
handle: 10400.22/26532
The evolution of digital media consumption has led to innovative ways to ingest its content. In this thesis, on the research and state-of-the-art topic, we explore the concept of volumetric video streaming, a type of media that can be seen from any position and angle in 6 degrees of freedom navigation, giving a total state of immersion. The work starts with deep research into existing capture systems with an array of hundreds of cameras down to a single camera system from various fields (sports, meetings, music, fashion, health care, entertainment, and gaming). How the end-user can consume the content is also a topic of concern. Present devices, from head mount displays (HDMI), such as the Oculus Rift, to specialized volumetric displays, are analyzed, and examples are given to help understand how they work and their advantages and disadvantages. Finally, for the streaming aspect, as the volumetric content is vastly more extensive than traditional "flat" media, methods to arrange volumetric data, such as Point Clouds and Volumetric Meshes, are explored, as well as how to compress them. The practical section of the thesis was focused on designing, implementing, and evaluating a volumetric video streaming system. Various potential solutions were explored and tested, leading to the development of an optimized system capable of capturing and analyzing realtime performance metrics. To validate the system, experiments were conducted across three scenarios: a static camera with no movement, a static camera with regular movement, and a moving camera with extreme movement. The captured data were analyzed to assess the system’s stability and performance under different conditions. The findings highlighted key challenges and provided insights for future improvements, confirming the feasibility of the proposed system and offering a foundation for further research in volumetric video streaming.
Volumetric streaming, Video capture, Volumetric video
Volumetric streaming, Video capture, Volumetric video
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