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Patrick Le Callet

Publications and source records attributed to Patrick Le Callet.

At least 37 records · Page 2Linked to original sources

BASICS: Broad quality Assessment of Static point clouds In Compression Scenarios

Point clouds have become increasingly prevalent in representing 3D scenes within virtual environments, alongside 3D meshes. Their ease of capture has facilitated a wide array of applications on mobile devices, from smartphones to autonomous vehicles. Notably, point cloud compression has reached an advanced stage and has been standardized. However, the availability of quality assessment datasets, which are essential for developing improved objective quality metrics, remains limited. In this paper, we introduce BASICS, a large-scale quality assessment dataset tailored for static point clouds. The BASICS dataset comprises 75 unique point clouds, each compressed with four different algorithms including a learning-based method, resulting in the evaluation of nearly 1500 point clouds by 3500 unique participants. Furthermore, we conduct a comprehensive analysis of the gathered data, benchmark existing point cloud quality assessment metrics and identify their limitations. By publicly releasing the BASICS dataset, we lay the foundation for addressing these limitations and fostering the development of more precise quality metrics.

cs.MM↗

AIGCOIQA2024: Perceptual Quality Assessment of AI Generated Omnidirectional Images

In recent years, the rapid advancement of Artificial Intelligence Generated Content (AIGC) has attracted widespread attention. Among the AIGC, AI generated omnidirectional images hold significant potential for Virtual Reality (VR) and Augmented Reality (AR) applications, hence omnidirectional AIGC techniques have also been widely studied. AI-generated omnidirectional images exhibit unique distortions compared to natural omnidirectional images, however, there is no dedicated Image Quality Assessment (IQA) criteria for assessing them. This study addresses this gap by establishing a large-scale AI generated omnidirectional image IQA database named AIGCOIQA2024 and constructing a comprehensive benchmark. We first generate 300 omnidirectional images based on 5 AIGC models utilizing 25 text prompts. A subjective IQA experiment is conducted subsequently to assess human visual preferences from three perspectives including quality, comfortability, and correspondence. Finally, we conduct a benchmark experiment to evaluate the performance of state-of-the-art IQA models on our database. The database will be released to facilitate future research.

cs.CV↗

Optimal Quality and Efficiency in Adaptive Live Streaming with JND-Aware Low latency Encoding

In HTTP adaptive live streaming applications, video segments are encoded at a fixed set of bitrate-resolution pairs known as bitrate ladder. Live encoders use the fastest available encoding configuration, referred to as preset, to ensure the minimum possible latency in video encoding. However, an optimized preset and optimized number of CPU threads for each encoding instance may result in (i) increased quality and (ii) efficient CPU utilization while encoding. For low latency live encoders, the encoding speed is expected to be more than or equal to the video framerate. To this light, this paper introduces a Just Noticeable Difference (JND)-Aware Low latency Encoding Scheme (JALE), which uses random forest-based models to jointly determine the optimized encoder preset and thread count for each representation, based on video complexity features, the target encoding speed, the total number of available CPU threads, and the target encoder. Experimental results show that, on average, JALE yield a quality improvement of 1.32 dB PSNR and 5.38 VMAF points with the same bitrate, compared to the fastest preset encoding of the HTTP Live Streaming (HLS) bitrate ladder using x265 HEVC open-source encoder with eight CPU threads used for each representation. These enhancements are achieved while maintaining the desired encoding speed. Furthermore, on average, JALE results in an overall storage reduction of 72.70 %, a reduction in the total number of CPU threads used by 63.83 %, and a 37.87 % reduction in the overall encoding time, considering a JND of six VMAF points.

cs.MM↗

Textured Mesh Quality Assessment: Large-Scale Dataset and Deep Learning-based Quality Metric

