81 research outputs found

    Motion parallax for 360° RGBD video

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    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

    Unpaired Depth Super-Resolution in the Wild

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    Depth maps captured with commodity sensors are often of low quality and resolution; these maps need to be enhanced to be used in many applications. State-of-the-art data-driven methods of depth map super-resolution rely on registered pairs of low- and high-resolution depth maps of the same scenes. Acquisition of real-world paired data requires specialized setups. Another alternative, generating low-resolution maps from high-resolution maps by subsampling, adding noise and other artificial degradation methods, does not fully capture the characteristics of real-world low-resolution images. As a consequence, supervised learning methods trained on such artificial paired data may not perform well on real-world low-resolution inputs. We consider an approach to depth super-resolution based on learning from unpaired data. While many techniques for unpaired image-to-image translation have been proposed, most fail to deliver effective hole-filling or reconstruct accurate surfaces using depth maps. We propose an unpaired learning method for depth super-resolution, which is based on a learnable degradation model, enhancement component and surface normal estimates as features to produce more accurate depth maps. We propose a benchmark for unpaired depth SR and demonstrate that our method outperforms existing unpaired methods and performs on par with paired

    Image-Based Rendering Of Real Environments For Virtual Reality

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