3D Visual Communications by Guan-Ming Su

By Guan-Ming Su

Provides assurance of the key theories and applied sciences interested by the lifecycle of 3D video content material delivery

Presenting the applied sciences utilized in end-to-end 3D video communique platforms, this reference covers 3D images and video coding, content material production and show, and communications and networking. It covers the entire diversity of key components from the basics of 3D visible illustration to the newest 3D video coding strategies, suitable conversation infrastructure and networks to the 3D caliber of experience.

The booklet is dependent to logically lead readers during the subject, beginning with accepted and basic info, carrying on with with a close portion of varied visualisation concepts ahead of concluding with an in depth view of 3D cellular communique platforms and developments. The authors provide so much concentration to 4 very important components: 3D video coding and communications; 3D graphics/gaming and cellular communications; end-to-end 3D atmosphere (including 3D...

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Unfortunately, the existing traditional 2D visual systems cannot provide those enriched viewing experiences. The earliest attempt to construct a 3D image was via the anaglyph stereo approach which was demonstrated by W. Rollmann in 1853 and J. C. D'Almeida in 1858 and patented in 1891 by Louis Ducos du Hauron. In 1922, the earliest confirmed 3D film was premiered at the Ambassador Hotel Theater in Los Angeles and was also projected in the red/green anaglyph format. In 1936, Edwin H. Land invented the polarizing sheet and demonstrated 3D photography using polarizing sheet at the Waldorf-Astoria Hotel.

The challenge for this approach is that a tremendous amount of image data needs to be stored, transferred, and processed in order to achieve a good quality synthesized view, otherwise interpolation and occlusion artifacts will appear in the synthesized image due to lack of source data. The hybrid approach can leverage these two representation methods to find a compromise between the two extremes according to given constraints. By adding geometric information into image based representation, the disocclusion and resolution problem can be relieved.

The first stage of the whole pipeline is the content creation. The goal of the content creation stage is to produce 3D content based on various data sources or data generation devices. There are three typical ways of data acquisition which result in different types of data formats. The first is to use a traditional 2D video camera, which captures 2D images; the image can be derived for 3D data representation in the later stage of the pipeline. The second type is to use a depth video camera to measure the depth of each pixel corresponding to its counterpart color image.

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