By Guan-Ming Su
Provides assurance of the main theories and applied sciences fascinated with the lifecycle of 3D video content material delivery
Presenting the applied sciences utilized in end-to-end 3D video conversation structures, this reference covers 3D snap shots and video coding, content material construction and demonstrate, and communications and networking. It covers the complete diversity of key parts from the basics of 3D visible illustration to the most recent 3D video coding innovations, proper conversation infrastructure and networks to the 3D caliber of experience.
The e-book is dependent to logically lead readers throughout the subject, beginning with everyday and primary info, carrying on with with an in depth component of varied visualisation recommendations prior to concluding with an intensive view of 3D cellular communique platforms and tendencies. The authors provide so much concentration to 4 very important components: 3D video coding and communications; 3D graphics/gaming and cellular communications; end-to-end 3D surroundings (including 3D demonstrate, 3D participant, networking facility and 3D caliber issues), and destiny communications and networks advances for rising 3D experience.
- Presents the speculation and key options at the back of the newest 3D visible coding framework, criteria, and corresponding caliber assessment
- Provides primary fabric which types the root for destiny study on improving the functionality of 3D visible communications over present and destiny instant networks
- Covers very important issues together with: 3D video coding and communications; 3D graphics/gaming and cellular communications; end-to-end 3D surroundings; and destiny communications and networks advances for rising 3D experience
Essential interpreting for engineers curious about the examine, layout and improvement of 3D visible coding and 3D visible transmission structures and applied sciences, in addition to educational and business researchers.
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Additional info for 3D Visual Communications
The representatives include [5–9]. Depth-image-based methods can be viewed as a hybrid of the geometry-based and image-based representations in order to gain the advantages of both categories and alleviate the disadvantages of both categories. Depth-image-based representations are appropriate for free-view 3DTV applications, since they can generate the virtual views easily. They are currently the popular choice for stereoscopic representations. 4 and Chapter 5. 1 is a diagram which shows the representation spectrum, ranging from one extreme, geometry-based representations, to the other, image-based representations.
Rendering with implicit geometry: This category relies on positional correspondences across a small number of images to render new views. The methods are also called depth-image-based representations. The term implicit implies that the geometry is not directly available. The representatives include [5–9]. Depth-image-based methods can be viewed as a hybrid of the geometry-based and image-based representations in order to gain the advantages of both categories and alleviate the disadvantages of both categories.
This representation allows traversing the surfaces and edges in constant time but requires more space to store this extra information. 7 shows the winged-edge mesh of a cube. 5. Half-edge meshes This representation uses a similar concept to a winged-edge mesh but instead of creating an edge table, edge traversal information is recorded in the extra edge traversal information with each vertex. This makes it more space efficient. 8 shows the half-edge mesh of the cube. 6. Quad-edge meshes This is also a variant of winged-edge meshes.
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