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Dive into the research topics where Rufael Mekuria is active.

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Featured researches published by Rufael Mekuria.


european conference on interactive tv | 2012

Digital TV: the effect of delay when watching football

Rufael Mekuria; Pablo Cesar; Dick C. A. Bulterman

Hearing a neighbor cheer for a goal seconds before you see it can be very annoying. Currently, many people that upgrade their TV service from analog to digital TV are experiencing this. We briefly describe causes of these (relative) delays. To support this with practical evidence, we report field measurements of relative delays from 19 different receivers that show that up to 5 seconds occurs between technologies like IPTV, analogue cable, digital cable (both SD and HD), digital satellite, terrestrial and web TV. We present a controlled experiment that simulates the football watching experience with 18 participants watching clips in different rooms cheering over an audio connection. The results show that delays measured in practice disturb the experience significantly. Moreover it often took participants little time to find out if they were ahead or behind. Also many participants felt inclined to change their service to a provider with less delay. The results emphasize that delay is a quality factor that needs to be taken into account and minimized in digital TV. This is crucial for digital TV providers to entice consumers that want to be the ones to first cheer for a goal.


IEEE Transactions on Circuits and Systems for Video Technology | 2017

Design, Implementation, and Evaluation of a Point Cloud Codec for Tele-Immersive Video

Rufael Mekuria; Kees Blom; Pablo Cesar

We present a generic and real-time time-varying point cloud codec for 3D immersive video. This codec is suitable for mixed reality applications in which 3D point clouds are acquired at a fast rate. In this codec, intra frames are coded progressively in an octree subdivision. To further exploit inter-frame dependencies, we present an inter-prediction algorithm that partitions the octree voxel space in


acm sigmm conference on multimedia systems | 2013

A 3D tele-immersion system based on live captured mesh geometry

Rufael Mekuria; Michele Sanna; Stefano Asioli; Ebroul Izquierdo; Dick C. A. Bulterman; Pablo Cesar

N \times N \times N


IEEE Transactions on Multimedia | 2014

Enabling Geometry-Based 3-D Tele-Immersion With Fast Mesh Compression and Linear Rateless Coding

Rufael Mekuria; Michele Sanna; Ebroul Izquierdo; Dick C. A. Bulterman; Pablo Cesar

macroblocks (


computer vision computer graphics collaboration techniques | 2013

A framework for realistic 3D tele-immersion

Philipp Fechteler; Anna Hilsmann; Peter Eisert; Sigurd Van Broeck; Christoph Stevens; Julie A. Wall; Michele Sanna; Davide A. Mauro; Fons Kuijk; Rufael Mekuria; Pablo Cesar; David S. Monaghan; Noel E. O'Connor; Petros Daras; Dimitrios S. Alexiadis; Theodore B. Zahariadis

N=8,16,32


international conference on image processing | 2014

REVERIE: Natural human interaction in virtual immersive environments

Julie A. Wall; Ebroul Izquierdo; Lemonia Argyriou; David S. Monaghan; Noel E. O'Connor; Steven Poulakos; Aljoscha Smolic; Rufael Mekuria

). The algorithm codes points in these blocks in the predictive frame as a rigid transform applied to the points in the intra-coded frame. The rigid transform is computed using the iterative closest point algorithm and compactly represented in a quaternion quantization scheme. To encode the color attributes, we defined a mapping of color per vertex attributes in the traversed octree to an image grid and use legacy image coding method based on JPEG. As a result, a generic compression framework suitable for real-time 3D tele-immersion is developed. This framework has been optimized to run in real time on commodity hardware for both the encoder and decoder. Objective evaluation shows that a higher rate-distortion performance is achieved compared with available point cloud codecs. A subjective study in a state-of-the-art mixed reality system shows that introduced prediction distortions are negligible compared with the original reconstructed point clouds. In addition, it shows the benefit of reconstructed point cloud video as a representation in the 3D virtual world. The codec is available as open source for integration in immersive and augmented communication applications and serves as a base reference software platform in JTC1/SC29/WG11 (MPEG) for the further development of standardized point-cloud compression solutions.


