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Depth-Layer-based Multiview Image Synthesis Coding for Interactive z- and x-dimension View Switching

机译:基于深度层的多视图图像合成和编码交互式Z和X维视图切换

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In an interactive multiview image navigation system, a user requests switches to adjacent views as he observes the static 3D scene from different viewpoints. In response, the server transmits encoded data to enable client-side decoding and rendering of the requested viewpoint images. It is clear that there exists correlation between consecutive requested viewpoint images that can be exploited to lower transmission rate. In previous works, this is done using a pixel-based synthesis and coding approach for view-switch along the x-dimension (horizontal camera motion): given texture and depth maps of the previous view, texture pixels are individually shifted horizontally to the newly requested view, each according to its disparity value, via depth-image-based rendering (DIBR). Unknown pixels in the disoccluded region in the new view (pixels not visible in the previous view) are either inpainted, or intra-coded and transmitted by server for reconstruction at decoder. In this paper, to enable efficient view-switch along the z-dimension (camera motion into / out of the scene), we propose an alternative layer-based synthesis & coding approach. Specifically, we first divide each multiview image into depth layers, where adjacent pixels with similar depth values are grouped to the same layer. During a view-switch into the scene, spatial region in a layer is enlarged via super-resolution, where the scale factor is determined by the distance between the layer and the camera. On the other hand, during a view-switch out of the scene, spatial region in a layer is shrunk via low-pass filtering and down-sampling. Due to high quality reconstruction of depth layers in the new view via rescaling, coding and transmission of a depth layer in the new view by server is necessary only in the rare case when the quality of layer-based reconstruction is poor, saving transmission rate. Experiments show that our layer-based approach can reduce bit-rate by up to 35% compared to previous pixel-based approach.
机译:在交互式多视图图像导航系统中,用户请求从不同视点观察静态3D场景时切换到相邻视图。作为响应,服务器发送编码数据以使客户端解码和渲染所请求的视点图像。很明显,连续请求的视点图像之间存在可以利用以降低传输速率之间的相关性。在以前的作品中,这是使用基于像素的合成和编码方法来完成沿X维度(水平相机运动)的视图 - 切换方式:给定先前视图的纹理和深度映射,纹理像素被水平移位到新的请求视图,每个都根据其差距值,通过基于深度图像的渲染(DIBR)。新视图中的未知像素中的未知像素(在上一个视图中不可见的像素)是由服务器进行染色的,或者通过服务器进行帧内编码和发送以在解码器中重建。在本文中,为了沿着Z维度(摄像机运动进出场景)的高效视图,我们提出了一种替代的基于层的合成和编码方法。具体地,我们首先将每个多视图图像划分为深度层,其中具有相似深度值的相邻像素被分组到同一层。在视图 - 切换到场景期间,通过超分辨率的层中的空间区域放大,其中比例因子由层和相机之间的距离确定。另一方面,在场景的视图切换期间,层中的空间区域通过低通滤波和下抽样缩小。由于通过重新扫描中的新视图中的深度重建的高质量重建,通过服务器的新视图中的深度层的编码和传输仅在罕见的情况下,当基于层的重建的质量差时,不足,节省传输速率。实验表明,与基于像素的方法相比,我们基于层的方法可以将比特率降低到35%。

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