Over the past decade, 3D graphics have become highly detailed to mimic the real world, exploding their size and complexity. Certain applications and device constraints necessitate their simplification and/or lossy compression, which can degrade their visual quality. Thus, to ensure the best Quality of Experience (QoE), it is important to evaluate the visual quality to accurately drive the compression and find the right compromise between visual quality and data size. In this work, we focus on subjective and objective quality assessment of textured 3D meshes. We first establish a large-scale dataset, which includes 55 source models quantitatively characterized in terms of geometric, color, and semantic complexity, and corrupted by combinations of 5 types of compression-based distortions applied on the geometry, texture mapping and texture image of the meshes. This dataset contains over 343k distorted stimuli. We propose an approach to select a challenging subset of 3000 stimuli for which we collected 148929 quality judgments from over 4500 participants in a large-scale crowdsourced subjective experiment. Leveraging our subject-rated dataset, a learning-based quality metric for 3D graphics was proposed. Our metric demonstrates state-of-the-art results on our dataset of textured meshes and on a dataset of distorted meshes with vertex colors. Finally, we present an application of our metric and dataset to explore the influence of distortion interactions and content characteristics on the perceived quality of compressed textured meshes.

cs.GR↗

Just Noticeable Difference-aware Per-Scene Bitrate-laddering for Adaptive Video Streaming

In video streaming applications, a fixed set of bitrate-resolution pairs (known as a bitrate ladder) is typically used during the entire streaming session. However, an optimized bitrate ladder per scene may result in (i) decreased storage or delivery costs or/and (ii) increased Quality of Experience. This paper introduces a Just Noticeable Difference (JND)-aware per-scene bitrate ladder prediction scheme (JASLA) for adaptive video-on-demand streaming applications. JASLA predicts jointly optimized resolutions and corresponding constant rate factors (CRFs) using spatial and temporal complexity features for a given set of target bitrates for every scene, which yields an efficient constrained Variable Bitrate encoding. Moreover, bitrate-resolution pairs that yield distortion lower than one JND are eliminated. Experimental results show that, on average, JASLA yields bitrate savings of 34.42% and 42.67% to maintain the same PSNR and VMAF, respectively, compared to the reference HTTP Live Streaming (HLS) bitrate ladder Constant Bitrate encoding using x265 HEVC encoder, where the maximum resolution of streaming is Full HD (1080p). Moreover, a 54.34% average cumulative decrease in storage space is observed.

cs.MM↗

LLM-based Interaction for Content Generation: A Case Study on the Perception of Employees in an IT department

In the past years, AI has seen many advances in the field of NLP. This has led to the emergence of LLMs, such as the now famous GPT-3.5, which revolutionise the way humans can access or generate content. Current studies on LLM-based generative tools are mainly interested in the performance of such tools in generating relevant content (code, text or image). However, ethical concerns related to the design and use of generative tools seem to be growing, impacting the public acceptability for specific tasks. This paper presents a questionnaire survey to identify the intention to use generative tools by employees of an IT company in the context of their work. This survey is based on empirical models measuring intention to use (TAM by Davis, 1989, and UTAUT2 by Venkatesh and al., 2008). Our results indicate a rather average acceptability of generative tools, although the more useful the tool is perceived to be, the higher the intention to use seems to be. Furthermore, our analyses suggest that the frequency of use of generative tools is likely to be a key factor in understanding how employees perceive these tools in the context of their work. Following on from this work, we plan to investigate the nature of the requests that may be made to these tools by specific audiences.

