Analysis of compressed depth and image streaming on unreliable networks - PowerPoint PPT Presentation

About This Presentation
Title:

Analysis of compressed depth and image streaming on unreliable networks

Description:

Analysis of compressed depth and image streaming on unreliable networks ... Depth information more important, but probably overestimated by MSE metric ... – PowerPoint PPT presentation

Number of Views:49
Avg rating:3.0/5.0
Slides: 24
Provided by: Pie791
Category:

less

Transcript and Presenter's Notes

Title: Analysis of compressed depth and image streaming on unreliable networks


1
Analysis of compressed depth and image streaming
on unreliable networks
  • Pietro Zanuttigh, Andrea Zanella, Guido M.
    Cortelazzo

2
The 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

3
3D Scenes
  • 2 Basic type of data

Geometry can be represented by a set of depth maps
Texture
Geometry
4
View 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

5
Why 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

6
Motivations
  • 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

7
Aim 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?

8
Remote 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

9
Architecture 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

10
Simulation 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)

11
Simulation 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

12
Lossless 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

13
Loss 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

14
Loss 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

15
Loss of depth information (1/3)
  • Causes samples in the rendered views to be
    misplaced
  • Critical on edges
  • Big impact on MSE

16
Loss 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)

17
Loss 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)

18
Depth 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

19
Conclusions
  • Very different relevance of different packets
    (JPEG2000 transmits them in order of relevance)
  • Depth loss impact depends on the viewpoint,
    texture one does not

20
Final considerations (2)
21
Final 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

22
Future 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.
Write a Comment
User Comments (0)
About PowerShow.com