Journal articles on the topic 'MPEG Immersive Video'

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1

Boyce, Jill M., Renaud Dore, Adrian Dziembowski, Julien Fleureau, Joel Jung, Bart Kroon, Basel Salahieh, Vinod Kumar Malamal Vadakital, and Lu Yu. "MPEG Immersive Video Coding Standard." Proceedings of the IEEE 109, no. 9 (September 2021): 1521–36. http://dx.doi.org/10.1109/jproc.2021.3062590.

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2

Dziembowski, Adrian, Dawid Mieloch, Marek Domański, Gwangsoon Lee, and Jun Young Jeong. "Spatiotemporal redundancy removal in immersive video coding." Journal of WSCG 30, no. 1-2 (2022): 54–62. http://dx.doi.org/10.24132/jwscg.2022.7.

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In this paper, the authors describe two methods designed for reducing the spatiotemporal redundancy of the video within the MPEG Immersive video (MIV) encoder: patch occupation modification and cluster splitting. These methods allow optimizing two important parameters of the immersive video: bitrate and pixelrate. The patch occupation modification method significantly decreases the number of active pixels within texture and depth video produced by the MIV encoder. Cluster splitting decreases the total area needed for storing the texture and depth information from multiple input views, decreasing the pixelrate. Both methods proposed by the authors of this paper were appreciated by the experts of the ISO/IEC JTC1/SC29/WG11 MPEG and are included in the Test Model for MPEG Immersive video (TMIV), which is the reference software implementation of the MIV standard.
3

Mieloch, Dawid, Adrian Dziembowski, Marek Domański, Gwangsoon Lee, and Jun Young Jeong. "Color-dependent pruning in immersive video coding." Journal of WSCG 30, no. 1-2 (2022): 91–98. http://dx.doi.org/10.24132/jwscg.2022.11.

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This paper presents the color-dependent method of removing inter-view redundancy from multiview video. The pruning of input views decides which fragments of views are redundant, i.e., do not provide new information about the three-dimensional scene, as these fragments were already visible from different views. The proposed modification of the pruning uses both color and depth and utilizes the adaptive pruning threshold which increases the robustness against the noisy input. As performed experiments have shown, the proposal provides significant improvement in the quality of encoded multiview videos and decreases erroneous areas in the decoded video caused by different camera characteristics, specular surfaces, and mirror-like reflections. The pruning method proposed by the authors of this paper was evaluated by experts of the ISO/IEC JTC1/SC29/WG 11 MPEG and included by them in the Test Model of MPEG Immersive Video.
4

Timmerer, Christian. "MPEG Column: 129th MPEG Meeting in Brussels, Belgium." ACM SIGMultimedia Records 12, no. 1 (March 2020): 1. http://dx.doi.org/10.1145/3548555.3548559.

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The 129th MPEG meeting concluded on January 17, 2020 in Brussels, Belgium with the following topics: •Coded representation of immersive media - WG11 promotes Network-Based Media Processing (NBMP) to the final stage •Coded representation of immersive media - Publication of the Technical Report on Architectures for Immersive Media •Genomic information representation - WG11 receives answers to the joint call for proposals on genomic annotations in conjunction with ISO TC 276/WG 5 •Open font format - WG11 promotes Amendment of Open Font Format to the final stage •High efficiency coding and media delivery in heterogeneous environments - WG11 progresses Baseline Profile for MPEG-H 3D Audio •Multimedia content description interface - Conformance and Reference Software for Compact Descriptors for Video Analysis promoted to the final stage
5

Salahieh, Basel, Wayne Cochran, and Jill Boyce. "Delivering Object-Based Immersive Video Experiences." Electronic Imaging 2021, no. 18 (January 18, 2021): 103–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.18.3dia-103.

