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Stefano Zanetti

dblp:387/5501 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Multimedia systems and quality of experience · 44% Virtual and augmented reality · 44% Image and video coding · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive video
immersive video quality
0.812024
Subjective and Objective Quality Assessment of Rendered Human Avatar Videos in Virtual Reality · IEEE Trans. Image Process. 2024
Multimedia systems and quality of experience
video quality assessment
0.812024
Subjective and Objective Quality Assessment of Rendered Human Avatar Videos in Virtual Reality · IEEE Trans. Image Process. 2024
Image and video coding
video compression
0.212024
Subjective and Objective Quality Assessment of Rendered Human Avatar Videos in Virtual Reality · IEEE Trans. Image Process. 2024

Methods — techniques the papers use, named apart from their topics

no-reference quality prediction · 0.8full reference quality prediction · 0.8
YearPublicationVenuePosition
2024 Subjective and Objective Quality Assessment of Rendered Human Avatar Videos in Virtual Reality
abstract
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.
Yu-Chih Chen, Avinab Saha, Alexandre Chapiro, Christian Häne, Jean-Charles Bazin, Stefano Zanetti, Ioannis Katsavounidis, Alan C. Bovik
IEEE Trans. Image Process.7