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Subjective assessment of display stream compression for stereoscopic imagery
Journal of the Society for Information Display ( IF 1.7 ) Pub Date : 2021-03-24 , DOI: 10.1002/jsid.1002
Sanjida Sharmin Mohona 1 , Laurie M. Wilcox 1 , Robert S. Allison 1
Affiliation  

High-resolution display bandwidth requirements often now exceed the capacity of display link channels necessitating compression. The goal of visually lossless compression codecs such as VESA DSC 1.2 is that viewers perceive no difference between the compressed and uncompressed images, maintaining long-standing expectations of a lossless display link. Such low impairment performance is difficult to validate as artifacts are at or below sensory threshold. We have developed a 3D version of the ISO/IEC 29170-2 flicker paradigm and used it to compare the effects of image compression in flat images presented in the plane of the screen (2D) to compression in flat images with a disparity offset from the screen (3D). We hypothesized that differences in the location and size of the compression errors between the disparate images in the 3D case would affect their visibility. The results showed that artifacts were often less visible in 3D compared to 2D viewing. These findings have practical applications with respect to codec performance targets and algorithm development for 3D movie, animation, and virtual reality content. In particular, higher compression should be attainable in stereoscopic compared to equivalent 2D images because of increased tolerance to artifacts that are binocularly unmatched or have disparity relative to the screen.

中文翻译:

立体图像显示流压缩的主观评估

高分辨率显示带宽要求现在经常超过需要压缩的显示链接通道的容量。VESA DSC 1.2 等视觉无损压缩编解码器的目标是让观众感知压缩和未压缩图像之间没有区别,从而保持对无损显示链接的长期期望。由于伪影处于或低于感官阈值,因此很难验证这种低损伤性能。我们开发了 ISO/IEC 29170-2 闪烁范式的 3D 版本,并使用它来比较屏幕平面 (2D) 中呈现的平面图像中的图像压缩效果与具有视差偏移的平面图像中的压缩效果。屏幕(3D)。我们假设 3D 情况下不同图像之间压缩错误的位置和大小的差异会影响它们的可见性。结果表明,与 2D 观看相比,3D 中的伪影通常不太明显。这些发现在 3D 电影、动画和虚拟现实内容的编解码器性能目标和算法开发方面具有实际应用。特别是,与等效的 2D 图像相比,在立体视觉中应该可以获得更高的压缩,因为对双目不匹配或相对于屏幕具有差异的伪影的容忍度更高。这些发现在 3D 电影、动画和虚拟现实内容的编解码器性能目标和算法开发方面具有实际应用。特别是,与等效的 2D 图像相比,在立体视觉中应该可以获得更高的压缩,因为对双目不匹配或相对于屏幕具有差异的伪影的容忍度更高。这些发现在 3D 电影、动画和虚拟现实内容的编解码器性能目标和算法开发方面具有实际应用。特别是,与等效的 2D 图像相比,在立体视觉中应该可以获得更高的压缩,因为对双目不匹配或相对于屏幕具有差异的伪影的容忍度更高。
更新日期:2021-03-24
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