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On Dependent Bit Allocation for Multiview Image Coding With Depth-Image-Based Rendering

机译:基于深度图像的多视图图像编码的相关位分配

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The encoding of both texture and depth maps of multiview images, captured by a set of spatially correlated cameras, is important for any 3-D visual communication system based on depth-image-based rendering (DIBR). In this paper, we address the problem of efficient bit allocation among texture and depth maps of multiview images. More specifically, suppose we are given a coding tool to encode texture and depth maps at the encoder and a view-synthesis tool to construct intermediate views at the decoder using neighboring encoded texture and depth maps. Our goal is to determine how to best select captured views for encoding and distribute available bits among texture and depth maps of selected coded views, such that the visual distortion of desired constructed views is minimized. First, in order to obtain at the encoder a low complexity estimate of the visual quality of a large number of desired synthesized views, we derive a cubic distortion model based on basic DIBR properties, whose parameters are obtained using only a small number of viewpoint samples. Then, we demonstrate that the optimal selection of coded views and quantization levels for corresponding texture and depth maps is equivalent to the shortest path in a specially constructed 3-D trellis. Finally, we show that, using the assumptions of monotonicity in the predictor's quantization level and distance, suboptimal solutions can be efficiently pruned from the feasible space during solution search. Experiments show that our proposed efficient selection of coded views and quantization levels for corresponding texture and depth maps outperforms an alternative scheme using constant quantization levels for all maps (commonly used in video standard implementations) by up to 1.5 dB. Moreover, the complexity of our scheme can be reduced by at least 80% over the full solution search.
机译:由一组空间相关的摄像机捕获的多视图图像的纹理图和深度图的编码,对于任何基于基于深度图像的渲染(DIBR)的3D视觉通信系统都非常重要。在本文中,我们解决了多视图图像的纹理和深度图之间的有效位分配问题。更具体地说,假设我们有一个编码工具可以在编码器处对纹理和深度图进行编码,而视图综合工具可以使用相邻的编码后的纹理和深度图在解码器处构建中间视图。我们的目标是确定如何最佳地选择捕获的视图进行编码,以及在所选编码视图的纹理和深度图之间分配可用位,以使所需构造视图的视觉失真最小化。首先,为了在编码器上获得大量所需合成视图的视觉质量的低复杂度估计,我们基于基本的DIBR属性推导了立方失真模型,其参数仅使用少量视点样本获得。然后,我们证明针对相应纹理和深度图的编码视图和量化级别的最佳选择等效于特殊构造的3D网格中的最短路径。最后,我们表明,使用预测变量的量化级别和距离中的单调性假设,可以在解搜索过程中从可行空间中有效修剪次优解。实验表明,我们为相应的纹理和深度图建议的编码视图和量化级别的有效选择优于对所有映射(通常在视频标准实现中使用)使用恒定量化级别的替代方案,效果高达1.5 dB。而且,在整个解决方案搜索中,我们的方案的复杂度可以降低至少80%。

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