view-dependent real-time 3d video compression for mobile devices · 2015-07-28 · overview •...
TRANSCRIPT
M-TEEVE: Real-Time 3D Video Interaction and Broadcasting Framework
for Mobile Devices
Shu Shi, Won Jeon, Klara Nahrstedt, and Roy CampbellDepartment of Computer Science
University of Illinois at Urbana-Champaign{shushi2, wonjeon, klara, roy}@illinois.edu
IMMERSCOM, Berkeley, CA, May 27-29, 2009
Thursday, June 16, 2011
Overview
• Introduce mobile devices to real-time 3D video rendering• Challenges in bandwidth and computation
• Remote rendering framework
• Use mobile devices to interact with 3D video • Eye tracking
• Orientation tracking
2Thursday, June 16, 2011
Outline
• Background• 3D Video
• TEEVE
• M-TEEVE Framework• Proxy-Based Remote Rendering Framework
• View-Dependent 3D Video Compression
• Mobile Interaction• Eye Tracking
• Orientation Tracking
• Implementations
• Conclusion
3Thursday, June 16, 2011
Background
• 3D Video• Stereo video and Free-viewpoint video
4Thursday, June 16, 2011
User
Background
• TEEVE Framework
5
Acquisition
Rendering Transmission
3D Cameras
Reconstruction Servers
RenderingServer
Display
Gateway Server
Site 1
Internet 2
Site 2
Site 3
Site n
... ...
Depth Calculation
Color Capturing
Thursday, June 16, 2011
Background
• TEEVE
6Thursday, June 16, 2011
User
M-TEEVE Framework
7
Acquisition
Rendering Transmission
3D Cameras
Reconstruction Servers
RenderingServer
Display
Gateway Server
Site 1
Internet 2
Site 2
Site 3
Site n
... ...
• M-TEEVE
• Mobile Tele-Immersion
Thursday, June 16, 2011
M-TEEVE Framework
• Challenges• Transmission bandwidth
• Rendering computation
• 3D Video Rendering• 3D Video Display
• Rendering 3D video streams
• Rendering graphics background
• Display 3D video scene
• 3D Video Control• Video playback control
• Viewpoint navigation
8
Depth Image Streams
Compressed Rendered Scene
M-TEEVE
Control Information
Gateway Server
Proxy
Display Units
Control Units
Thursday, June 16, 2011
M-TEEVE Framework
• Advantages• Compatibility with original
TEEVE system
• Interface between mobile devices implementation and other parts of TEEVE
• Support various devices with limited computing resources
• Support of multi-control and multi-display
• Disadvantages• Interaction delay
9
Depth Image Streams
Compressed Rendered Scene
M-TEEVE
Control Information
Gateway Server
Proxy
Display Units
Control Units
Thursday, June 16, 2011
Mobile Interaction
• Viewpoint Navigation• Zooming -- forward, backward
• Rotation -- clockwise, counterclockwise
• Translation -- left, right, up, down
• Circling -- left, right, up, down
10Thursday, June 16, 2011
Mobile Interaction
• Eye Tracking• Connecting eye movements to Translation, Zooming and
Rotation
11
width
Thursday, June 16, 2011
Mobile Interaction
• Orientation Tracking
12
View direction of viewers
Orientation of mobile devices
Virtual Camera
3D video objects
Thursday, June 16, 2011
Implementations
• On both Nokia N800 and iPhone
13Thursday, June 16, 2011
Implementations
• Proxy• Workstation with Gbps wired network
• Compress rendered scene to JPEG images
• Control Units• Touch screen and button events
• Camera, accelerometers
• Wii remotes
• Display Units• Up to 25 fps
• Multi-views
• Interaction delay less than 150ms
14Thursday, June 16, 2011
Implementations
• Eye Tracking• OpenCV
• Feature points selection
• Lucas-Kanade algorithm for optical flow calculation
• Performance• 5 fps with resolution of 160x120
15
0
50
100
150
200
250
300
0 50 100 150 200 250 300
Exe
cu
tatio
n t
ime
(m
s)
Frame number
Eye tracking Performance
LaptopN800
Exec
utio
n T
ime
(ms)
Frame Number
N800 Tablet
Laptop
Thursday, June 16, 2011
Implementations
• Orientation Tracking• Accelerometers in iPhone
• iPhone SDK
• High detection rate
• Gravity orientation
• Filters for noise reduction
16Thursday, June 16, 2011
Conclusion
• Proxy-based remote rendering framework solves the problems of transition bandwidth and rendering computation
• Cameras and accelerometers provide new methods for 3D video interaction
• The problem of interaction delay needs to be reduced in the future work
17Thursday, June 16, 2011
Thank you!
• Acknowledgement• The work is supported by NSF grant CNS 05-20182 and
CNS 07-20702
• TEEVE group at UIUC and work by UC Berkeley
• Project Info• http://cairo.cs.uiuc.edu/teleimmersion/
• Contact• Shu Shi: [email protected]
18Thursday, June 16, 2011
Interaction Delay
19
Wired Network
Mobile Devices
Proxy GatewayServer
Wireless Network
3D Video Frame
F2
F1
F3
Image FrameAfter Rendering
R1
R2
R3
... ...
... ...
Fi
... ...
User Changes the Rendering Viewpoint
Proxy Updates the Rendering Viewpoint
First Frame Processed at the Updated
Rendering ViewpointFirst Result Frame at the Updated
Rendering Viewpoint
InteractionDelay
Thursday, June 16, 2011
View-Dependent 3D Video Compression
20
Multi Depth Image Streams
Input
Viewpoint
3D Points Downsampling
Invisible Points
ViewpointLayer
Stream FrameBasicLayer
Visible Points3D Points
Projection
3D Points
3D Points Reconstruction
Viewpoint Listener
Viewpoint from Control
Units
3D Point Reconstruction
Image MapDisplay Selection
FrameParsing
ViewpointLayer
BasicLayer
EnhancedLayer
Viewpoint Module
Compare with Current Viewpoint
Current Viewpoint
?Display
3D Point Rendering
Stream Frame
Stream Frame
......
.....
.....
Stream Frame
Stream Frame
......
Stream Frame
......
......
......
......
EnhancedLayer
Encoding
DecodingThursday, June 16, 2011