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Unlike traditional planar 2D visual content, immersive 360-degree images and videos undergo particular processing steps and are intended to be consumed via head-mounted displays (HMDs). To get a deeper understanding on the perception of 360-degree visual distortions when consumed through HMDs, we perform an exploratory task-based subjective study in which we have asked subjects to define the first noticeable difference and break-in-presence points when incrementally adding specific compression artifacts. The results of our study: give insights on the range of allowed visual distortions for 360-degree content; show that the added visual distortions are more tolerable in mono than in stereoscopic 3D; and identify issues with current 360-degree objective quality metrics.
Ronan Boulic, Bruno Herbelin, Mathias Guy Delahaye
Sandra Maria Marcadent, David Desseauve, Karine Lepigeon, Fiona Corbaz
Yves Perriard, Herbert Shea, Yoan René Cyrille Civet, Vito Cacucciolo, Xiaobin Ji, Xinchang Liu