TL;DR: This work extends the concept of cube maps to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh, leading to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
Abstract: Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
TL;DR: In this article, a viewport-adaptive 360-degree video streaming system is proposed to reduce the bandwidth waste, while still providing an immersive experience, by preparing multiple video representations, which differ not only by their bit-rate, but also by the qualities of different scene regions.
Abstract: The delivery and display of 360-degree videos on Head-Mounted Displays (HMDs) presents many technical challenges. 360-degree videos are ultra high resolution spherical videos, which contain an omnidirectional view of the scene. However only a portion of this scene is displayed on the HMD. Moreover, HMD need to respond in 10 ms to head movements, which prevents the server to send only the displayed video part based on client feedback. To reduce the bandwidth waste, while still providing an immersive experience, a viewport-adaptive 360-degree video streaming system is proposed. The server prepares multiple video representations, which differ not only by their bit-rate, but also by the qualities of different scene regions. The client chooses a representation for the next segment such that its bit-rate fits the available throughput and a full quality region matches its viewing. We investigate the impact of various spherical-to-plane projections and quality arrangements on the video quality displayed to the user, showing that the cube map layout offers the best quality for the given bit-rate budget. An evaluation with a dataset of users navigating 360-degree videos demonstrates that segments need to be short enough to enable frequent view switches.
TL;DR: A bi-projection fusion scheme along with learnable masks to balance the feature map from the two projections is proposed to predict the depth map of a monocular 360 image by mimicking both peripheral and foveal vision of the human eye.
Abstract: Depth estimation from a monocular 360 image is an emerging problem that gains popularity due to the availability of consumer-level 360 cameras and the complete surrounding sensing capability. While the standard of 360 imaging is under rapid development, we propose to predict the depth map of a monocular 360 image by mimicking both peripheral and foveal vision of the human eye. To this end, we adopt a two-branch neural network leveraging two common projections: equirectangular and cubemap projections. In particular, equirectangular projection incorporates a complete field-of-view but introduces distortion, whereas cubemap projection avoids distortion but introduces discontinuity at the boundary of the cube. Thus we propose a bi-projection fusion scheme along with learnable masks to balance the feature map from the two projections. Moreover, for the cubemap projection, we propose a spherical padding procedure which mitigates discontinuity at the boundary of each face. We apply our method to four panorama datasets and show favorable results against the existing state-of-the-art methods.
TL;DR: A new set of lighting models derived from the questions of electromagnetism are presented that describe the reflection and refraction of light from surfaces which exhibit anisotropy---surfaces with preferred directions, which allows a new mapping technique, which is called frame mapping.
Abstract: We present a new set of lighting models derived from the questions of electromagnetism. These models describe the reflection and refraction of light from surfaces which exhibit anisotropy---surfaces with preferred directions. The model allows a new mapping technique, which we call frame mapping. We also discuss the general relationship between geometric models, surface mapping of all types, and lighting models in the context of rendering images with extreme complexity.
TL;DR: It was observed that multi-resolution projections of Equirectangle and Cubemap outperform other projection schemes, significantly, and a methodology for comparing the rate-distortion performance of these projections was developed.
Abstract: Virtual reality applications use 360-degree videos and head mount displays (HMDs) with stereoscopic capabilities to provide full immersion experience. In these applications it is also common to use 4K resolution or higher per view for 360-degree videos. Consequently, this leads to technical challenges in handling the bandwidth requirements while keeping the system latency to the minimal. When the content is viewed with a HMD, a subset of the entire 360-degree video is displayed at a single point of time. To improve the resolution and picture quality of the displayed content, viewport based coding is desirable. In this regard, we investigated various viewport dependent projection schemes including the existing variants of Pyramidal projection. In this regard we propose the multi-resolution versions of Equirectangular and Cubemap projections. Additionally, we developed a methodology for comparing the rate-distortion performance of these projections. Based on the simulation results, it was observed that multi-resolution projections of Equirectangle and Cubemap outperform other projection schemes, significantly.