Proceedings of the 12th ACM Multimedia Systems Conference 2021
DOI: 10.1145/3458305.3459595
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VRComm

Abstract: Figure 1: 16 user streams in a Virtual Experience (left; anonymous; 3D Background Model "Olam Conference Room" by Gideon Abochie licensed under CC Attribution) and RGBD user transmission of RGB-part (middle) and depth-part (right)

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Cited by 30 publications
(8 citation statements)
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“…The concept of our approach is based on converting any depth information into a 2D RGB image format (see Section 3.2.4) that can be transmitted via existing 2D encoding and distribution technology. This concept was previously reported in (Gunkel et al, 2018;Gunkel et al, 2021). Compared to newer volumetric streaming formats (such as V-PCC (Schwarz et al, 2019) and G-PCC (Mekuria et al, 2017)) this allows the use of reliable and established real-time streaming components (including full hardware accelerating), allowing high quality stream decoding even on low-powered end devices (like the Microsoft HoloLens 2 12 and Oculus Quest 2 13 ).…”
Section: Transmissionmentioning
confidence: 95%
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“…The concept of our approach is based on converting any depth information into a 2D RGB image format (see Section 3.2.4) that can be transmitted via existing 2D encoding and distribution technology. This concept was previously reported in (Gunkel et al, 2018;Gunkel et al, 2021). Compared to newer volumetric streaming formats (such as V-PCC (Schwarz et al, 2019) and G-PCC (Mekuria et al, 2017)) this allows the use of reliable and established real-time streaming components (including full hardware accelerating), allowing high quality stream decoding even on low-powered end devices (like the Microsoft HoloLens 2 12 and Oculus Quest 2 13 ).…”
Section: Transmissionmentioning
confidence: 95%
“…The ease of deployment is still hindered by complex calibration and preprocessing steps. There are further solutions based on photorealistic social VR communication (Gunkel et al, 2021;Langa et al, 2021;Reimat et al, 2022). For example, (Prins et al, 2018), introduces a web-based framework for communicative and Social VR experiences.…”
Section: Introduction and Methodologymentioning
confidence: 99%
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“…https://www.comunicacionsocial.es Enlace de adquisición de la Monografía: https://doi.org/10.52495/c7.emcs.15.c45 en la nube para minimizar la carga computacional y ancho de banda para los clientes (ej.,Cernigliario et al., 2020;Gunkel et al, 2021). Tercero, las sesiones de RV se pueden retransmitir a través de plataformas 2D, como se hace en el ámbito del gaming a través de plataformas como Youtube o Twitch.…”
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