390 research outputs found

    Performance improvement of segmentation-based depth representation in 3D imagery by region merging

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    The feasible implementation of immersive 3D video systems entails the need for a substantial reduction in the amount of image information necessary for representation. Multiview image rendering algorithms based on depth data have radically reduced the number of images required to reconstruct a 3D scene. Nonetheless, the compression of depth maps still poses several challenges due to the particular nature and characteristics of the data. To this end, this paper outlines a depth representation technique, developed in our earlier work, that exploits the correlation intrinsically present between color intensity and depth images capturing a natural scene. In this technique, a segmentation-based algorithm that is backwards compatible with conventional video coding systems is implemented. The effectiveness of our previous technique is enhanced in this contribution by a region merging process on the segmented regions, which results in a decrease in the amount of information necessary for transmission or storage of multiview image data by a factor of 20.5 with respect to the reference H.264/AVC coding methodology. This is furthermore achieved whilst maintaining a 3D image reconstruction and viewing quality which is quasi identical to the referenced approach.peer-reviewe

    Depth-based Multi-View 3D Video Coding

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    Livrable D5.2 of the PERSEE project : 2D/3D Codec architecture

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    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

    FVV Live: A real-time free-viewpoint video system with consumer electronics hardware

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    FVV Live is a novel end-to-end free-viewpoint video system, designed for low cost and real-time operation, based on off-the-shelf components. The system has been designed to yield high-quality free-viewpoint video using consumer-grade cameras and hardware, which enables low deployment costs and easy installation for immersive event-broadcasting or videoconferencing. The paper describes the architecture of the system, including acquisition and encoding of multiview plus depth data in several capture servers and virtual view synthesis on an edge server. All the blocks of the system have been designed to overcome the limitations imposed by hardware and network, which impact directly on the accuracy of depth data and thus on the quality of virtual view synthesis. The design of FVV Live allows for an arbitrary number of cameras and capture servers, and the results presented in this paper correspond to an implementation with nine stereo-based depth cameras. FVV Live presents low motion-to-photon and end-to-end delays, which enables seamless free-viewpoint navigation and bilateral immersive communications. Moreover, the visual quality of FVV Live has been assessed through subjective assessment with satisfactory results, and additional comparative tests show that it is preferred over state-of-the-art DIBR alternatives

    Contributions in image and video coding

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    Orientador: Max Henrique Machado CostaTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de ComputaçãoResumo: A comunidade de codificação de imagens e vídeo vem também trabalhando em inovações que vão além das tradicionais técnicas de codificação de imagens e vídeo. Este trabalho é um conjunto de contribuições a vários tópicos que têm recebido crescente interesse de pesquisadores na comunidade, nominalmente, codificação escalável, codificação de baixa complexidade para dispositivos móveis, codificação de vídeo de múltiplas vistas e codificação adaptativa em tempo real. A primeira contribuição estuda o desempenho de três transformadas 3-D rápidas por blocos em um codificador de vídeo de baixa complexidade. O codificador recebeu o nome de Fast Embedded Video Codec (FEVC). Novos métodos de implementação e ordens de varredura são propostos para as transformadas. Os coeficiente 3-D são codificados por planos de bits pelos codificadores de entropia, produzindo um fluxo de bits (bitstream) de saída totalmente embutida. Todas as implementações são feitas usando arquitetura com aritmética inteira de 16 bits. Somente adições e deslocamentos de bits são necessários, o que reduz a complexidade computacional. Mesmo com essas restrições, um bom desempenho em termos de taxa de bits versus distorção pôde ser obtido e os tempos de codificação são significativamente menores (em torno de 160 vezes) quando comparados ao padrão H.264/AVC. A segunda contribuição é a otimização de uma recente abordagem proposta para codificação de vídeo de múltiplas vistas em aplicações de video-conferência e outras aplicações do tipo "unicast" similares. O cenário alvo nessa abordagem é fornecer vídeo com percepção real em 3-D e ponto de vista livre a boas taxas de compressão. Para atingir tal objetivo, pesos são atribuídos a cada vista e mapeados em parâmetros de quantização. Neste trabalho, o mapeamento ad-hoc anteriormente proposto entre pesos e parâmetros de quantização é mostrado ser quase-ótimo para uma fonte Gaussiana e um mapeamento ótimo é derivado para fonte típicas de vídeo. A terceira contribuição explora várias estratégias para varredura adaptativa dos coeficientes da transformada no padrão JPEG XR. A ordem de varredura original, global e adaptativa do JPEG XR é comparada com os métodos de varredura localizados e híbridos propostos neste trabalho. Essas novas ordens não requerem mudanças nem nos outros estágios de codificação e decodificação, nem na definição da bitstream A quarta e última contribuição propõe uma transformada por blocos dependente do sinal. As transformadas hierárquicas usualmente exploram a informação residual entre os níveis no estágio da codificação de entropia, mas não no estágio da transformada. A transformada proposta neste trabalho é uma técnica de compactação de energia que também explora as similaridades estruturais entre os níveis de resolução. A idéia central da técnica é incluir na transformada hierárquica um número de funções de base adaptativas derivadas da resolução menor do sinal. Um codificador de imagens completo foi desenvolvido para medir o desempenho da nova transformada e os resultados obtidos são discutidos neste trabalhoAbstract: The image and video coding community has often been working on new advances that go beyond traditional image and video architectures. This work is a set of contributions to various topics that have received increasing attention from researchers in the community, namely, scalable coding, low-complexity coding for portable devices, multiview video coding and run-time adaptive coding. The first contribution studies the performance of three fast block-based 3-D transforms in a low complexity video codec. The codec has received the name Fast Embedded Video Codec (FEVC). New implementation methods and scanning orders are proposed for the transforms. The 3-D coefficients are encoded bit-plane by bit-plane by entropy coders, producing a fully embedded output bitstream. All implementation is performed using 16-bit integer arithmetic. Only additions and bit shifts are necessary, thus lowering computational complexity. Even with these constraints, reasonable rate versus distortion performance can be achieved and the encoding time is significantly smaller (around 160 times) when compared to the H.264/AVC standard. The second contribution is the optimization of a recent approach proposed for multiview video coding in videoconferencing applications or other similar unicast-like applications. The target scenario in this approach is providing realistic 3-D video with free viewpoint video at good compression rates. To achieve such an objective, weights are computed for each view and mapped into quantization parameters. In this work, the previously proposed ad-hoc mapping between weights and quantization parameters is shown to be quasi-optimum for a Gaussian source and an optimum mapping is derived for a typical video source. The third contribution exploits several strategies for adaptive scanning of transform coefficients in the JPEG XR standard. The original global adaptive scanning order applied in JPEG XR is compared with the localized and hybrid scanning methods proposed in this work. These new orders do not require changes in either the other coding and decoding stages or in the bitstream definition. The fourth and last contribution proposes an hierarchical signal dependent block-based transform. Hierarchical transforms usually exploit the residual cross-level information at the entropy coding step, but not at the transform step. The transform proposed in this work is an energy compaction technique that can also exploit these cross-resolution-level structural similarities. The core idea of the technique is to include in the hierarchical transform a number of adaptive basis functions derived from the lower resolution of the signal. A full image codec is developed in order to measure the performance of the new transform and the obtained results are discussed in this workDoutoradoTelecomunicações e TelemáticaDoutor em Engenharia Elétric

