Paper
22 September 2015 Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room
Rufael Mekuria, Pablo Cesar, Ioannis Doumanis, Antonella Frisiello
Author Affiliations +
Abstract
Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.
© (2015) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Rufael Mekuria, Pablo Cesar, Ioannis Doumanis, and Antonella Frisiello "Objective and subjective quality assessment of geometry compression of reconstructed 3D humans in a 3D virtual room", Proc. SPIE 9599, Applications of Digital Image Processing XXXVIII, 95991M (22 September 2015); https://doi.org/10.1117/12.2203312
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Cited by 2 scholarly publications.
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KEYWORDS
Computer programming

3D image processing

Distortion

Clouds

Quantization

Video

3D video compression

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