64 research outputs found
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A Novel Inpainting Framework for Virtual View Synthesis
Multi-view imaging has stimulated significant research to enhance the user experience of free viewpoint video, allowing interactive navigation between views and the freedom to select a desired view to watch. This usually involves transmitting both textural and depth information captured from different viewpoints to the receiver, to enable the synthesis of an arbitrary view. In rendering these virtual views, perceptual holes can appear due to certain regions, hidden in the original view by a closer object, becoming visible in the virtual view. To provide a high quality experience these holes must be filled in a visually plausible way, in a process known as inpainting. This is challenging because the missing information is generally unknown and the hole-regions can be large. Recently depth-based inpainting techniques have been proposed to address this challenge and while these generally perform better than non-depth assisted methods, they are not very robust and can produce perceptual artefacts.
This thesis presents a new inpainting framework that innovatively exploits depth and textural self-similarity characteristics to construct subjectively enhanced virtual viewpoints. The framework makes three significant contributions to the field: i) the exploitation of view information to jointly inpaint textural and depth hole regions; ii) the introduction of the novel concept of self-similarity characterisation which is combined with relevant depth information; and iii) an advanced self-similarity characterising scheme that automatically determines key spatial transform parameters for effective and flexible inpainting.
The presented inpainting framework has been critically analysed and shown to provide superior performance both perceptually and numerically compared to existing techniques, especially in terms of lower visual artefacts. It provides a flexible robust framework to develop new inpainting strategies for the next generation of interactive multi-view technologies
Compact quad-based representation for 3D video
International audienceThe context of this study is 3D video. Starting from a sequence of multi-view video plus depth (MVD) data, the proposed quad-based representation takes into account, in a unified manner, different issues such as compactness, compression, and intermediate view synthesis. The representation is obtained into two steps. Firstly, a set of 3D quads is extracted by using a quadtree decomposition of the depth maps. Secondly, a selective elimination of the quads is performed in order to reduce inter-view redundancies and thus provide a compact representation. Experiments on two real sequences show good quality results at the rendering stage and a small data overload compared to mono-view video
Livrable D2.2 of the PERSEE project : Analyse/Synthese de Texture
Livrable D2.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D2.2 du projet. Son titre : Analyse/Synthese de Textur
Motion parallax for 360° RGBD video
We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today''s most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea
DepthCut: Improved Depth Edge Estimation Using Multiple Unreliable Channels
In the context of scene understanding, a variety of methods exists to
estimate different information channels from mono or stereo images, including
disparity, depth, and normals. Although several advances have been reported in
the recent years for these tasks, the estimated information is often imprecise
particularly near depth discontinuities or creases. Studies have however shown
that precisely such depth edges carry critical cues for the perception of
shape, and play important roles in tasks like depth-based segmentation or
foreground selection. Unfortunately, the currently extracted channels often
carry conflicting signals, making it difficult for subsequent applications to
effectively use them. In this paper, we focus on the problem of obtaining
high-precision depth edges (i.e., depth contours and creases) by jointly
analyzing such unreliable information channels. We propose DepthCut, a
data-driven fusion of the channels using a convolutional neural network trained
on a large dataset with known depth. The resulting depth edges can be used for
segmentation, decomposing a scene into depth layers with relatively flat depth,
or improving the accuracy of the depth estimate near depth edges by
constraining its gradients to agree with these edges. Quantitatively, we
compare against 15 variants of baselines and demonstrate that our depth edges
result in an improved segmentation performance and an improved depth estimate
near depth edges compared to data-agnostic channel fusion. Qualitatively, we
demonstrate that the depth edges result in superior segmentation and depth
orderings.Comment: 12 page
Can 3D synthesized views be reliably assessed through usual subjective and objective evaluation protocols?
International audienceThis paper addresses the problem of evaluating virtual view synthesized images in the multi-view video context. As a matter of fact, view synthesis brings new types of distortion. The question refers to the ability of the traditional used objective metrics to assess synthesized views quality, considering the new types of artifacts. The experiments conducted to determine their reliability consist in assessing seven different view synthesis algorithms. Subjective and objective measurements have been performed. Results show that the most commonly used objective metrics can be far from human judgment depending on the artifact to deal with
Incremental-LDI for Multi-View Coding
International audienceThis paper describes an Incremental algorithm for Layer Depth Image construction (I-LDI) from multi-view plus depth data sets. A solution to sampling artifacts is proposed, based on pixel interpolation (inpainting) restricted to isolated unknown pixels. A solution to ghosting artifacts is also proposed, based on a depth discontinuity detection, followed by a local foreground / background classification. We propose a formulation of warping equations which reduces time consumption, specifically for LDI warping. Tests on Breakdancers and Ballet MVD data sets show that extra layers in I-LDI contain only 10% of first layer pixels, compared to 50% for LDI. I-LDI Layers are also more compact, with a less spread pixel distribution, and thus easier to compress than LDI Visual rendering is of similar quality with I-LDI and LDI
INTERMEDIATE VIEW RECONSTRUCTION FOR MULTISCOPIC 3D DISPLAY
This thesis focuses on Intermediate View Reconstruction (IVR) which generates additional images from the available stereo images. The main application of IVR is to generate the content of multiscopic 3D displays, and it can be applied to generate different viewpoints to Free-viewpoint TV (FTV). Although IVR is considered a good approach to generate additional images, there are some problems with the reconstruction process, such as detecting and handling the occlusion areas, preserving the discontinuity at edges, and reducing image artifices through formation of the texture of the intermediate image. The occlusion area is defined as the visibility of such an area in one image and its disappearance in the other one. Solving IVR problems is considered a significant challenge for researchers.
In this thesis, several novel algorithms have been specifically designed to solve IVR challenges by employing them in a highly robust intermediate view reconstruction
algorithm. Computer simulation and experimental results confirm the importance of occluded areas in IVR. Therefore, we propose a novel occlusion detection algorithm and another novel algorithm to Inpaint those areas. Then, these proposed algorithms are employed in a novel occlusion-aware intermediate view reconstruction that finds an intermediate image with a given disparity between two input images. This novelty is addressed by adding occlusion awareness to the reconstruction algorithm and proposing three quality improvement techniques to reduce image artifices: filling the re-sampling holes, removing ghost contours, and handling the disocclusion area.
We compared the proposed algorithms to the previously well-known algorithms on each field qualitatively and quantitatively. The obtained results show that our algorithms are superior to the previous well-known algorithms. The performance of the proposed reconstruction algorithm is tested under 13 real images and 13 synthetic images. Moreover, analysis of a human-trial experiment conducted with 21 participants confirmed that the reconstructed images from our proposed algorithm have very high quality compared with the reconstructed images from the other existing algorithms
Livrable D5.2 of the PERSEE project : 2D/3D Codec architecture
Livrable D5.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D5.2 du projet. Son titre : 2D/3D Codec architectur
Livrable D4.2 of the PERSEE project : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architecture
51Livrable D4.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.2 du projet. Son titre : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architectur
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