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Immersive video enables interactive natural consumption of visual content by empowering a user to navigate through six degrees of freedom, with motion parallax and wide-angle rotation. Supporting immersive experiences requires content captured by multiple cameras and efficient video coding to meet bandwidth and decoder complexity constraints, while delivering high quality video to end users. The Moving Picture Experts Group (MPEG) is developing an immersive video (MIV) standard to data access and delivery of such content. One of MIV operating modes is an objectbased immersive video coding which enables innovative use cases where the streaming bandwidth can be better allocated to objects of interest and users can personalize the rendered streamed content. In this paper, we describe a software implementation of the object-based solution on top of the MPEG Test Model for Immersive Video (TMIV). We demonstrate how encoding foreground objects can lead to a significant saving in pixel rate and bitrate while still delivering better subjective and objective results compared to the generic MIV operating mode without the object-based solution.
6

Timmerer, Christian. "MPEG column: 125th MPEG meeting in Marrakesh, Morocco." ACM SIGMultimedia Records 11, no. 1 (March 2019): 1. http://dx.doi.org/10.1145/3458462.3458467.

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The original blog post can be found at the Bitmovin Techblog and has been modified/updated here to focus on and highlight research aspects. The 125th MPEG meeting concluded on January 18, 2019 in Marrakesh, Morocco with the following topics: Network-Based Media Processing (NBMP) - MPEG promotes NBMP to Committee Draft stage 3DoF+ Visual - MPEG issues Call for Proposals on Immersive 3DoF+ Video Coding Technology MPEG-5 Essential Video Coding (EVC) - MPEG starts work on MPEG-5 Essential Video Coding ISOBMFF - MPEG issues Final Draft International Standard of Conformance and Reference software for formats based on the ISO Base Media File Format (ISOBMFF) MPEG-21 User Description - MPEG finalizes 2nd edition of the MPEG-21 User Description The corresponding press release of the 125th MPEG meeting can be found here. In this blog post I'd like to focus on those topics potentially relevant for over-the-top (OTT), namely NBMP, EVC, and ISOBMFF.
7

Timmerer, Christian. "MPEG column: 128th MPEG meeting in Geneva, Switzerland." ACM SIGMultimedia Records 11, no. 4 (December 2019): 1. http://dx.doi.org/10.1145/3530839.3530846.

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The 128th MPEG meeting concluded on October 11, 2019 in Geneva, Switzerland with the following topics: •Low Complexity Enhancement Video Coding (LCEVC) Promoted to Committee Draft •2nd Edition of Omnidirectional Media Format (OMAF) has reached the first milestone •Genomic Information Representation --- Part 4 Reference Software and Part 5 Conformance Promoted to Draft International Standard The corresponding press release of the 128th MPEG meeting can be found here: https://mpeg.chiariglione.org/meetings/128. In this report we will focus on video coding aspects (i.e., LCEVC) and immersive media applications (i.e., OMAF). At the end, we will provide an update related to adaptive streaming (i.e., DASH and CMAF).
8

Samelak, Jarosław, Adrian Dziembowski, and Dawid Mieloch. "Advanced HEVC Screen Content Coding for MPEG Immersive Video." Electronics 11, no. 23 (December 5, 2022): 4040. http://dx.doi.org/10.3390/electronics11234040.

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This paper presents the modified HEVC Screen Content Coding (SCC) that was adapted to be more efficient as an internal video coding of the MPEG Immersive Video (MIV) codec. The basic, unmodified SCC is already known to be useful in such an application. However, in this paper, we propose three additional improvements to SCC to increase the efficiency of immersive video coding. First, we analyze using the quarter-pel accuracy in the intra block copy technique to provide a more effective search of the best candidate block to be copied in the encoding process. The second proposal is the use of tiles to allow inter-view prediction inside MIV atlases. The last proposed improvement is the addition of the MIV bitstream parser in the HEVC encoder that enables selecting the most efficient coding configuration depending on the type of currently encoded data. The experimental results show that the proposal increases the compression efficiency for natural content sequences by almost 7% and simultaneously decreases the computational time of encoding by more than 15%, making the proposal very valuable for further research on immersive video coding.
9

DZIEMBOWSKI, Adrian. "Nowe techniki kompresji wizji dla rzeczywistości wirtualnej – MPEG Immersive Video." PRZEGLĄD TELEKOMUNIKACYJNY - WIADOMOŚCI TELEKOMUNIKACYJNE 1, no. 4 (August 9, 2022): 26–33. http://dx.doi.org/10.15199/59.2022.4.4.