cs.HC↗

Confusing Image Quality Assessment: Towards Better Augmented Reality Experience

With the development of multimedia technology, Augmented Reality (AR) has become a promising next-generation mobile platform. The primary value of AR is to promote the fusion of digital contents and real-world environments, however, studies on how this fusion will influence the Quality of Experience (QoE) of these two components are lacking. To achieve better QoE of AR, whose two layers are influenced by each other, it is important to evaluate its perceptual quality first. In this paper, we consider AR technology as the superimposition of virtual scenes and real scenes, and introduce visual confusion as its basic theory. A more general problem is first proposed, which is evaluating the perceptual quality of superimposed images, i.e., confusing image quality assessment. A ConFusing Image Quality Assessment (CFIQA) database is established, which includes 600 reference images and 300 distorted images generated by mixing reference images in pairs. Then a subjective quality perception study and an objective model evaluation experiment are conducted towards attaining a better understanding of how humans perceive the confusing images. An objective metric termed CFIQA is also proposed to better evaluate the confusing image quality. Moreover, an extended ARIQA study is further conducted based on the CFIQA study. We establish an ARIQA database to better simulate the real AR application scenarios, which contains 20 AR reference images, 20 background (BG) reference images, and 560 distorted images generated from AR and BG references, as well as the correspondingly collected subjective quality ratings. We also design three types of full-reference (FR) IQA metrics to study whether we should consider the visual confusion when designing corresponding IQA algorithms. An ARIQA metric is finally proposed for better evaluating the perceptual quality of AR images.

cs.CV↗

On the benefit of parameter-driven approaches for the modeling and the prediction of Satisfied User Ratio for compressed video

The human eye cannot perceive small pixel changes in images or videos until a certain threshold of distortion. In the context of video compression, Just Noticeable Difference (JND) is the smallest distortion level from which the human eye can perceive the difference between reference video and the distorted/compressed one. Satisfied-User-Ratio (SUR) curve is the complementary cumulative distribution function of the individual JNDs of a viewer group. However, most of the previous works predict each point in SUR curve by using features both from source video and from compressed videos with assumption that the group-based JND annotations follow Gaussian distribution, which is neither practical nor accurate. In this work, we firstly compared various common functions for SUR curve modeling. Afterwards, we proposed a novel parameter-driven method to predict the video-wise SUR from video features. Besides, we compared the prediction results of source-only features based (SRC-based) models and source plus compressed videos features (SRC+PVS-based) models.

eess.IV↗

A Framework to Map VMAF with the Probability of Just Noticeable Difference between Video Encoding Recipes

Just Noticeable Difference (JND) model developed based on Human Vision System (HVS) through subjective studies is valuable for many multimedia use cases. In the streaming industries, it is commonly applied to reach a good balance between compression efficiency and perceptual quality when selecting video encoding recipes. Nevertheless, recent state-of-the-art deep learning based JND prediction model relies on large-scale JND ground truth that is expensive and time consuming to collect. Most of the existing JND datasets contain limited number of contents and are limited to a certain codec (e.g., H264). As a result, JND prediction models that were trained on such datasets are normally not agnostic to the codecs. To this end, in order to decouple encoding recipes and JND estimation, we propose a novel framework to map the difference of objective Video Quality Assessment (VQA) scores, i.e., VMAF, between two given videos encoded with different encoding recipes from the same content to the probability of having just noticeable difference between them. The proposed probability mapping model learns from DCR test data, which is significantly cheaper compared to standard JND subjective test. As we utilize objective VQA metric (e.g., VMAF that trained with contents encoded with different codecs) as proxy to estimate JND, our model is agnostic to codecs and computationally efficient. Throughout extensive experiments, it is demonstrated that the proposed model is able to estimate JND values efficiently.

eess.IV↗

Perceptual Evaluation on Audio-visual Dataset of 360 Content

To open up new possibilities to assess the multimodal perceptual quality of omnidirectional media formats, we proposed a novel open source 360 audiovisual (AV) quality dataset. The dataset consists of high-quality 360 video clips in equirectangular (ERP) format and higher-order ambisonic (4th order) along with the subjective scores. Three subjective quality experiments were conducted for audio, video, and AV with the procedures detailed in this paper. Using the data from subjective tests, we demonstrated that this dataset can be used to quantify perceived audio, video, and audiovisual quality. The diversity and discriminability of subjective scores were also analyzed. Finally, we investigated how our dataset correlates with various objective quality metrics of audio and video. Evidence from the results of this study implies that the proposed dataset can benefit future studies on multimodal quality evaluation of 360 content.

