Title: Analysis of compressed depth and image streaming on unreliable networks
1Analysis of compressed depth and image streaming
on unreliable networks
- Pietro Zanuttigh, Andrea Zanella, Guido M.
Cortelazzo
2The problem
- Remote browsing of 3D scenes over wireless
channels - 3D representations usually require huge amount of
data - Real time browsing
- Wireless links are typically unreliable
- Robustness to packet loss issues
33D Scenes
Geometry can be represented by a set of depth maps
Texture
Geometry
4View warping
- Depth information allows to associate each sample
in each view to a point in the 3D space - If the camera positions are known it is possible
to compute the position of the point in another
view
5Why using depth maps?
- Both texture and geometry info are compressed by
using JPEG2000 coding - Same coding/decoding scheme for both texture
geometry - Gain in simplicity
- JPEG2000 is a wavelet coding scheme that yields
multilayer representation - Gain in modularity
- JPEG2000 is standardized
- Gain in interoperability
6Motivations
- Today 3D system transmits info over TCP
connections - TCP guarantees reliable transport at the cost of
unpredictable time delay - Might impair navigation fluidity
- UDP does not introduce extra delay but may
experience packet losses - Might impair visual quality
- A possible tradeoff might consist in using UDP
together with protection schemes - Data packets have very different relevance
Unequal Error Protection (UEP) - A proper design of such schemes require good
knowledge of the effect of packet losses on the
reconstructed view
7Aim of this work
- This work aims at shading light on these aspects,
answering the following questions - How performance degrades with increasing loss
probability? - Which packets are more important?
- Is it better to protect geometry or texture info?
8Remote visualization of 3D scenes
- Client-Server remote visualization system
- Scene represented as a set of views and depth
maps scalably compressed in JPEG2000 - Interactive browsing at client side
- JPIP transmission protocol
9Architecture of the system
- The server holds the 3D scene description as a
set of images and depth maps scalably compressed
in JPEG2000 - It decides which elements of the compressed
streams are the most suitable to be transmitted - The client renders the required view exploiting
the data received from the server
10Simulation scenario (1)
- The server transmits 1 view (texture) and 1 depth
map (geometry) - Depth information is used to warp the view to
novel viewpoints - 2 Test models
- Goku (synthetic model)
- Soccer Player (reconstructed from real world)
11Simulation Scenario (2)
- Target scenario wireless link, UDP protocol with
no retransmissions - Lossy channel
- Random packet loss (1, 5 and 10)
- Loss of a consecutive packet batch
- Comparison of the rendered views with and without
packet loss
12Lossless reconstruction example
- Original texture size 40 KByte
- JPIP frame size variable from 0 byte to 1
Kbyte - Black area and highest resolution info
transmitted in frames with very small size
13Loss of texture information (1/2)
- MSE due to the loss of texture packets vs packet
loss rate angle between available and required
view (soccer player) - Distortion increases with the amount of lost
packets (expected) - Distortion independent of the selected viewpoint
14Loss of texture information (2/2)
Plot shows MSE due to the loss of a batch of
texture packets as a function of the position of
the lost packets batch and of the angle between
the available and required view
- Dependent on lost packet position
- JPEG2000/JPIP transmit compressed data packets in
order of relevance, losing earlier packets is
worse - Unequal Error Protection could be exploited
15Loss of depth information (1/3)
- Causes samples in the rendered views to be
misplaced - Critical on edges
- Big impact on MSE
16Loss of depth information (2/3)
- Distortion increases with the amount of lost
packets and depends on the position of the lost
packet (as in the texture case)
17Loss of depth information (3/3)
0
30
- MSE due to packet loss increases with the angle
between available and required view - (key difference with texture)
18Depth and texture comparison
Plot shows MSE due to the loss of depth and
texture packets as a function of the amount of
lost packets and of the angle between the
available and required view
- Depth information more important, but probably
overestimated by MSE metric - Depth impact depend on the angle
- For small angles texture depth errors have
similar impact - For larger angles depth become much more important
19Conclusions
- Very different relevance of different packets
(JPEG2000 transmits them in order of relevance) - Depth loss impact depends on the viewpoint,
texture one does not
20Final considerations (2)
21Final considerations (3)
- Adding redundancy might be detrimental in case
packet losses are due to contention instead of
wireless link errors - Cross Layer Optimization (CLO) techniques shall
be used on the wireless link to shield end-to-end
applications from wireless unreliability - Other transport protocols, such as Stream Control
Transmission Protocol (SCTP), might be considered
22Future work
- Analysis of more complex simulation scenarios
with multiple views and depth maps - Design of ad-hoc hybrid TCP-UDP (SCTP) protocols
- UEP techniques for 3D models
23- Wed like to dedicate this work to
- Federico Maguolo
- He was supposed to join us on this project
- but his tragic death has prevent us from all the
excellent ideas and contributions - he would for sure have given to this work.