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Philip A. Chou

Publications and source records attributed to Philip A. Chou.

22 records · Page 2Linked to original sources

Rate-Utility Optimized Streaming of Volumetric Media for Augmented Reality

Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must support network adaptivity and fast startup, but must also moderate large bandwidths, multiple simultaneously streaming objects, and frequent user interaction, which requires low delay. In this paper, we introduce the first system to our knowledge designed specifically for streaming volumetric media. The system reduces bandwidth by introducing 3D tiles, and culling them or reducing their level of detail depending on their relation to the user's view frustum and distance to the user. Our system reduces latency by introducing a window-based buffer, which in contrast to a queue-based buffer allows insertions near the head of the buffer rather than only at the tail of the buffer, to respond quickly to user interaction. To allocate bits between different tiles across multiple objects, we introduce a simple greedy yet provably optimal algorithm for rate-utility optimization. We introduce utility measures based not only on the underlying quality of the representation, but on the level of detail relative to the user's viewpoint and device resolution. Simulation results show that the proposed algorithm provides superior quality compared to existing video-streaming approaches adapted to hologram streaming, in terms of utility and user experience over variable, throughput-constrained networks.

cs.MM↗

Dynamic Polygon Clouds: Representation and Compression for VR/AR

We introduce the {\em polygon cloud}, also known as a polygon set or {\em soup}, as a compressible representation of 3D geometry (including its attributes, such as color texture) intermediate between polygonal meshes and point clouds. Dynamic or time-varying polygon clouds, like dynamic polygonal meshes and dynamic point clouds, can take advantage of temporal redundancy for compression, if certain challenges are addressed. In this paper, we propose methods for compressing both static and dynamic polygon clouds, specifically triangle clouds. We compare triangle clouds to both triangle meshes and point clouds in terms of compression, for live captured dynamic colored geometry. We find that triangle clouds can be compressed nearly as well as triangle meshes, while being far more robust to noise and other structures typically found in live captures, which violate the assumption of a smooth surface manifold, such as lines, points, and ragged boundaries. We also find that triangle clouds can be used to compress point clouds with significantly better performance than previously demonstrated point cloud compression methods. In particular, for intra-frame coding of geometry, our method improves upon octree-based intra-frame coding by a factor of 5-10 in bit rate. Inter-frame coding improves this by another factor of 2-5. Overall, our dynamic triangle cloud compression improves over the previous state-of-the-art in dynamic point cloud compression by 33\% or more.

cs.GR↗

Graph-based compression of dynamic 3D point cloud sequences

This paper addresses the problem of compression of 3D point cloud sequences that are characterized by moving 3D positions and color attributes. As temporally successive point cloud frames are similar, motion estimation is key to effective compression of these sequences. It however remains a challenging problem as the point cloud frames have varying numbers of points without explicit correspondence information. We represent the time-varying geometry of these sequences with a set of graphs, and consider 3D positions and color attributes of the points clouds as signals on the vertices of the graphs. We then cast motion estimation as a feature matching problem between successive graphs. The motion is estimated on a sparse set of representative vertices using new spectral graph wavelet descriptors. A dense motion field is eventually interpolated by solving a graph-based regularization problem. The estimated motion is finally used for removing the temporal redundancy in the predictive coding of the 3D positions and the color characteristics of the point cloud sequences. Experimental results demonstrate that our method is able to accurately estimate the motion between consecutive frames. Moreover, motion estimation is shown to bring significant improvement in terms of the overall compression performance of the sequence. To the best of our knowledge, this is the first paper that exploits both the spatial correlation inside each frame (through the graph) and the temporal correlation between the frames (through the motion estimation) to compress the color and the geometry of 3D point cloud sequences in an efficient way.

cs.CV↗

Precision Enhancement of 3D Surfaces from Multiple Compressed Depth Maps

In texture-plus-depth representation of a 3D scene, depth maps from different camera viewpoints are typically lossily compressed via the classical transform coding / coefficient quantization paradigm. In this paper we propose to reduce distortion of the decoded depth maps due to quantization. The key observation is that depth maps from different viewpoints constitute multiple descriptions (MD) of the same 3D scene. Considering the MD jointly, we perform a POCS-like iterative procedure to project a reconstructed signal from one depth map to the other and back, so that the converged depth maps have higher precision than the original quantized versions.

cs.CV↗