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

机译:基于深度图层的多视图图像合成和编码,用于交互式z和x维度视图切换

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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 & coding approach for view-switch along the x-dimension (horizontal camera motion): given texture Sz 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,用户在从不同视点观察静态3D场景时请求切换到相邻视图。作为响应,服务器发送编码后的数据以实现客户端解码和请求的视点图像的呈现。显然,在连续请求的视点图像之间存在相关性,可以利用这些相关性来降低传输速率。在以前的工作中,这是使用基于像素的合成和编码方法来实现沿x维度(水平相机运动)的视图切换的:在给定先前视图的纹理Sz深度图的情况下,纹理像素分别水平移动到新通过基于深度图像的渲染(DIBR)根据其视差值分别请求视图。新视图中被遮挡区域中的未知像素(在前一个视图中不可见的像素)可以被修补,或由服务器进行内部编码和传输,以在解码器处进行重建。在本文中,为了实现沿z维度(摄像机运动进入/离开场景)的有效视图切换,我们提出了另一种基于图层的合成和编码方法。具体来说,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。在视图切换到场景的过程中,图层中的空间区域会通过超分辨率进行放大,其中比例因子由图层与相机之间的距离确定。另一方面,在离开场景的视图切换期间,图层中的空间区域会通过低通滤波和下采样缩小。由于通过重新缩放对新视图中的深度层进行高质量的重构,因此只有在基于图层的重构质量较差的极少数情况下,才需要由服务器在新视图中对深度层进行编码和传输,从而节省了传输速率。实验表明,与以前的基于像素的方法相比,基于层的方法可以将比特率降低多达35%。

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