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Surface Light Field Compression Using a Point Cloud Codec

机译:使用点云编解码器表面光场压缩

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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)表示旨在提供照片逼真,自由观看体验。但是,桅杆流行的LF表示是来自多个视图的图像。基于多视图的基于图像的表示通常需要将观看体验的范围或程度限制为可以在图像域中插入的内容,基本上是因为它们缺乏显式几何信息。我们基于明确的几何形状和SLF压缩方法提出了一种新的表面LF(SLF)表示。首先,我们将场景的多视图图像映射到三维几何点云上。点云中的每个点的颜色是观看称为视图地图的方向的函数。我们以B样条小波为基础表示每个视图地图。该表示能够以高度可扩展和适应性的方式建模不同的表面材料和复杂的照明条件。然后在空间上压缩B样条小波表示的系数。为了提高空间相关性,从而提高压缩效率,我们引入了平滑术语,使得在三维空间中更加相似的系数。我们使用现有点云压缩方法在空间上压缩系数。在解码器侧,通过在每个点重建视图地图,从任何查看方向有效地呈现场景。与基于多视图图像的LF方法相比,我们的方法支持从任意观点,即,具有无限六个自由的真实世界场景的照片逼真渲染。在速率和失真方面,实验结果表明,与参考图像和几何压缩方案相比,我们的方法以更轻的解码器复杂性实现了较高的性能,指示其在实际虚拟和增强现实应用中的潜力。

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