problem of disparity estimation. The geometrical relationship between the 3D scene and the
generated stereo images is analyzed and the most important techniques for disparity estima-
tion are reviewed. Cagnazzo, Pesquet-Popescu, and Dufaux give an overview of existing data
representation and coding formats for 3D video content in Chapter 6. In turn, in Chapter 7,
Mora, Valenzise, Jung, Pesquet-Popescu, Cagnazzo, and Dufaux consider the problem of
depth map coding and present an overview of different coding tools. In Chapter 8, Vetro and
M
€
uller provide an overview of the current status of research and standardization activity
towards defining a new set of depth-based formats that facilitate the generation of intermedi-
ate views with a compact binary representation. In Chapter 9, Che ung and Cheung consider
interactive media streaming, where the server continuously and reactively sends appropriate
subsets of media data in response to a client’s periodic requests. Different associated coding
strategies and solutions are reviewed. Finally, G
€
urler and Tekalp propose an adaptive P2P
video streaming solution for streaming multiview video over P2P overlays in Chapter 10.
Next, Part Three of the book discusses view synthesis and rendering. In Chapter 11, Wang,
Lang, Stefanoski, Sorkine-Ho rnung , Sorkine-Horn ung , Smolic, and Gross present image-
domain warping as an alternative to depth-image-based rende ring techniques. This technique
utilizes simpler, image-based deformations as a means for realizing various stereoscopi c
post-processing operators. Gilliam, Brookes, and Dragot ti, in Chapter 12, examine the state
of the art in plenoptic sampling theory. In particular, the chapter pres ents theoretical results
for uniform sampling based on spectra l analysis of the plenoptic function and algorithms for
adaptive plenoptic sampling. Finally, in Chapter 13, Klose, Lipski, and Magnor present a
complete end-to-end framework for stereoscopic free viewpoint video creation, allowing one
to viewpoint-navigate through space and time of complex real-world, dynamic scenes.
As a very important component of a 3D video system, Part Four foc uses on 3D display
technologies. In Chapter 14, Konrad addresses digital signal processing methods for 3D data
generation, both stereoscopic and multiview, and for compensation of the deficiencies of
today’s 3D displays. Numerous experimental results are presented to demonstrate the useful-
ness of such methods. Borel and Doyen, in Chapter 15, present in detail the main 3D display
technologies available for cinemas, for large-display TV sets, and for mobile terminals. A
perspective of evolution for the near and long term is also proposed. In Chap ter 1 6, A rai
focuses on integral imaging, a 3D photography technique that is based on integral photogra-
phy, in which information on 3D space is acquired and represented. This chapter descr ibes
the te chnology for display ing 3D space as a spatial image by integral imaging. Finally, in
Chapter 17, Kov
acs and Balogh present light-field displays, an advanced technique for
implementing glasses-free 3D displays.
In most targeted applications, humans are the end-users of 3D video systems. Part Five
considers human perception of depth and perceptual quality assessment. More specifica lly,
in Chap ter 18, Watt and MacKenzie focus on how the human visual system interacts with
stereoscopic 3D media, in view of optimizing effectivene ss and viewing comfort. Three
main issues are addressed: incorrect spatiotemporal stimuli introduced by field-sequential
stereo presentation, inappropriate binocular viewing geometry, and the unnatural relationship
between where the eyes fixate and focus in stereoscopic 3D viewing. In turn, in Chapter 19,
Hanhart, De Simone, Rerabek, and Ebrahimi consider mechanisms of 3D vision in humans,
and their underlying perceptual models, in conjunction with the t ypes of distort ions that
today’s and tomorrow’s 3D video processing sys tems produce. This complex puzzle is
examined with a focus on how to measure 3D visual quality, as an essential factor in the
success of 3D technologies, products, and services.
xviii Preface