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10

Vadakital, Vinod Kumar Malamal, Adrian Dziembowski, Gauthier Lafruit, Franck Thudor, Gwangsoon Lee, and Patrice Rondao Alface. "The MPEG Immersive Video Standard—Current Status and Future Outlook." IEEE MultiMedia 29, no. 3 (July 1, 2022): 101–11. http://dx.doi.org/10.1109/mmul.2022.3175654.

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11

Mahendra Suthar, Rui Dai, Junjie Zhang, Sasu Tarkoma, and Ian F. Akyildiz. "Multi-codec rate adaptive point cloud streaming for holographic-type communication." ITU Journal on Future and Evolving Technologies 4, no. 4 (November 29, 2023): 590–603. http://dx.doi.org/10.52953/bdsp2843.

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Point cloud videos play a crucial role in immersive applications enabled by holographic-type communication, which has been identified as an important service for 6G and beyond wireless systems and the metaverse. The significant volume of point cloud video demands efficient compression and transmission techniques to support the Quality of Experience (QoE) requirements of real-time immersive applications. A few Point Cloud Compression (PCC) techniques, such as MPEG PCC and Draco, have emerged in recent years, and studies have shown that each technique has its strengths and weaknesses under different system settings. This paper proposes a multi-codec rate adaptive point cloud streaming method to satisfy the QoE requirements of interactive and live applications considering available system resources. The proposed method leverages three common PCC techniques: MPEG V-PCC, MPEG G-PCC, and Draco. The performance of each PCC technique is evaluated under various test conditions, and then estimation models are constructed to predict the bit rate, the decoding time, and the quality of the reconstructed point cloud. Based on the user's quality requirements and available computational and communication resources, the proposed streaming method selects a codec along with appropriate compression parameters that can provide the minimum latency for streaming. Evaluation results demonstrate that the proposed method can provide better QoE than benchmark methods under various bandwidth and computation scenarios.
12

Shin, Hong‐Chang, Jun‐Young Jeong, Gwangsoon Lee, Muhammad Umer Kakli, Junyoung Yun, and Jeongil Seo. "Enhanced pruning algorithm for improving visual quality in MPEG immersive video." ETRI Journal 44, no. 1 (December 8, 2021): 73–84. http://dx.doi.org/10.4218/etrij.2021-0211.

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13

Bonatto, Daniele, Sarah Fachada, and Gauthier Lafruit. "RaViS: Real-time accelerated View Synthesizer for immersive video 6DoF VR." Electronic Imaging 2020, no. 13 (January 26, 2020): 382–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-381.

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MPEG-I, the upcoming standard for immersive video, has steadily explored immersive video technology for free navigation applications, where any virtual viewpoint to the scene is created using Depth Image-Based Rendering (DIBR) from any number of stationary cameras positioned around the scene. This exploration has recently evolved towards a rendering pipeline using camera feeds, as well as a standard file format, containing all information for synthesizing a virtual viewpoint to a scene. We present an acceleration of our Reference View Synthesis software (RVS) that enables the rendering in real-time of novel views in a head mounted display, hence supporting virtual reality (VR) with 6 Degrees of Freedom (6DoF) including motion parallax within a restricted viewing volume. In this paper, we explain its main engineering challenges.
14

Lim, Sung-Gyun, Hyun-Ho Kim, and Yong-Hwan Kim. "Adaptive Patch-Wise Depth Range Linear Scaling Method for MPEG Immersive Video Coding." IEEE Access 11 (2023): 133440–50. http://dx.doi.org/10.1109/access.2023.3336892.

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15

Wien, Mathias. "MPEG Visual Quality Assessment Advisory Group." ACM SIGMultimedia Records 13, no. 3 (September 2021): 1. http://dx.doi.org/10.1145/3578495.3578498.