Social Media Retrieval | 2013

Distributed Media Synchronisation for Shared Video Watching: Issues, Challenges and Examples

Fernando Boronat; Rufael Mekuria; Mario Montagud; Pablo Cesar

3D Tele-immersion enables participants in remote locations to share, in real-time, an activity. It offers users natural interactivity and immersive experiences, but it challenges current networking solutions. Work in the past has mainly focused on the efficient delivery of image-based 3D videos and on the realistic rendering and reconstruction of geometry-based 3D objects. The contribution of this paper is a complete media pipeline that allows for geometry-based 3D tele-immersion. Unlike previous approaches, that stream videos or video plus depth estimate, our streaming module can transmit the live-reconstructed 3D representations (triangle meshes). Based on a set of comparative experiments, this paper details the architecture and describes a novel component that can efficiently stream geometry in real-time. This component includes both a novel fast local compression algorithm and a rateless packet protection scheme geared towards the requirements imposed by real-time transmission of live-capture mesh geometry. Tests on a large dataset show an encoding and decoding speed-up of over 10 times at similar compression and quality rates, when compared to the high-end MPEG-4 SC3DMC mesh encoder. The implemented rateless code ensures complete packet loss protection of the triangle mesh object and avoids delay introduced by retransmissions. This approach is compared to a streaming mechanism over TCP and outperforms it at packet loss rates over 2% and/or latencies over 9 ms in terms of end-to-end transmission delay. As reported in this paper, the component has been successfully integrated into a larger tele-immersive environment that includes beyond state of the art 3D reconstruction and rendering modules. This resulted in a prototype that can capture, compress transmit and render triangle mesh geometry in real-time over the internet.


acm multimedia | 2016

MP3DG-PCC, Open Source Software Framework for Implementation and Evaluation of Point Cloud Compression

Rufael Mekuria; Pablo Cesar

3-D tele-immersion (3DTI) enables participants in remote locations to share, in real time, an activity. It offers users interactive and immersive experiences, but it challenges current media-streaming solutions. Work in the past has mainly focused on the efficient delivery of image-based 3-D videos and on realistic rendering and reconstruction of geometry-based 3-D objects. The contribution of this paper is a real-time streaming component for 3DTI with dynamic reconstructed geometry. This component includes both a novel fast compression method and a rateless packet protection scheme specifically designed towards the requirements imposed by real time transmission of live-reconstructed mesh geometry. Tests on a large dataset show an encoding speed-up up to ten times at comparable compression ratio and quality, when compared with the high-end MPEG-4 SC3DMC mesh encoders. The implemented rateless code ensures complete packet loss protection of the triangle mesh object and a delivery delay within interactive bounds. Contrary to most linear fountain codes, the designed codec enables real-time progressive decoding allowing partial decoding each time a packet is received. This approach is compared with transmission over TCP in packet loss rates and latencies, typical in managed WAN and MAN networks, and heavily outperforms it in terms of end-to-end delay. The streaming component has been integrated into a larger 3DTI environment that includes state of the art 3-D reconstruction and rendering modules. This resulted in a prototype that can capture, compress transmit, and render triangle mesh geometry in real-time in realistic internet conditions as shown in experiments. Compared with alternative methods, lower interactive end-to-end delay and frame rates over three times higher are achieved.


international conference on acoustics, speech, and signal processing | 2014

Low complexity connectivity driven dynamic geometry compression for 3D Tele-Immersion

Rufael Mekuria; Pablo Cesar; Dick C. A. Bulterman

Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identified and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems.


Proceedings of SPIE | 2016

An improved enhancement layer for octree based point cloud compression with plane projection approximation

Khartik Ainala; Rufael Mekuria; Birendra Khathariya; Zhu Li; Ye-Kui Wang; Rajan Laxman Joshi

REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7.

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Ebroul Izquierdo

Queen Mary University of London

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Michele Sanna

Queen Mary University of London

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Dimitrios S. Alexiadis

Information Technology Institute

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Petros Daras

Information Technology Institute

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