AISep 18, 2020
TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AIAlejandro Estaben, César Díaz, Raul Montoliu et al.
This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents. The game is based on the real-time battles of the popular TotalWar games series where players manage an army to defeat the opponent's one. In the proposed game, a turn consists of a set of orders to control the units. The number and specific orders that can be performed in a turn vary during the progression of the game. One interesting feature of the game is that if a particular unit does not receive an order in a turn, it will continue performing the action specified in a previous turn. The turn-wise branching factor becomes overwhelming for traditional algorithms and the partial observability of the game state makes the proposed game an interesting platform to test modern AI algorithms.
CVJul 1, 2020
FVV Live: A real-time free-viewpoint video system with consumer electronics hardwarePablo Carballeira, Carlos Carmona, César Díaz et al.
FVV Live is a novel end-to-end free-viewpoint video system, designed for low cost and real-time operation, based on off-the-shelf components. The system has been designed to yield high-quality free-viewpoint video using consumer-grade cameras and hardware, which enables low deployment costs and easy installation for immersive event-broadcasting or videoconferencing. The paper describes the architecture of the system, including acquisition and encoding of multiview plus depth data in several capture servers and virtual view synthesis on an edge server. All the blocks of the system have been designed to overcome the limitations imposed by hardware and network, which impact directly on the accuracy of depth data and thus on the quality of virtual view synthesis. The design of FVV Live allows for an arbitrary number of cameras and capture servers, and the results presented in this paper correspond to an implementation with nine stereo-based depth cameras. FVV Live presents low motion-to-photon and end-to-end delays, which enables seamless free-viewpoint navigation and bilateral immersive communications. Moreover, the visual quality of FVV Live has been assessed through subjective assessment with satisfactory results, and additional comparative tests show that it is preferred over state-of-the-art DIBR alternatives.
CVJun 30, 2020
FVV Live: Real-Time, Low-Cost, Free Viewpoint VideoDaniel Berjón, Pablo Carballeira, Julián Cabrera et al.
FVV Live is a novel real-time, low-latency, end-to-end free viewpoint system including capture, transmission, synthesis on an edge server and visualization and control on a mobile terminal. The system has been specially designed for low-cost and real-time operation, only using off-the-shelf components.
MMMay 9, 2019
Methodology for accurately assessing the quality perceived by users on 360VR contentsLara Muñoz, César Díaz, Marta Orduna et al.
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the portion of the scene actually seen by users over time. With this motivation, we propose a robust, yet flexible methodology for accurately assessing the quality within the viewport along the visualization session. This procedure is based on a complete analysis of the geometric relations involved. Moreover, the designed methodology allows for both offline and online usage thanks to the use of different approximations. In this way, our methodology can be used regardless of the approach to properly evaluate the implemented strategy, obtaining a fairer comparison between them.
MMJan 18, 2019
Video Multimethod Assessment Fusion (VMAF) on 360VR contentsMarta Orduna, César Díaz, Lara Muñoz et al.
This paper describes the subjective experiments and subsequent analysis carried out to validate the application of one of the most robust and influential video quality metrics, Video Multimethod Assessment Fusion (VMAF), to 360VR contents. VMAF is a full reference metric initially designed to work with traditional 2D contents. Hence, at first, it cannot be assumed to be compatible with the particularities of the scenario where omnidirectional content is visualized using a Head-Mounted Display (HMD). Therefore, through a complete set of tests, we prove that this metric can be successfully used without any specific training or adjustments to obtain the quality of 360VR sequences actually perceived by users.