai-Kyung
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.4
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    • pp.412-419
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    • 2015
  • This paper presents the results of the structural analysis and the optimization of a 6,500 m manned submersible. Nonlinear structural analysis for imperfect spheres with the maximum allowable out-of-roundness(OOR) was performed to calculate the thickness of the pressure hull. Dimensions of viewports were determined according to ASME PVHO standard. The design optimization of the spherical hull with openings was divided into two steps - the optimization of the detailed shape of the viewport reinforcements and the optimization of the viewport location in the spherical pressure hull.

Configuration of Supplemental Tile Sets based on Prediction of Viewport Direction for Tile-based VR Video Streaming

  • An, Eun-bin;Kim, A-young;Seo, Kwang-deok
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1052-1062
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    • 2020
  • As the market demand for immersive media increases, an efficient streaming method is required in consideration of network conditions while maintaining the user's immersive experience. Accordingly, transmitting a viewport with relatively high-quality, such as tile-based streaming, is mainly used. But there still remains a lot of technical challenges, such as quickly providing a new viewport in high-quality according to the gaze. To solve the aforementioned problem, in this paper, we propose a method of configuring and transmitting a supplemental tile set through the predicted direction, and a range of stable utilization of the transmitted supplemental tile set.

Performance Analysis of Viewport-dependent Tiled Streaming on 16K Ultra High-quality 360-degree Video (16K 초고화질 360도 영상에서의 사용자 시점 기반 타일 스트리밍 성능 검증)

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Ryu, Eun-Seok
    • Journal of Internet Computing and Services
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    • v.22 no.3
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    • pp.1-8
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    • 2021
  • Ultra high-quality and ultra high-resolution omnidirectional 360-degree video streaming is needed to provide immersive media through head-mounted display(HMD) in virtual reality environment, which requires high bandwidth and computational complexity. One of the approaches avoiding these problems is to apply viewport-dependent selective streaming using tile-based segmentation method. This paper presents a performance analysis of viewport-dependent tiled streaming on 16K ultra high-quality 360-degree videos and 4K 360-degree videos which are widely used. Experimental results showed 42.47% of bjotegaard delta rate(BD-rate) saving on 16K ultra high-quality 360-degree video tiled streaming compared to viewport-independent streaming while 4K 360-degree video showed 26.41% of BD-rate saving. Therefore, this paper verified that tiled streaming is more efficient on ultra-high quality video.

Activated Viewport based Surveillance Event Detection in 360-degree Video (360도 영상 공간에서 활성 뷰포트 기반 이벤트 검출)

  • Shim, Yoo-jeong;Lee, Myeong-jin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.770-775
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    • 2020
  • Since 360-degree ERP frame structure has location-dependent distortion, existing video surveillance algorithms cannot be applied to 360-degree video. In this paper, an activated viewport based event detection method is proposed for 360-degree video. After extracting activated viewports enclosing object candidates, objects are finally detected in the viewports. These objects are tracked in 360-degree video space for region-based event detection. The proposed method is shown to improve the recall and the false negative rate more than 30% compared to the conventional method without activated viewports.

Structural Design Equation for a Box-shape Pressure Compensated Chamber of Pilot Mining Robot (파일럿 집광로봇 박스형 압력보상용기 구조설계식)

  • Lee, Minuk;Hong, Sup;Lim, Woochul;Lee, Tae Hee;Choi, Jong-Su
    • Journal of Ocean Engineering and Technology
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    • v.26 no.6
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    • pp.66-73
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    • 2012
  • A pressure compensated chamber of a pilot mining robot isolates and protects an electrical-electronic system from the ambient highly pressured water. Since the inner pressure of the chamber is compensated with outer water pressure using hydraulic oil and pressure compensator, there exists a pressure difference, less than 1 bar, between outer and inner surface. The structural safety of the chamber is obtained relatively easier than the canister type which inner pressure is kept as the atmospheric pressure. However, due to the adoption of box shape for space efficiency and usage of the transparent engineering plastic viewport for checking inner circumstance, the viewport can be largely deformed. This large deformation can cause an additional tensile force, called the prying force, to the bolt-flange connection parts of the viewport. In this paper, we suggest the structural design equation considering the prying action for designing the structure of a box-shape pressure compensated chamber.

In-situ Process Monitoring Data from 30-Paired Oxide-Nitride Dielectric Stack Deposition for 3D-NAND Memory Fabrication

  • Min Ho Kim;Hyun Ken Park;Sang Jeen Hong
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.53-58
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    • 2023
  • The storage capacity of 3D-NAND flash memory has been enhanced by the multi-layer dielectrics. The deposition process has become more challenging due to the tight process margin and the demand for accurate process control. To reduce product costs and ensure successful processes, process diagnosis techniques incorporating artificial intelligence (AI) have been adopted in semiconductor manufacturing. Recently there is a growing interest in process diagnosis, and numerous studies have been conducted in this field. For higher model accuracy, various process and sensor data are required, such as optical emission spectroscopy (OES), quadrupole mass spectrometer (QMS), and equipment control state. Among them, OES is usually used for plasma diagnostic. However, OES data can be distorted by viewport contamination, leading to misunderstandings in plasma diagnosis. This issue is particularly emphasized in multi-dielectric deposition processes, such as oxide and nitride (ON) stack. Thus, it is crucial to understand the potential misunderstandings related to OES data distortion due to viewport contamination. This paper explores the potential for misunderstanding OES data due to data distortion in the ON stack process. It suggests the possibility of excessively evaluating process drift through comparisons with a QMS. This understanding can be utilized to develop diagnostic models and identify the effects of viewport contamination in ON stack processes.

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