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360-Degree Panoramic Video Coding

机译:360度全景视频编码

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摘要

Virtual reality (VR) creates an immersive experience of real world in virtual environment through computer interface. Due to the technological advancements in recent years, VR technology is growing very fast and as a result industrial usage of this technology is feasible nowadays. This technology is being used in many applications for example gaming, education, streaming live events, etc. Since VR is visualizing the real world experience, the image or video content which is used must represent the whole 3D world characteristics. Omnidirectional images/videos demonstrate such characteristics and hence are used in VR applications. However, these contents are not suitable for conventional video coding standards, which use only 2D image/video format content. Accordingly, the omnidirectional content are projected onto a 2D image plane using cylindrical or pseudo-cylindrical projections.In this work, coding methods for two types of projection formats that are popular among the VR contents are studied: Equirectangular panoramic projection and Pseudo-cylindrical panoramic projection. The equirectangular projection is the most commonly used format in VR applications due to its rectangular image plane and also wide support in software development environments. However, this projection stretches the nadir and zenith areas of the panorama and as a result contain a relatively large portion of redundant data in these areas. The redundant information causes extra bitrate and also higher encoding/decoding time. Regional downsampling (RDS) methods are used in this work in order to decrease the extra bitrate caused by over-stretched polar areas. These methods are categorized into persistent regional down-sampling (P-RDS) and temporal regional down-sampling (T-RDS) methods. In the P-RDS method, the down-sampling is applied to all frames of the video, but in the T-RDS method, only inter frames are down-sampled and the intra frames are coded in full resolution format in order to maintain the highest possible quality of these frames.The pseudo-cylindrical projections map the 3D spherical domain to a non-rectangular 2D image plane in which the polar areas do not have redundant information. Therefore, the more realistic sample distribution of 3D world is achieved by using these projection formats. However, because of non-rectangular image plane format, pseudocylindrical panoramas are not favorable for image/video coding standards and as a result the compression performance is not efficient. Therefore, two methods are investigated for improving the intra-frame and inter-frame compression of these panorama formats. In the intra-frame coding method, border edges are smoothed by modifying the content of the image in non-effective picture area. In the interframe coding method, gaining the benefit of 360-degree property of the content, non-effective picture area of reference frames at the border is filled with the content of the effective picture area from the opposite border to improve the performance of motion compensation.As a final contribution, the quality assessment methods in VR applications are studied. Since the VR content are mainly displayed in head mounted displays (HMDs) which use 3D coordinate system, measuring the quality of decoded image/video with conventional methods does not represent the quality fairly. In this work, spherical quality metrics are investigated for measuring the quality of the proposed coding methods of omnidirectional panoramas. Moreover, a novel spherical quality metric (USS-PSNR) is proposed for evaluating the quality of VR images/video.
机译:虚拟现实(VR)通过计算机界面在虚拟环境中创建沉浸式的真实体验。由于近年来的技术进步,VR技术发展非常迅速,因此,如今该技术的工业应用是可行的。这项技术已用于许多应用程序中,例如游戏,教育,流现场事件等。由于VR正在可视化现实世界的体验,因此所使用的图像或视频内容必须代表整个3D世界特征。全向图像/视频具有这种特性,因此可用于VR应用程序。但是,这些内容不适用于仅使用2D图像/视频格式内容的常规视频编码标准。因此,使用圆柱或伪圆柱投影将全向内容投影到2D图像平面上。在这项工作中,研究了VR内容中流行的两种类型的投影格式的编码方法:等矩形全景投影和伪圆柱全景投影。等角投影是VR应用程序中最常用的格式,这是由于其矩形图像平面以及在软件开发环境中的广泛支持。但是,此投影会拉伸全景图的天底和天顶区域,结果在这些区域中包含相对较大的冗余数据部分。冗余信息导致额外的比特率以及更高的编码/解码时间。在这项工作中使用区域下采样(RDS)方法,以减少由于过度拉伸的极性区域而导致的额外比特率。这些方法分为持久性区域下采样(P-RDS)和时间性区域下采样(T-RDS)方法。在P-RDS方法中,下采样应用于视频的所有帧,但是在T-RDS方法中,仅对帧间帧进行降采样,并且对内部帧进行全分辨率格式编码,以保持伪圆柱投影将3D球形域映射到非矩形2D图像平面,其中极性区域没有冗余信息。因此,通过使用这些投影格式,可以实现更逼真的3D世界样本分布。但是,由于非矩形图像平面格式,伪圆柱全景图不适用于图像/视频编码标准,因此压缩性能不高。因此,研究了两种方法来改善这些全景格式的帧内和帧间压缩。在帧内编码方法中,通过修改无效图片区域中的图像内容来平滑边界边缘。在帧间编码方法中,利用内容的360度特性的优势,在边界处的参考帧的无效画面区域填充了相对边界处的有效画面区域的内容,从而提高了运动补偿的性能。作为最后的贡献,研究了VR应用中的质量评估方法。由于VR内容主要显示在使用3D坐标系的头戴式显示器(HMD)中,所以使用常规方法测量解码图像/视频的质量并不能代表质量。在这项工作中,对球形质量度量进行了研究,以测量所提出的全向全景图编码方法的质量。此外,提出了一种新颖的球形质量度量(USS-PSNR),用于评估VR图像/视频的质量。

著录项

  • 作者

    Ghaznavi Youvalari Ramin;

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  • 年度 2016
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  • 正文语种 en
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