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_aTK6680.5 _bC666 2016 EB |
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| 245 | 0 | 0 |
_aConnected media in the future internet era _cAhmet Kondoz, Tasos Dagiuklas, editors. |
| 264 | 1 |
_aNew York, NY _bSpringer _c[2016] |
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| 264 | 4 | _c2017 | |
| 300 |
_a1 recurso en línea (v, 224 páginas) _bilustraciones (algunas a color) |
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| 336 |
_aTexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 500 | _aIncludes index. | ||
| 500 | _aSpringerLink | ||
| 504 | _aIncluye referencias bibliográficas e índice | ||
| 505 | 0 | _a1 Introduction; References; 2 Quality Assessment, Evaluation, and Optimization of Free Viewpoint Video Systems by Using Effective Sampling Density; 2.1 Introduction; 2.1.1 An Overview on the ESD Theory and Its Applications; 2.2 Related Work; 2.2.1 Evaluation of the Acquisition Component; 2.2.2 Evaluation of the Rendering Methods; 2.3 Effective Sampling Density; 2.4 ESD Analysis of LF Rendering Methods; 2.4.1 Rendering Methods Without the Depth Information; 2.4.2 Rendering Methods with the Depth Information; 2.4.3 General Case of Rendering Methods with Depth Maps | |
| 505 | 8 | _a2.5 Theoretical and Simulation Results2.5.1 Depth Error Model; 2.5.2 ESD of Scenes; 2.5.3 Simulation Settings; 2.5.4 Results on Rendering Methods; 2.5.4.1 Theoretical Expectation; 2.5.4.2 Simulation Results; 2.5.5 Results on Acquisition Configurations; 2.5.5.1 Theoretical Expectation; 2.5.5.2 Simulation Results; 2.5.6 Discussions; 2.6 Empirical Relationship Between ESD and PSNR; 2.7 Subjective Assessment; 2.8 Application of ESD; 2.8.1 Calculating the Minimum Number of Cameras; 2.8.2 Calculating the Minimum Interpolation Complexity; 2.8.3 Irregular Acquisition Based on the Scene Complexity | |
| 505 | 8 | _a2.9 Conclusion2.10 Biography; References; 3 Visual Quality-Regulated Three-Dimensional Video Coding (3-DVC); 3.1 Towards Better Viewing Quality and Experience; 3.2 Video Coding Design Paradigms; 3.3 Perceptual 3-D Video Coding; 3.3.1 State of the Art in 3-DVC; 3.3.2 Perceptual Video Coding; 3.4 Visual Quality-Regulated 3-D Video Coding; 3.5 A Theoretical Framework for Visual Quality-Regulated 3-D Video Coding; 3.5.1 Perceptually Lossless 3-D Video Coding; 3.5.1.1 Base View (Intra-Frame Mode); 3.5.1.2 Enhancement View (Inter-View with Intra-Frame Mode) | |
| 505 | 8 | _a3.5.1.3 Enhancement View (Hybrid Inter-Frame and Inter-View with Intra-Frame Mode)3.5.2 Visual Quality-Regulated 3-D Video Coding; 3.6 Summary; References; 4 Recent Advances on 3D Video Coding Technology: HEVC Standardization Framework; 4.1 Introduction; 4.2 Three-Dimensional Video Formats and Associated Compression Technology; 4.2.1 3D-HEVC System Structure; 4.2.2 3D-HEVC Encoding Process; 4.3 HEVC Standardization Framework; 4.3.1 Competition Phase of Experimental Framework; 4.3.2 Collaboration Phase of Experimental Framework; 4.3.3 An Overview of 3D Video Coding Tools | |
| 505 | 8 | _a4.3.3.1 MV-HEVC Coding Tools4.3.3.2 3D-HEVC Coding Tools for Texture; 4.3.3.3 3D-HEVC Coding Tools for Depth Maps; 4.4 3D-HEVC Efficiency in Joint Coding-Dependent Views and Depth Data; 4.5 Conclusion; Bibliography; Books; Journals; B1. Introduction; B2. Three-Dimensional Video Formats and Associated Compression Technology; B3. HEVC Standardization Framework; B4. 3D-HEVC Efficiency in Joint Coding of Dependents View and Depth Data; 5 Depth from Defocus and Coded Apertures for 3D Scene Sensing; 5.1 Introduction; 5.2 Camera Imaging System; 5.2.1 Aperture Superposition Principle | |
| 520 | 3 | _aThis book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user's context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcast access network technologies together with a QoE aware Peer-to-Peer (P2P) distribution system that operates over wired and wireless links. Live streaming 3D media needs to be received by collaborating users at the same time or with imperceptible delay to enable them to watch together while exchanging comments as if they were all in the same location. This book is the last of a series of three annual volumes devoted to the latest results of the FP7 European Project ROMEO. The present volume provides state-of-the-art information on 3D multi-view video, spatial audio networking protocols for 3D media, P2P 3D media streaming, and 3D Media delivery across heterogeneous wireless networks among other topics. Graduate students and professionals in electrical engineering and computer science with an interest in 3D Future Internet Media will find this volume to be essential reading. | |
| 988 | _aEBOOK, asignarmaterias, EBSPRINGER_2017A | ||
| 650 | 7 |
_aVídeo digital _2embne _9156182 |
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| 700 | 1 |
_aDagiuklas, Tasos, _eeditor literario |
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| 700 | 1 |
_aKondoz, A. M. _q(Ahmet M.), _eeditor literario |
|
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=http://link.springer.com/10.1007/978-1-4939-4026-4 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b02/2018 _dz _e- _zSI |
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