Difference between revisions of "Private:3DV Remote Rendering"
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* What compression format should be used to compress the texture images of the views? | * What compression format should be used to compress the texture images of the views? | ||
* What compression format is efficient for compressing the depth maps without affecting the quality of synthesized views? | * What compression format is efficient for compressing the depth maps without affecting the quality of synthesized views? | ||
− | ** | + | ** Will MVC be suitable for depth maps? |
* How much will quality reduction of one of the views to reduce bandwidth affect the synthesis process at the receiver side? | * How much will quality reduction of one of the views to reduce bandwidth affect the synthesis process at the receiver side? | ||
** Will the effect be significant given that receiver's display size is small? | ** Will the effect be significant given that receiver's display size is small? |
Revision as of 17:10, 22 January 2011
Here we describe the components of a 3D video remote rendering system for mobile devices based on cloud computing services. We also discuss the main design choices and challenges that need to be addressed in such a system.
The system will be composed of three main components:
- Mobile receiver(s)
- Adaptation proxy
- View synthesis and rendering cloud service
Transmission is to be carried via unicast over an unreliable wireless channel. A feedback channel would be necessary between the receiver and the proxy. This channel would be utilized to send information about current/desired viewpoint, buffer status, and network conditions.
Because of the limited wireless bandwidth, we need efficient and adaptive compression of transmitted views/layers. In addition, an unequal error protection (UEP) technique will be required to overcome the unreliable nature of the wireless channel.
- What is the format of the stored video files?
- How many views (and possible depth maps) need to be sent to the receiver?
- two views
- two views + two depth maps
- one view + depth map
- What compression format should be used to compress the texture images of the views?
- What compression format is efficient for compressing the depth maps without affecting the quality of synthesized views?
- Will MVC be suitable for depth maps?
- How much will quality reduction of one of the views to reduce bandwidth affect the synthesis process at the receiver side?
- Will the effect be significant given that receiver's display size is small?