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Comparison of Depth Image-Based Rendering and Image Domain Warping in 3D Video Coding.

机译:3D视频编码中基于深度图像的渲染与图像域变形的比较。

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摘要

3D became successful in the movie theaters but failed to become mainstream for home use. The inconvenience of wearing glasses is arguably the reason and researchers have been investigating solutions for glasses-free 3D displays. Today, the most promising solution is the autostereoscopic display, which require many views of the same scene to be displayed simultaneously for a comfortable viewing experience. However, coding 3D video (3DV) with too many views is impractical with current networks and the 3DV coding standard, H.264/MVC (MVC), as the necessary bitrate is linearly proportional to the number of coded views. Instead, only a sparse set of anchor views can be compressed with some supplementary data and the remaining can be synthesized at the decoder.;In this dissertation, we compare two very popular view synthesis methods, Depth Image-Based Rendering (DIBR) and Image Domain Warping (IDW), in terms of their coding efficiency and complexity. First, we establish a common formulation that allows us to compare DIBR and IDW and their associated 3DV representations mathematically.;Then we provide the details of a fast DIBR-based view synthesis method and its implementation on GPU. We show that it can synthesize views with good objective quality and can provide inter-view consistency with almost constant time complexity in terms of the number of synthesized views.;Moreover, we present a new coding tool, "Depth-based Prediction Mode" (DBPM), and incorporate it into the coding loop of MVC. Using DBPM, we realize a novel MVD codec and we show that view synthesis can also be used for better prediction of the anchor views. DBPM uses the supplementary depth data and DIBR to achieve up to 9.2%, 9.9% and 6.7% bitrate savings over MVC for coding MVD data, depth maps and multiview videos, respectively.;Finally, we establish a codec framework based on the next generation candidate 3DV coding standard (3D-AVC), which has prediction tools similar to the DBPM already incorporated, and show that both DIBR and IDW can be used in this framework without any syntax changes to the standard. Using this framework we show that IDW achieves better coding performance than DIBR with average bitrate savings of 12.8% for anchor views and 1.5% for the synthesized views with significantly lower computational complexity. Finally, we provide an analysis on the effect of camera noise on measuring the quality of synthesized views with DIBR and IDW and show that camera noise produce a bias towards better measurements for DIBR. Recalculating the bitrate savings on sequences without camera noise shows that IDW can actually achieve average bitrate savings of 8.8% in the synthesized views instead of 1.5%.
机译:3D在电影院中获得成功,但未能成为家庭使用的主流。戴眼镜带来的不便可以说是原因,研究人员一直在研究无眼镜3D显示器的解决方案。如今,最有前途的解决方案是自动立体显示器,该显示器需要同时显示同一场景的许多视图以提供舒适的观看体验。但是,在当前网络和3DV编码标准H.264 / MVC(MVC)中,用太多视图对3D视频(3DV)进行编码是不切实际的,因为必要的比特率与编码视图的数量成线性比例。取而代之的是,只有稀疏的锚定视图集可以使用一些补充数据进行压缩,而其余的可以在解码器中进行合成。本论文中,我们比较了两种非常流行的视图合成方法:基于深度图像的渲染(DIBR)和图像就其编码效率和复杂性而言,域扭曲(IDW)。首先,我们建立一个通用公式,使我们能够在数学上比较DIBR和IDW及其相关的3DV表示形式;然后,我们提供了一种基于DIBR的快速视图合成方法及其在GPU上的实现的详细信息。我们证明它可以以良好的客观质量合成视图,并且可以在视图总数方面提供恒定的时间复杂度(基于合成视图的数量)。此外,我们提出了一种新的编码工具“基于深度的预测模式”( DBPM),并将其合并到MVC的编码循环中。使用DBPM,我们实现了一种新颖的MVD编解码器,并表明视图合成还可以用于更好地预测锚视图。 DBPM使用补充深度数据和DIBR分别比MVC节省了9.2%,9.9%和6.7%的比特率,分别用于编码MVD数据,深度图和多视点视频。最后,我们建立了基于下一代的编解码器框架候选3DV编码标准(3D-AVC),其预测工具类似于已经并入的DBPM,并且表明DIBR和IDW均可在此框架中使用,而无需对该标准进行语法更改。使用此框架,我们证明IDW的编码性能优于DIBR,锚点视图的平均比特率节省12.8%,合成视图的平均比特率节省1.5%,而计算复杂度则大大降低。最后,我们提供了关于相机噪声对使用DIBR和IDW测量合成视图质量的影响的分析,并显示了相机噪声对DIBR的更好测量产生了偏差。重新计算没有相机噪声的序列节省的比特率表明,IDW实际上可以在合成视图中平均节省8.8%的比特率,而不是1.5%。

著录项

  • 作者

    Bal, Can.;

  • 作者单位

    University of California, San Diego.;

  • 授予单位 University of California, San Diego.;
  • 学科 Electrical engineering.;Computer engineering.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 101 p.
  • 总页数 101
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:53:31

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