cs.MM↗

Utility-Oriented Underwater Image Quality Assessment Based on Transfer Learning

The widespread image applications have greatly promoted the vision-based tasks, in which the Image Quality Assessment (IQA) technique has become an increasingly significant issue. For user enjoyment in multimedia systems, the IQA exploits image fidelity and aesthetics to characterize user experience; while for other tasks such as popular object recognition, there exists a low correlation between utilities and perceptions. In such cases, the fidelity-based and aesthetics-based IQA methods cannot be directly applied. To address this issue, this paper proposes a utility-oriented IQA in object recognition. In particular, we initialize our research in the scenario of underwater fish detection, which is a critical task that has not yet been perfectly addressed. Based on this task, we build an Underwater Image Utility Database (UIUD) and a learning-based Underwater Image Utility Measure (UIUM). Inspired by the top-down design of fidelity-based IQA, we exploit the deep models of object recognition and transfer their features to our UIUM. Experiments validate that the proposed transfer-learning-based UIUM achieves promising performance in the recognition task. We envision our research provides insights to bridge the researches of IQA and computer vision.

cs.CV↗

Improving Maximum Likelihood Difference Scaling method to measure inter content scale

The goal of most subjective studies is to place a set of stimuli on a perceptual scale. This is mostly done directly by rating, e.g. using single or double stimulus methodologies, or indirectly by ranking or pairwise comparison. All these methods estimate the perceptual magnitudes of the stimuli on a scale. However, procedures such as Maximum Likelihood Difference Scaling (MLDS) have shown that considering perceptual distances can bring benefits in terms of discriminatory power, observers' cognitive load, and the number of trials required. One of the disadvantages of the MLDS method is that the perceptual scales obtained for stimuli created from different source content are generally not comparable. In this paper, we propose an extension of the MLDS method that ensures inter-content comparability of the results and shows its usefulness especially in the presence of observer errors.

q-bio.NC↗

Considering user agreement in learning to predict the aesthetic quality

How to robustly rank the aesthetic quality of given images has been a long-standing ill-posed topic. Such challenge stems mainly from the diverse subjective opinions of different observers about the varied types of content. There is a growing interest in estimating the user agreement by considering the standard deviation of the scores, instead of only predicting the mean aesthetic opinion score. Nevertheless, when comparing a pair of contents, few studies consider how confident are we regarding the difference in the aesthetic scores. In this paper, we thus propose (1) a re-adapted multi-task attention network to predict both the mean opinion score and the standard deviation in an end-to-end manner; (2) a brand-new confidence interval ranking loss that encourages the model to focus on image-pairs that are less certain about the difference of their aesthetic scores. With such loss, the model is encouraged to learn the uncertainty of the content that is relevant to the diversity of observers' opinions, i.e., user disagreement. Extensive experiments have demonstrated that the proposed multi-task aesthetic model achieves state-of-the-art performance on two different types of aesthetic datasets, i.e., AVA and TMGA.

cs.CV↗

Seeing by haptic glance: reinforcement learning-based 3D object Recognition

Human is able to conduct 3D recognition by a limited number of haptic contacts between the target object and his/her fingers without seeing the object. This capability is defined as `haptic glance' in cognitive neuroscience. Most of the existing 3D recognition models were developed based on dense 3D data. Nonetheless, in many real-life use cases, where robots are used to collect 3D data by haptic exploration, only a limited number of 3D points could be collected. In this study, we thus focus on solving the intractable problem of how to obtain cognitively representative 3D key-points of a target object with limited interactions between the robot and the object. A novel reinforcement learning based framework is proposed, where the haptic exploration procedure (the agent iteratively predicts the next position for the robot to explore) is optimized simultaneously with the objective 3D recognition with actively collected 3D points. As the model is rewarded only when the 3D object is accurately recognized, it is driven to find the sparse yet efficient haptic-perceptual 3D representation of the object. Experimental results show that our proposed model outperforms the state of the art models.

