IEEE Trans Vis Comput Graph. 2021 Mar;27(3):2202-2219. doi: 10.1109/TVCG.2020.3036153. Epub 2021 Jan 28.
Surface meshes associated with diffuse texture or color attributes are becoming popular multimedia contents. They provide a high degree of realism and allow six degrees of freedom (6DoF) interactions in immersive virtual reality environments. Just like other types of multimedia, 3D meshes are subject to a wide range of processing, e.g., simplification and compression, which result in a loss of quality of the final rendered scene. Thus, both subjective studies and objective metrics are needed to understand and predict this visual loss. In this work, we introduce a large dataset of 480 animated meshes with diffuse color information, and associated with perceived quality judgments. The stimuli were generated from 5 source models subjected to geometry and color distortions. Each stimulus was associated with 6 hypothetical rendering trajectories (HRTs): combinations of 3 viewpoints and 2 animations. A total of 11520 quality judgments (24 per stimulus) were acquired in a subjective experiment conducted in virtual reality. The results allowed us to explore the influence of source models, animations and viewpoints on both the quality scores and their confidence intervals. Based on these findings, we propose the first metric for quality assessment of 3D meshes with diffuse colors, which works entirely on the mesh domain. This metric incorporates perceptually-relevant curvature-based and color-based features. We evaluate its performance, as well as a number of Image Quality Metrics (IQMs), on two datasets: ours and a dataset of distorted textured meshes. Our metric demonstrates good results and a better stability than IQMs. Finally, we investigated how the knowledge of the viewpoint (i.e., the visible parts of the 3D model) may improve the results of objective metrics.
具有漫反射纹理或颜色属性的表面网格正成为流行的多媒体内容。它们提供了高度的真实感,并允许在沉浸式虚拟现实环境中进行六自由度(6DoF)交互。就像其他类型的多媒体一样,3D 网格也需要进行广泛的处理,例如简化和压缩,这会导致最终渲染场景的质量损失。因此,需要主观研究和客观指标来理解和预测这种视觉损失。在这项工作中,我们引入了一个包含 480 个具有漫反射颜色信息的动画网格的大型数据集,并将其与感知质量判断相关联。刺激是由 5 个源模型生成的,这些模型受到了几何形状和颜色失真的影响。每个刺激都与 6 个假设渲染轨迹(HRT)相关联:3 个视点和 2 个动画的组合。在虚拟现实中进行的主观实验中,共获得了 11520 个质量判断(每个刺激 24 个)。结果使我们能够探索源模型、动画和视点对质量得分及其置信区间的影响。基于这些发现,我们提出了第一个用于评估具有漫反射颜色的 3D 网格的质量的度量标准,该标准完全基于网格域。该度量标准结合了基于感知的曲率和颜色特征。我们评估了它在两个数据集上的性能,以及一些图像质量度量(IQM):我们的数据集和一个失真纹理网格数据集。我们的度量标准表现出了良好的效果和比 IQM 更好的稳定性。最后,我们研究了视点的知识(即 3D 模型的可见部分)如何改善客观度量标准的结果。