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The perceived visual quality is of utmost importance in the context of visual media compression, such as 2D, 3D, immersive video, and point clouds. The trade-off between compression efficiency and computational/implementation complexity has a crucial impact on the success of a compression scheme. This specifically holds for the development of visual media compression standards which typically aims at maximum compression efficiency using state-of-the-art coding technology. In MPEG, the subjective and objective assessment of visual quality has always been an integral part of the standards development process. Due to the significant effort of formal subjective evaluations, the standardization process typically relies on such formal tests in the starting phase and for verification while in the development phase objective metrics are used. In the new MPEG structure, established in 2020, a dedicated advisory group has been installed for the purpose of providing, maintaining, and developing visual quality assessment methods suitable for use in the standardization process. This column lays out the scope and tasks of this advisory group and reports on its first achievements and developments. After a brief overview of the organizational structure, current projects are presented, and initial results are presented.
16

Ferrara, Simone, Lorenzo Ciccarelli, Amaya Jimenez Moreno, Shiruo Zhao, Yetish Joshi, Guido Meardi, and Stefano Battista. "The Next Frontier For MPEG-5 LCEVC: From HDR and Immersive Video to the Metaverse." IEEE MultiMedia 29, no. 4 (October 1, 2022): 111–22. http://dx.doi.org/10.1109/mmul.2022.3213879.

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17

Chen, Anthony, Shiwen Mao, Zhu Li, Minrui Xu, Hongliang Zhang, Dusit Niyato, and Zhu Han. "An Introduction to Point Cloud Compression Standards." GetMobile: Mobile Computing and Communications 27, no. 1 (May 17, 2023): 11–17. http://dx.doi.org/10.1145/3599184.3599188.

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The prevalent point cloud compression (PCC) standards of today are utilized to encode various types of point cloud data, allowing for reasonable bandwidth and storage usage. With increasing demand for high-fidelity three-dimensional (3D) models for a large variety of applications, including immersive visual communication, Augmented reality (AR) and Virtual Reality (VR), navigation, autonomous driving, and smart city, point clouds are seeing increasing usage and development to meet the increasing demands. However, with the advancements in 3D modelling and sensing, the amount of data required to accurately depict such representations and models is likewise ballooning to increasingly large proportions, leading to the development and standardization of the point cloud compression standards. In this article, we provide an overview of some topical and popular MPEG point cloud compression (PCC) standards. We discuss the development and applications of the Geometry-based PCC (G-PCC) and Video-based PCC (V-PCC) standards as they escalate in importance in an era of virtual reality and machine learning. Finally, we conclude our article describing the future research directions and applications of the PCC standards of today.
18

Sancho, Jaime, Pallab Sutradhar, Gonzalo Rosa, Miguel Chavarrías, Angel Perez-Nuñez, Rubén Salvador, Alfonso Lagares, Eduardo Juárez, and César Sanz. "GoRG: Towards a GPU-Accelerated Multiview Hyperspectral Depth Estimation Tool for Medical Applications." Sensors 21, no. 12 (June 14, 2021): 4091. http://dx.doi.org/10.3390/s21124091.

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HyperSpectral (HS) images have been successfully used for brain tumor boundary detection during resection operations. Nowadays, these classification maps coexist with other technologies such as MRI or IOUS that improve a neurosurgeon’s action, with their incorporation being a neurosurgeon’s task. The project in which this work is framed generates an unified and more accurate 3D immersive model using HS, MRI, and IOUS information. To do so, the HS images need to include 3D information and it needs to be generated in real-time operating room conditions, around a few seconds. This work presents Graph cuts Reference depth estimation in GPU (GoRG), a GPU-accelerated multiview depth estimation tool for HS images also able to process YUV images in less than 5.5 s on average. Compared to a high-quality SoA algorithm, MPEG DERS, GoRG YUV obtain quality losses of −0.93 dB, −0.6 dB, and −1.96% for WS-PSNR, IV-PSNR, and VMAF, respectively, using a video synthesis processing chain. For HS test images, GoRG obtains an average RMSE of 7.5 cm, with most of its errors in the background, needing around 850 ms to process one frame and view. These results demonstrate the feasibility of using GoRG during a tumor resection operation.
19

Jeong, Jong-Beom, Soonbin Lee, and Eun-Seok Ryu. "DATRA-MIV: Decoder-Adaptive Tiling and Rate Allocation for MPEG Immersive Video." ACM Transactions on Multimedia Computing, Communications, and Applications, February 19, 2024. http://dx.doi.org/10.1145/3648371.