    3D coding tools final report

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    Livrable D4.3 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 D4.3 du projet. Son titre : 3D coding tools final repor

    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

    Compression and Subjective Quality Assessment of 3D Video

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    In recent years, three-dimensional television (3D TV) has been broadly considered as the successor to the existing traditional two-dimensional television (2D TV) sets. With its capability of offering a dynamic and immersive experience, 3D video (3DV) is expected to expand conventional video in several applications in the near future. However, 3D content requires more than a single view to deliver the depth sensation to the viewers and this, inevitably, increases the bitrate compared to the corresponding 2D content. This need drives the research trend in video compression field towards more advanced and more efficient algorithms. Currently, the Advanced Video Coding (H.264/AVC) is the state-of-the-art video coding standard which has been developed by the Joint Video Team of ISO/IEC MPEG and ITU-T VCEG. This codec has been widely adopted in various applications and products such as TV broadcasting, video conferencing, mobile TV, and blue-ray disc. One important extension of H.264/AVC, namely Multiview Video Coding (MVC) was an attempt to multiple view compression by taking into consideration the inter-view dependency between different views of the same scene. This codec H.264/AVC with its MVC extension (H.264/MVC) can be used for encoding either conventional stereoscopic video, including only two views, or multiview video, including more than two views. In spite of the high performance of H.264/MVC, a typical multiview video sequence requires a huge amount of storage space, which is proportional to the number of offered views. The available views are still limited and the research has been devoted to synthesizing an arbitrary number of views using the multiview video and depth map (MVD). This process is mandatory for auto-stereoscopic displays (ASDs) where many views are required at the viewer side and there is no way to transmit such a relatively huge number of views with currently available broadcasting technology. Therefore, to satisfy the growing hunger for 3D related applications, it is mandatory to further decrease the bitstream by introducing new and more efficient algorithms for compressing multiview video and depth maps. This thesis tackles the 3D content compression targeting different formats i.e. stereoscopic video and depth-enhanced multiview video. Stereoscopic video compression algorithms introduced in this thesis mostly focus on proposing different types of asymmetry between the left and right views. This means reducing the quality of one view compared to the other view aiming to achieve a better subjective quality against the symmetric case (the reference) and under the same bitrate constraint. The proposed algorithms to optimize depth-enhanced multiview video compression include both texture compression schemes as well as depth map coding tools. Some of the introduced coding schemes proposed for this format include asymmetric quality between the views. Knowing that objective metrics are not able to accurately estimate the subjective quality of stereoscopic content, it is suggested to perform subjective quality assessment to evaluate different codecs. Moreover, when the concept of asymmetry is introduced, the Human Visual System (HVS) performs a fusion process which is not completely understood. Therefore, another important aspect of this thesis is conducting several subjective tests and reporting the subjective ratings to evaluate the perceived quality of the proposed coded content against the references. Statistical analysis is carried out in the thesis to assess the validity of the subjective ratings and determine the best performing test cases
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