360° Video Streaming and Rendering

Immersive maps such as Google Street View and Bing Streetside provide true-to-life views with a massive collection of panoramas. However, these panoramas are only available at sparse intervals along the path they are taken, resulting in visual discontinuities during navigation. Prior art in view synthesis is usually built upon a set of perspective images, a pair of stereoscopic images, or a monocular image, but barely examines wide-baseline panoramas, which are widely adopted in commercial platforms to optimize bandwidth and storage usage. In this paper, we leverage the unique characteristics of wide-baseline panoramas and present OmniSyn, a novel pipeline for 360◦ view synthesis between wide-baseline panoramas. OmniSyn predicts omnidirectional depth maps using a spherical cost volume and a monocular skip connection, renders meshes in 360◦ images, and synthesizes intermediate views with a fusion network. We demonstrate the effectiveness of OmniSyn via comprehensive experimental results including comparison with the state-of-the-art methods on CARLA and Matterport datasets, ablation studies, and generalization studies on street views. We envision our work may inspire future research for this unheeded real-world task and eventually produce a smoother experience for navigating immersive maps.

Publications

teaser image of Fusing Multimedia Data Into Dynamic Virtual Environments

Fusing Multimedia Data Into Dynamic Virtual Environments

Ruofei Du
Ph.D. Dissertation, Computer Science Department., University of Maryland, College Park., 2018.
Keywords: social street view, geollery, spherical harmonics, 360 video, multiview video, montage4d, haptics, cryptography, metaverse, mirrored world
teaser image of OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas

OmniSyn: Intermediate View Synthesis Between Wide-Baseline Panoramas

2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2022.
Keywords: 360 image, virtual reality, view synthesis, panorama, neural rendering, depth map, mesh rendering, inpainting
teaser image of A Log-Rectilinear Transformation for Foveated 360-Degree Video Streaming

A Log-Rectilinear Transformation for Foveated 360-Degree Video Streaming

IEEE Transactions on Visualization and Computer Graphics (TVCG), 2021.
Keywords: 360° video, foveation, virtual reality, live video stream-ing, log-rectilinear, summed-area table

teaser image of Saliency Computation for Virtual Cinematography in 360° Videos

Saliency Computation for Virtual Cinematography in 360° Videos

Ruofei Du and Amitabh Varshney
IEEE Computer Graphics and Applications (CGA), 2021.
Keywords: spherical harmonics, virtual reality, visual saliency, 360°videos, omnidirectional videos, perception, Itti model, spectralresidual, GPGPU, CUDA

Videos

A Log-Rectilinear Transformation for Foveated 360-Degree Video Streaming


Saliency Computation for Virtual Cinematography in 360° Videos


Talks

A Pilot Study of Spherical Harmonics for Saliency Computation and Navigation in 360◦ Videos. Teaser Image.

A Pilot Study of Spherical Harmonics for Saliency Computation and Navigation in 360◦ Videos.

Ruofei Du

I3D 2018, Montreal, Quebec, Canada. May 16, 2018..


Cited By

  • Rectangular Mapping-Based Foveated Rendering. The IEEE Conference on Virtual Reality and 3D User Interfaces 2022 (IEEE VR). Jiannan Ye, Anqi Xie, Susmjia Jabbireddy, Yunchuan Li, Xubo Yang, and Xiaoxu Meng. source | cite
  • An Integrative View of Foveated Rendering. 0. Bipul Mohanto, ABM Tariqul Islam, Enrico Gobbetti, and Oliver Staadt. source | cite
  • Dynamic Viewport Selection-Based Prioritized Bitrate Adaptation for Tile-Based 360\textdegree Video Streaming. IEEE Access. Abid Yaqoob, Mohammed Amine Togou, and Gabriel-Miro Muntean. source | cite
  • Application of Eye-Tracking Systems Integrated Into Immersive Virtual Reality and Possible Transfer to the Sports Sector - a Systematic Review. Multimedia Tools and Applications. Stefan Pastel, Josua Marlok, Nicole Bandow, and Kerstin Witte. source | cite
  • Learning Based Versus Heuristic Based: A Comparative Analysis of Visual Saliency Prediction in Immersive Virtual Reality. Computer Animation and Virtual Worlds. Mehmet Bahadir Askin and Ufuk Celikcan. source | cite
  • Progressive Multi-Scale Light Field Networks. arXiv.2208.06710.David Li and Amitabh Varshney. source | cite
  • Wavelet-Based Fast Decoding of 360° Videos. arXiv.2208.10859. Colin Groth, Sascha Fricke, Susana Castillo, and Marcus Magnor. source | cite
  • Bullet Comments for 360\textdegreeVideo. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Yi-Jun Li, Jinchuan Shi, Fang-Lue Zhang, and Miao Wang. source | cite
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