Immersive media data transmission method adapting to human eye perception condition
A technology of media data and human perception, which is applied in the field of video transmission and computer vision, and can solve problems such as large data flow
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Embodiment 1
[0034]In this embodiment, the H.264 quantization parameter q of each region is regulated, and the specific implementation steps are as follows:
[0035] Step 1, low-quality immersive media data is pre-transmitted. The panorama data is compressed and transmitted to the local end according to QP=48 (ie, q≈161).
[0036] Step 2, when the user browses smoothly, the image quality in the field of view area is calculated according to compression, where q min is the corresponding value when QP=22, that is, it is equal to 8, and θ is the centrifugal angle of the center of the field of view in the horizontal direction. Among them, the details of each parameter are shown in Table 1.
[0037] Table 1 Values of each parameter in the model when the quantitative parameter q is adjusted
[0038]
[0039] In practical application, it is suggested to adopt the reference table of discrete control parameters to realize partition quality control. Here, the transmission of 4K panorama im...
Embodiment 2
[0052] In this embodiment, the resolution s of each region is regulated, and the specific implementation steps are as follows:
[0053] Step 1, low-quality immersive media data is pre-transmitted. The panorama data is compressed and transmitted to the local end according to s=1024x540.
[0054] Step 2, when the user browses smoothly, the image quality in the field of view area is calculated according to compression, where s max It is 4096x2160, and θ is the centrifugal angle of the center of the field of view in the horizontal direction. Among them, the details of each parameter are shown in Table 3.
[0055] Table 3 Values of parameters in the model when adjusting the resolution s
[0056]
[0057] It can be seen from the above table that the control parameter c is in is a fixed value in , and in is context-dependent, which may be due to the fact that existing Vive headsets do not provide sufficient pixel density to accurately reflect the amplitude changes cause...
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