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The emerging immersive video coding standard moving picture experts group (MPEG) immersive video (MIV) which is ongoing standardization by MPEG-Immersive (MPEG-I) group, enables six degrees of freedom (6DoF) in a virtual reality (VR) environment that represents both natural and computer-generated scenes using multi-view video compression. The MIV eliminates the redundancy between multi-view videos and merges the residuals into multiple pictures, called an atlas. Thus, bitstreams with encoded atlases are generated and corresponding number of decoders are needed, which is challenging for the lightweight device with a single decoder. This paper proposes a decoder-adaptive tiling and rate allocation (DATRA) method for MIV to overcome the challenge. First, the proposed method divides atlases into subpictures considering two aspects: (i) subpicture bitstream extracting and merging into one bitstream to use a single decoder, (ii) separation of each source view from the atlases for rate allocation. Second, the atlases are encoded by versatile video coding (VVC), using an extractable subpicture (ES) to divide the atlases into subpictures. Third, each subpicture bitstream is extracted, and asymmetric quality allocation for each subpictures is conducted by considering the residuals in the subpicture. Fourth, mixed-quality subpictures were merged by using the proposed bitstream merger. Fifth, the merged bitstream is decoded by using a single decoder. Finally, the viewing area of the user is synthesized by using the reconstructed atlases. Experimental results with the VVC test model (VTM) show that the proposed method achieves a 21.37% Bjøntegaard delta rate (BD-rate) saving for immersive video peak signal-to-noise ratio (IV-PSNR) and a 26.76% decoding runtime saving compared to the VTM anchor configuration. Moreover, it supports bitstreams for multiple decoders and single decoder without re-encoding, transcoding, or a substantial increase of the server-side storage.
20

Jeong, Jong-Beom, Soonbin Lee, and Eun-Seok Ryu. "VVC Subpicture-based Frame Packing for MPEG Immersive Video." IEEE Access, 2022, 1. http://dx.doi.org/10.1109/access.2022.3207154.

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21

Lee, Jinho, Gun Bang, Jungwon Kang, Mehrdad Teratani, Gauthier Lafruit, and Haechul Choi. "Performance analysis of multiview video compression based on MIV and VVC multilayer." ETRI Journal, February 2024. http://dx.doi.org/10.4218/etrij.2023-0309.

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AbstractTo represent immersive media providing six degree‐of‐freedom experience, moving picture experts group (MPEG) immersive video (MIV) was developed to compress multiview videos. Meanwhile, the state‐of‐the‐art versatile video coding (VVC) also supports multilayer (ML) functionality, enabling the coding of multiview videos. In this study, we designed experimental conditions to assess the performance of these two state‐of‐the‐art standards in terms of objective and subjective quality. We observe that their performances are highly dependent on the conditions of the input source, such as the camera arrangement and the ratio of input views to all views. VVC‐ML is efficient when the input source is captured by a planar camera arrangement and many input views are used. Conversely, MIV outperforms VVC‐ML when the camera arrangement is non‐planar and the ratio of input views to all views is low. In terms of the subjective quality of the synthesized view, VVC‐ML causes severe rendering artifacts such as holes when occluded regions exist among the input views, whereas MIV reconstructs the occluded regions correctly but induces rendering artifacts with rectangular shapes at low bitrates.
22

Mieloch, Dawid, Patrick Garus, Marta Milovanovic, Joel Jung, Jun Young Jeong, Smitha Lingadahalli Ravi, and Basel Salahieh. "Overview and Efficiency of Decoder-Side Depth Estimation in MPEG Immersive Video." IEEE Transactions on Circuits and Systems for Video Technology, 2022, 1. http://dx.doi.org/10.1109/tcsvt.2022.3162916.

