Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In such scenario, which may involve time-varying transmission bandwidths and different display characteristics at the client side, dynamic adjustment of the rendering quality to such requirements can lead to a better use of server resources. In this work, we present a framework where the renderer and MPEG codec are coupled through a straightforward interface that provides precise motion vectors from the rendering side to the codec and perceptual error thresholds for each pixel in the opposite direction. The perceptual error thresholds take into account bandwidth-dependen...
In 3D video applications, the virtual view is generally rendered by the compressed texture and depth...
Abstract — In view of the resource demanding nature of 3D Tele-immersion (3DTI), we apply Morphing-b...
In this research we describe a scheme for distributed 3D interactive rendering system, which allows ...
Currently 3D animation rendering and video compression are completely independent processes even if ...
In this paper we present a framework that aims at delivering high-quality and low-bandwidth 3D anima...
In this paper we present a framework that aims at delivering high-quality and low-bandwidth 3D anima...
This paper addresses the problem of improving the perceptual quality performance of synthetic video ...
The paper addresses the problem of improving the MPEG compression of synthetic video sequences by ex...
We propose an end-to-end solution for presenting movie quality animated graphics to the user while s...
This study focuses on the question how the bandwidth utilization of a high-quality video-stream from...
The MPEG-4 video standard extends the traditional frame-based processing with the option to compose ...
We present a system capable of interactively displaying a dynamic scene from novel viewpoints by war...
Computer graphics research strives to synthesize images of a high visual realism that are indistingu...
Due to rapid technological progress in high dynamic range (HDR) video capture and display, the effic...
The use of ℓ [subscript p] norms has largely dominated the measurement of distortion in video encodi...
In 3D video applications, the virtual view is generally rendered by the compressed texture and depth...
Abstract — In view of the resource demanding nature of 3D Tele-immersion (3DTI), we apply Morphing-b...
In this research we describe a scheme for distributed 3D interactive rendering system, which allows ...
Currently 3D animation rendering and video compression are completely independent processes even if ...
In this paper we present a framework that aims at delivering high-quality and low-bandwidth 3D anima...
In this paper we present a framework that aims at delivering high-quality and low-bandwidth 3D anima...
This paper addresses the problem of improving the perceptual quality performance of synthetic video ...
The paper addresses the problem of improving the MPEG compression of synthetic video sequences by ex...
We propose an end-to-end solution for presenting movie quality animated graphics to the user while s...
This study focuses on the question how the bandwidth utilization of a high-quality video-stream from...
The MPEG-4 video standard extends the traditional frame-based processing with the option to compose ...
We present a system capable of interactively displaying a dynamic scene from novel viewpoints by war...
Computer graphics research strives to synthesize images of a high visual realism that are indistingu...
Due to rapid technological progress in high dynamic range (HDR) video capture and display, the effic...
The use of ℓ [subscript p] norms has largely dominated the measurement of distortion in video encodi...
In 3D video applications, the virtual view is generally rendered by the compressed texture and depth...
Abstract — In view of the resource demanding nature of 3D Tele-immersion (3DTI), we apply Morphing-b...
In this research we describe a scheme for distributed 3D interactive rendering system, which allows ...