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Depth-Based Disocclusion Filling for Virtual View Synthesis

机译:基于深度的遮挡填充虚拟视图综合

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摘要

Free-viewpoint rendering (FVR) has become a popular topic in 3D research. A promising technology in FVR is to generate virtual views using a single texture image and the corresponding depth image. A critical problem that occurs when generating virtual views is that the regions covered by the foreground objects in the original view may be disoccluded in the synthesized views. In this paper, a depth based disocclusion filling algorithm using patch based texture synthesis is proposed. In contrast to the existing patch based virtual view synthesis methods, the filling priority is driven by the robust structure tensor and the epipolar directional term. Moreover, the best-matched patch is searched in the background regions and finally the best-matched patch is chosen by considering the color similarity and some factors such as epipolar line and the magnitude of data term. Superiority of the proposed method over the existing methods is proved by comparing the experimental results.
机译:自由视点渲染(FVR)已成为3D研究中的热门话题。 FVR中有希望的技术是使用单个纹理图像和相应的深度图像生成虚拟视图。生成虚拟视图时发生的一个关键问题是,原始视图中前景对象所覆盖的区域可能会在合成视图中被遮挡掉。在本文中,提出了一种基于深度的基于块的纹理合成的遮挡填充算法。与现有的基于补丁的虚拟视图合成方法相反,填充优先级由鲁棒的结构张量和对极方向项驱动。此外,在背景区域中搜索最匹配的补丁,最后通过考虑颜色相似性以及诸如极线和数据项的大小等因素来选择最匹配的补丁。通过比较实验结果证明了该方法相对于现有方法的优越性。

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