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23

Graziosi, D., O. Nakagami, S. Kuma, A. Zaghetto, T. Suzuki, and A. Tabatabai. "An overview of ongoing point cloud compression standardization activities: video-based (V-PCC) and geometry-based (G-PCC)." APSIPA Transactions on Signal and Information Processing 9 (2020). http://dx.doi.org/10.1017/atsip.2020.12.

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Abstract This article presents an overview of the recent standardization activities for point cloud compression (PCC). A point cloud is a 3D data representation used in diverse applications associated with immersive media including virtual/augmented reality, immersive telepresence, autonomous driving and cultural heritage archival. The international standard body for media compression, also known as the Motion Picture Experts Group (MPEG), is planning to release in 2020 two PCC standard specifications: video-based PCC (V-CC) and geometry-based PCC (G-PCC). V-PCC and G-PCC will be part of the ISO/IEC 23090 series on the coded representation of immersive media content. In this paper, we provide a detailed description of both codec algorithms and their coding performances. Moreover, we will also discuss certain unique aspects of point cloud compression.
24

Ilola, Lauri, Lukasz Kondrad, Sebastian Schwarz, and Ahmed Hamza. "An Overview of the MPEG Standard for Storage and Transport of Visual Volumetric Video-Based Coding." Frontiers in Signal Processing 2 (April 29, 2022). http://dx.doi.org/10.3389/frsip.2022.883943.

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The increasing popularity of virtual, augmented, and mixed reality (VR/AR/MR) applications is driving the media industry to explore the creation and delivery of new immersive experiences. One of the trends is volumetric video, which allows users to explore content unconstrained by the traditional two-dimensional window of director’s view.The ISO/IEC joint technical committee 1 subcommittee 29, better known as the Moving Pictures Experts Group (MPEG), has recently finalized a group of standards, under the umbrella of Visual Volumetric Video-based Coding (V3C). These standards aim to efficiently code, store, and transport immersive content with 6 degrees of freedom. The V3C family of standards currently consists of three documents: 1) ISO/IEC 23090-5 defines the generic concepts of volumetric video-based coding and its application to dynamic point cloud data; 2) ISO/IEC 23090-12 specifies another application that enables compression of volumetric video content captured by multiple cameras; and 3) ISO/IEC 23090-10 describes how to store and deliver V3C compressed volumetric video content. Each standard leverages the capabilities of traditional 2D video coding and delivery solutions, allowing for re-use of existing infrastructures which facilitates fast deployment of volumetric video.This article provides an overview of the generic concepts of V3C, as defined in ISO/IEC 23090-5. Furthermore, it describes V3C carriage related functionalities specified in ISO/IEC 23090-10 and offers best practices for the community with respect to storage and delivery of volumetric video.
25

Park, Seonghwan, Junsik Kim, Yonghae Hwang, Doug Young Suh, and Kyuheon Kim. "Enhancement of 3D Point Cloud Contents Using 2D Image Super Resolution Network." Journal of Web Engineering, January 17, 2022. http://dx.doi.org/10.13052/jwe1540-9589.21213.

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Media technology has been developed to give users a sense of immersion. Recent media using 3D spatial data, such as augmented reality and virtual reality, has attracted attention. A point cloud is a data format that consists of a number of points, and thus can express 3D media using coordinates and color information for each point. Since a point cloud has a larger capacity than 2D images, a technology to compress the point cloud is required, i.e., standardized in the international standard organization MPEG as a video-based point cloud compression (V-PCC). V-PCC decomposes 3D point cloud data into 2D patches along orthogonal directions, and those patches are placed into a 2D image sequence, and then compressed using existing 2D video codecs. However, data loss may occur while converting a 3D point cloud into a 2D image sequence and encoding this sequence using a legacy video codec. This data loss can cause deterioration in the quality of a reconstructed point cloud. This paper proposed a method of enhancing a reconstructed point cloud by applying a super resolution network to the 2D patch image sequence of a 3D point cloud.

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