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Multi-view coding for image-based rendering using 3-D scene geometry

机译:使用3-D场景几何进行基于图像的渲染的多视图编码

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摘要

To store and transmit the large amount of image data necessary for Image-based Rendering (IBR), efficient coding schemes are required. This paper presents two different approaches which exploit three-dimensional scene geometry for multi-view compression. In texture-based coding, images are converted to view-dependent texture maps for compression. In model-aided predictive coding, scene geometry is used for disparity compensation and occlusion detection between images. While both coding strategies are able to attain compression ratios exceeding 2000:1, individual coding performance is found to depend on the accuracy of the available geometry model. Experiments with real-world as well as synthetic image sets show that texture-based coding is more sensitive to geometry inaccuracies than predictive coding. A rate-distortion theoretical analysis of both schemes supports these findings. For reconstructed approximate geometry models, model-aided predictive coding performs best, while texture-based coding yields superior coding results if scene geometry is exactly known.
机译:为了存储和传输基于图像的渲染(IBR)所需的大量图像数据,需要有效的编码方案。本文提出了两种不同的方法,它们利用三维场景几何进行多视图压缩。在基于纹理的编码中,图像被转换为​​依赖于视图的纹理图以进行压缩。在模型辅助的预测编码中,场景几何用于图像之间的视差补偿和遮挡检测。虽然两种编码策略均能够获得超过2000:1的压缩率,但发现各个编码性能取决于可用几何模型的精度。对现实世界和合成图像集的实验表明,基于纹理的编码比预测编码对几何精度更敏感。两种方案的速率失真理论分析都支持了这些发现。对于重构的近似几何模型,如果准确地知道场景几何,则模型辅助的预测编码效果最佳,而基于纹理的编码可产生出色的编码结果。

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