Due to the increased popularity of augmented and virtual reality experiences, the interest in capturing the real world in multiple dimensions and in presenting it to users in an immersible fashion has never been higher. Distributing such representations enables users to freely navigate in multi-sensory 3D media experiences. Unfortunately, such representations require a large amount of data, not feasible for transmission on today's networks. Efficient compression technologies well adopted in the content chain are in high demand and are key components to democratize augmented and virtual reality applications. The Moving Picture Experts Group, MPEG, as one of the main standardization groups dealing with multimedia, identified the trend and started recently the process of building an open standard for compactly representing 3D point clouds, which are the 3D equivalent of the very well-known 2D pixels. This paper introduces the main developments and technical aspects of this ongoing standardization effort.
Abstract-we present a generic and real-time time-varying point cloud codec for 3D immersive video. This codec is suitable for mixed reality applications where 3D point clouds are acquired at a fast rate. In this codec, intra frames are coded progressively in an octree subdivision. To further exploit interframe dependencies, we present an inter-prediction algorithm that partitions the octree voxel space in N times N times N macroblocks (N=8,16,32). The algorithm codes points in these blocks in the predictive frame as a rigid transform applied to the points in the intra coded frame. The rigid transform is computed using the iterative closest point algorithm and compactly represented in a quaternion quantization scheme. To encode the color attributes, we defined a mapping of color per vertex attributes in the traversed octree to an image grid and use legacy image coding method based on JPEG. As a result, a generic compression framework suitable for real-time 3D tele-immersion is developed. This framework has been optimized to run in realtime on commodity hardware for both encoder and decoder. Objective evaluation shows that a higher rate-distortion (R-D) performance is achieved compared to available point cloud codecs. A subjective study in a state of art mixed reality system shows that introduced prediction distortions are negligible compared to the original reconstructed point clouds. In addition, it shows the benefit of reconstructed point cloud video as a representation in the 3D Virtual world. The codec is available as open source for integration in immersive and augmented communication applications and serves as a base reference software platform in JCT1/SC29/WG11 (MPEG) for the further development of standardized point cloud compression solutions.
3-D tele-immersion (3DTI) enables participants in remote locations to share, in real time, an activity. It offers users interactive and immersive experiences, but it challenges current media-streaming solutions. Work in the past has mainly focused on the efficient delivery of image-based 3-D videos and on realistic rendering and reconstruction of geometry-based 3-D objects. The contribution of this paper is a real-time streaming component for 3DTI with dynamic reconstructed geometry. This component includes both a novel fast compression method and a rateless packet protection scheme specifically designed towards the requirements imposed by real time transmission of live-reconstructed mesh geometry. Tests on a large dataset show an encoding speed-up up to ten times at comparable compression ratio and quality, when compared with the high-end MPEG-4 SC3DMC mesh encoders. The implemented rateless code ensures complete packet loss protection of the triangle mesh object and a delivery delay within interactive bounds. Contrary to most linear fountain codes, the designed codec enables real-time progressive decoding allowing partial decoding each time a packet is received. This approach is compared with transmission over TCP in packet loss rates and latencies, typical in managed WAN and MAN networks, and heavily outperforms it in terms of end-to-end delay. The streaming component has been integrated into a larger 3DTI environment that includes state of the art 3-D reconstruction and rendering modules. This resulted in a prototype that can capture, compress transmit, and render triangle mesh geometry in real-time in realistic internet conditions as shown in experiments. Compared with alternative methods, lower interactive end-to-end delay and frame rates over three times higher are achieved.
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