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首页> 外文期刊>Emerging and Selected Topics in Circuits and Systems, IEEE Journal on >Surface Light Field Compression Using a Point Cloud Codec
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Surface Light Field Compression Using a Point Cloud Codec

机译:使用点云编解码器的表面光场压缩

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Light field (LF) representations aim to provide photo-realistic, free-viewpoint viewing experiences. However, the mast popular LF representations are the images from multiple views. Multi-view image-based representations generally need to restrict the range or degrees of freedom of the viewing experience to what can be interpolated in the image domain, essentially because they lack explicit geometry information. We present a new surface LF (SLF) representation based on explicit geometry and a method for SLF compression. First, we map the multi-view images of a scene onto a 3-D geometric point cloud. The color of each point in the point cloud is a function of viewing direction known as a view map. We represent each view map efficiently in a B-Spline wavelet basis. This representation is capable of modeling diverse surface materials and complex lighting conditions in a highly scalable and adaptive manner. The coefficients of the B-Spline wavelet representation are then compressed spatially. To increase the spatial correlation and, thus, improve compression efficiency, we introduce a smoothing term to make the coefficients more similar across the 3-D space. We compress the coefficients spatially using existing point cloud compression methods. On the decoder side, the scene is rendered efficiently from any viewing direction by reconstructing the view map at each point. In contrast to multi-view image-based LF approaches, our method supports photo-realistic rendering of real-world scenes from arbitrary viewpoints, i.e., with an unlimited six degrees of freedom. In terms of rate and distortion, experimental results show that our method achieves superior performance with lighter decoder complexity compared with a reference image-plus-geometry compression scheme, indicating its potential in practical virtual and augmented reality applications.
机译:光场(LF)表示旨在提供逼真的自由视点观看体验。但是,桅杆受欢迎的LF表示形式是来自多个视图的图像。基于多视图图像的表示通常需要将观看体验的范围或自由度限制为可以在图像域中内插的内容,这主要是因为它们缺少显式的几何信息。我们提出了一种基于显式几何的新表面LF(SLF)表示形式和SLF压缩方法。首先,我们将场景的多视图图像映射到3-D几何点云上。点云中每个点的颜色是视线方向的函数,称为视点图。我们以B样条小波为基础有效地表示每个视图。该表示能够以高度可扩展和自适应的方式对各种表面材料和复杂的照明条件进行建模。然后,将B样条小波表示的系数进行空间压缩。为了增加空间相关性,从而提高压缩效率,我们引入了一个平滑项以使系数在3-D空间中更加相似。我们使用现有的点云压缩方法在空间上压缩系数。在解码器端,通过在每个点处重建视点图,可以从任何观看方向有效地渲染场景。与基于多视图图像的LF方法相比,我们的方法支持从任意视点(即具有无限的六个自由度)对真实场景进行逼真的渲染。在速率和失真方面,实验结果表明,与参考图像加几何压缩方案相比,我们的方法具有更出色的性能,并且解码器的复杂度更低,这表明该方法在实际的虚拟和增强现实应用中具有潜力。

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