그림 1. 사용자 시점에 기반한 개념적인 타일 추출 구조 Fig. 1. The conceptual architecture of tile extracting system based on user viewport
그림 2. MVP(Merciless Video Processing) 프로젝트 구조 Fig. 2. The conceptual architecture of merciless video processing project
그림 3. TIP에서 동일한 위치로의 타일 참조로 인한 보간 영역 문제 Fig. 3. Interpolation area problem due to the tile reference to the same location in TIP
그림 4. AMVP와 Merge 모드의 타일 간 수직 경계에서 후보 결정 문제 Fig. 4. Problems determining candidate on vertical boundaries between tiles in AMVP and Merge mode
그림 5. EIS SEI Message의 구조 Fig. 5. Structure of EIS SEI Message
그림 6. 원본 및 추출된 비트스트림의 정보 Fig. 6. Information of original and extracted bitstream
그림 7. 추출기의 기능 흐름도 Fig. 7. Flow chart of the extractor
그림 8. 사용자 시점에 해당하는 타일들을 추출하는 블록도 Fig. 8. Block diagram of extracting tiles corresponding to the user viewport
그림 9. 사용자 시점의 가장자리 면과 타일 경계 부분 간 교차하는 점 Fig. 9. The intersection of the viewport edge plane and the tile edge line
그림 10. 사용자 시점 기반 타일 결정의 예 Fig. 10. Example of tile decision based on viewport
그림 11. 렌더러 개념도 Fig. 11. The conceptual architecture of renderer
그림 12. 원본 비트스트림과 추출된 비트스트림 Fig. 12. Original bitstream and extracted bitstream
그림 13. 렌더링 화면 (Trolley_8192×4096) Fig. 13. Rendered display (Trolley_8192×4096)
그림 14. 360Lib를 이용한 360 영상 테스트 절차 Fig. 14. 360 video testing procedure using 360Lib
표 1. 테스트 시퀀스 정보 Table 1. Information of test sequences
표 2. MCTS가 적용되거나 적용되지않은 영상의 End-to-End PSNR Table 2. End-to-End PSNR with MCTS applied bitstream and non-applied bitstream
표 3. 사용자의 관심영역을 고려한 dynamic viewport의 yaw and pitch Table 3. Dynamic viewport’s yaw, pitch considering user’s region of interest
표 4. 시나리오에 따른 평균적인 bit-rate 절약율과 프레임 당 타일 개수 Table 4. Average bit-rate savings and number of tiles per frame in scenarios
표 5. MCTS가 적용된 비트스트림 및 적용되지 않은 비트스트림의 Dynamic Viewport PNSR Table 5. Dynamic Viewport PSNR with MCTS applied bitstream and non-applied bitstream
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