A Framework to Evaluate Omnidirectional Video Coding Schemes
By Matt C. Yu, Haricharan Lakshman, Bernd Girod. 2015 IEEE International Symposium on Mixed and Augmented Reality, 2015
420 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Signal Processing
View Paper: https://www.semanticscholar.org/paper/b3c9a67d5c1aadcabf6c6c25ce9729f077c9f302
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Gordon Wetzstein
- Vincent Sitzmann
- Jingyi Yu
- Henry Been Lirn Duh
- Shenghua Gao
- Ming-Hsuan Yang
- Ana Serrano
- Diego Gutierrez
In Signal Processing
Citations in the corpus
- Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017) (2018, background): “Finally, apart from Yu et al. [150] there is little work on novel evaluation methods.”
- Flare: Practical Viewport-Adaptive 360-Degree Video Streaming for Mobile Devices (2018, background): “Other studies along this direction include [26, 54, 60], to name a few.”
- Weighted-to-Spherically-Uniform Quality Evaluation for Omnidirectional Video (2017, background): “Yu [6] proposed a quality metric for spherical surface called spherical peak signal-to-noise ratio (S-PSNR), which measures distortion based on an approximately evenly sampled point set on spherical surface, and the sample values are interpolated by the corresponding neighboring samples on projectio”
- Saliency in VR: How Do People Explore Virtual Environments? (2016, background): “Thus, optimizing the bandwidth for VR video with advanced compression schemes is important and has become an active area of research [61].”
- Viewport-adaptive navigable 360-degree video delivery (2016, methodology): “This over-sampling degrades the performance of traditional video encoders [25].”
- Gaze Prediction in Dynamic 360° Immersive Videos (2018, background): “[42] Dynamic 10 10sec 2,500 10 Head movement in VR Oculus DK2 Head position Lo et al.”