paper-with-me

Papers

Subjective and Objective Quality Assessment of Rendered Human Avatar Videos in Virtual Reality

2024-08-13 · Yu-Chih Chen, Avinab Saha, ALEXANDRE CHAPIRO, Christian Häne, Jean-Charles Bazin, Bo Qiu, Stefano Zanetti, Ioannis Katsavounidis, Alan C. Bovik

We study the visual quality judgments of human subjects on digital human avatars (sometimes referred to as "holograms" in the parlance of virtual reality [VR] and augmented reality [AR] systems) that have been subjected to distortions. We also study the ability of video quality models to predict human judgments. As streaming human avatar videos in VR or AR become increasingly common, the need for more advanced human avatar video compression protocols will be required to address the tradeoffs between faithfully transmitting high-quality visual representations while adjusting to changeable bandwidth scenarios. During transmission over the internet, the perceived quality of compressed human avatar videos can be severely impaired by visual artifacts. To optimize trade-offs between perceptual quality and data volume in practical workflows, video quality assessment (VQA) models are essential tools. However, there are very few VQA algorithms developed specifically to analyze human body avatar videos, due, at least in part, to the dearth of appropriate and comprehensive datasets of adequate size. Towards filling this gap, we introduce the LIVE-Meta Rendered Human Avatar VQA Database, which contains 720 human avatar videos processed using 20 different combinations of encoding parameters, labeled by corresponding human perceptual quality judgments that were collected in six degrees of freedom VR headsets. To demonstrate the usefulness of this new and unique video resource, we use it to study and compare the performances of a variety of state-of-the-art Full Reference and No Reference video quality prediction models, including a new model called HoloQA. As a service to the research community, we publicly releases the metadata of the new database at https://live.ece.utexas.edu/research/LIVE-Meta-rendered-human-avatar/index.html.

📄 PDF Abstract BibTeX arXiv:2408.07041

Code (0)

등록된 구현이 없습니다.

Tasks

Video CompressionVideo Quality AssessmentVisual Question Answering (VQA)

Methods 이 논문이 사용한 방법론

Golden Queue Managers 설명 없음

Similar Papers 제목 키워드 기반

A No-Reference Quality Assessment Method for Digital Human Head

2023-10-25 · Yingjie Zhou, ZiCheng Zhang, Wei Sun, Xiongkuo Min 외

In recent years, digital humans have been widely applied in augmented/virtual reality (A/VR), where viewers are allowed to freely observe and interact with the volumetric content. However, the digital humans may be degra…

SJTU-TMQA: A quality assessment database for static mesh with texture map

2023-09-27 · Bingyang Cui, Qi Yang, Kaifa Yang, Yiling Xu 외

In recent years, static meshes with texture maps have become one of the most prevalent digital representations of 3D shapes in various applications, such as animation, gaming, medical imaging, and cultural heritage appli…

Diversity

No-Reference Rendered Video Quality Assessment: Dataset and Metrics

2025-10-15 · Sipeng Yang, Jiayu Ji, Qingchuan Zhu, Zhiyao Yang 외 arxiv

Quality assessment of videos is crucial for many computer graphics applications, including video games, virtual reality, and augmented reality, where visual performance has a significant impact on user experience. When t…

Video Quality Assessment

Subjective and Objective Visual Quality Assessment of Textured 3D Meshes

2021-02-08 · Jinjiang Guo, Vincent Vidal, Irene Cheng, Anup Basu 외

Objective visual quality assessment of 3D models is a fundamental issue in computer graphics. Quality assessment metrics may allow a wide range of processes to be guided and evaluated, such as level of detail creation, c…

Perceptual Quality Assessment of 3D Gaussian Splatting: A Subjective Dataset and Prediction Metric

2025-11-11 · Zhaolin Wan, Yining Diao, Jingqi Xu, Hao Wang 외 arxiv

With the rapid advancement of 3D visualization, 3D Gaussian Splatting (3DGS) has emerged as a leading technique for real-time, high-fidelity rendering. While prior research has emphasized algorithmic performance and visu…