cs.AI↗

Multi-Modal Aesthetic Assessment for MObile Gaming Image

With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse needs of diversified game players, game designers, graphical developers, etc. in particular conditions, multi-modal aesthetic assessment is required to consider different aesthetic dimensions/perspectives. Since there are different underlying relationships between different aesthetic dimensions, e.g., between the `Colorfulness' and `Color Harmony', it could be advantageous to leverage effective information attached in multiple relevant dimensions. To this end, we solve this problem via multi-task learning. Our inclination is to seek and learn the correlations between different aesthetic relevant dimensions to further boost the generalization performance in predicting all the aesthetic dimensions. Therefore, the `bottleneck' of obtaining good predictions with limited labeled data for one individual dimension could be unplugged by harnessing complementary sources of other dimensions, i.e., augment the training data indirectly by sharing training information across dimensions. According to experimental results, the proposed model outperforms state-of-the-art aesthetic metrics significantly in predicting four gaming aesthetic dimensions.

cs.CV↗

Subjective and Objective Quality Assessment of Mobile Gaming Video

Nowadays, with the vigorous expansion and development of gaming video streaming techniques and services, the expectation of users, especially the mobile phone users, for higher quality of experience is also growing swiftly. As most of the existing research focuses on traditional video streaming, there is a clear lack of both subjective study and objective quality models that are tailored for quality assessment of mobile gaming content. To this end, in this study, we first present a brand new Tencent Gaming Video dataset containing 1293 mobile gaming sequences encoded with three different codecs. Second, we propose an objective quality framework, namely Efficient hard-RAnk Quality Estimator (ERAQUE), that is equipped with (1) a novel hard pairwise ranking loss, which forces the model to put more emphasis on differentiating similar pairs; (2) an adapted model distillation strategy, which could be utilized to compress the proposed model efficiently without causing significant performance drop. Extensive experiments demonstrate the efficiency and robustness of our model.

cs.CV↗

Ambiguity of Objective Image Quality Metrics: A New Methodology for Performance Evaluation

Objective image quality metrics try to estimate the perceptual quality of the given image by considering the characteristics of the human visual system. However, it is possible that the metrics produce different quality scores even for two images that are perceptually indistinguishable by human viewers, which have not been considered in the existing studies related to objective quality assessment. In this paper, we address the issue of ambiguity of objective image quality assessment. We propose an approach to obtain an ambiguity interval of an objective metric, within which the quality score difference is not perceptually significant. In particular, we use the visual difference predictor, which can consider viewing conditions that are important for visual quality perception. In order to demonstrate the usefulness of the proposed approach, we conduct experiments with 33 state-of-the-art image quality metrics in the viewpoint of their accuracy and ambiguity for three image quality databases. The results show that the ambiguity intervals can be applied as an additional figure of merit when conventional performance measurement does not determine superiority between the metrics. The effect of the viewing distance on the ambiguity interval is also shown.

cs.MM↗

Wide Color Gamut Image Content Characterization: Method, Evaluation, and Applications

In this paper, we propose a novel framework to characterize a wide color gamut image content based on perceived quality due to the processes that change color gamut, and demonstrate two practical use cases where the framework can be applied. We first introduce the main framework and implementation details. Then, we provide analysis for understanding of existing wide color gamut datasets with quantitative characterization criteria on their characteristics, where four criteria, i.e., coverage, total coverage, uniformity, and total uniformity, are proposed. Finally, the framework is applied to content selection in a gamut mapping evaluation scenario in order to enhance reliability and robustness of the evaluation results. As a result, the framework fulfils content characterization for studies where quality of experience of wide color gamut stimuli is involved.

cs.MM↗