# Study of 3D Virtual Reality Picture Quality

arXiv: https://arxiv.org/abs/1910.03074 · HTML: https://mlsanity.com/paper/1910.03074/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 7 Oct 2019.

## Built on by (most cited first, 11 of 11)

- [Assessor360: Multi-sequence Network for Blind Omnidirectional Image Quality Assessment](https://mlsanity.com/paper/2305.10983/) (2023)
- [3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic Views](https://mlsanity.com/paper/2212.02997/) (2022)
- [Subjective and Objective Quality Assessment of Non-Uniformly Distorted Omnidirectional Images](https://mlsanity.com/paper/2501.11511/) (2025)
- [Omnidirectional Image Quality Captioning: A Large-scale Database and A New Model](https://mlsanity.com/paper/2502.15271/) (2025)
- [The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions](https://mlsanity.com/paper/2304.09240/) (2023)
- [What Makes for a Good Stereoscopic Image?](https://mlsanity.com/paper/2412.21127/) (2024)
- [Perceptual Depth Quality Assessment of Stereoscopic Omnidirectional Images](https://mlsanity.com/paper/2408.10134/) (2024)
- [Blind Image Quality Assessment: A Brief Survey](https://mlsanity.com/paper/2312.16551/) (2023)
- [Foveation-based Deep Video Compression without Motion Search](https://mlsanity.com/paper/2203.16490/) (2022)
- [ELF-UA: Efficient Label-Free User Adaptation in Gaze Estimation](https://mlsanity.com/paper/2406.09481/) (2024)
- [Enhancing Content Representation for AR Image Quality Assessment Using Knowledge Distillation](https://mlsanity.com/paper/2412.06003/) (2024)

## Abstract (arXiv)

Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to the goals of acquiring, transmitting, compressing and displaying high quality VR content. Towards meeting these challenges, it is important to be able to understand the distortions that arise and that can affect the perceived quality of displayed VR content. It is also important to develop ways to automatically predict VR picture quality. Meeting these challenges requires basic tools in the form of large, representative subjective VR quality databases on which VR quality models can be developed and which can be used to benchmark VR quality prediction algorithms. Towards making progress in this direction, here we present the results of an immersive 3D subjective image quality assessment study. In the study, 450 distorted images obtained from 15 pristine 3D VR images modified by 6 types of distortion of varying severities were evaluated by 42 subjects in a controlled VR setting. Both the subject ratings as well as eye tracking data were recorded and made available as part of the new database, in hopes that the relationships between gaze direction and perceived quality might be better understood. We also evaluated several publicly available IQA models on the new database, and also report a statistical evaluation of the performances of the compared IQA models.
