학술논문

cXR+ Voxel-Based Semantic Compression for Networked Immersion
Document Type
Periodical
Source
IEEE Access Access, IEEE. 11:52763-52777 2023
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Semantics
Point cloud compression
Three-dimensional displays
Image color analysis
Image coding
Image reconstruction
Servers
Extended reality
Color coding
communication network
functional compression
semantic compression
virtual reality
volumetric semantic compression
voxel
Language
ISSN
2169-3536
Abstract
Extended Reality (XR) applications, which may encompass Augmented Reality (AR) and Virtual Reality (VR), commonly involve immersive virtual environments that are based on real physical environments. Transmitting the extensive color and depth image data for representing a physical environment over a communication network to create a corresponding immersive environment at a remote location is very challenging due to the enormous data volumes and the time constraints of real-time immersion. We explore semantic compression, which conveys the semantic meaning of the data through color-codes (CCs) to reduce the transmitted data volume. The creation of an immersive environment conventionally involves five steps (with corresponding output): calibration (single-frame point cloud), registration (registered point cloud), volume reconstruction (voxel frame), marching cubes (meshes), and rendering (3D environment). We develop the novel cXR+ semantic compression that splits the volume reconstruction into a client-side virtual network function (VNF) that represents the registered point cloud as CCs for network transmission to a server-side VNF that decodes the CCs to obtain the voxel frames so as to complete the volume reconstruction. We consider an analogous splitting of the calibration into two VNFs with Graph Coloring (GC) compression of the color and depth image data as a comparison benchmark. Additionally, we consider the transmission of the raw and JPG compressed point cloud data as well as the volume reconstruction at the client-side and subsequent transmission of the voxel frames as benchmarks. We conduct measurements of the compression (computing) time, transmission time, compression ratio, and reconstruction accuracy for real-world data sets so as to elucidate the trade-offs in employing voxel-based semantic compression for transmitting immersive environments over communication networks.