1,034 research outputs found

    Depth map compression via 3D region-based representation

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    In 3D video, view synthesis is used to create new virtual views between encoded camera views. Errors in the coding of the depth maps introduce geometry inconsistencies in synthesized views. In this paper, a new 3D plane representation of the scene is presented which improves the performance of current standard video codecs in the view synthesis domain. Two image segmentation algorithms are proposed for generating a color and depth segmentation. Using both partitions, depth maps are segmented into regions without sharp discontinuities without having to explicitly signal all depth edges. The resulting regions are represented using a planar model in the 3D world scene. This 3D representation allows an efficient encoding while preserving the 3D characteristics of the scene. The 3D planes open up the possibility to code multiview images with a unique representation.Postprint (author's final draft

    Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing

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    Free-viewpoint video conferencing allows a participant to observe the remote 3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint image is commonly synthesized using two pairs of transmitted texture and depth maps from two neighboring captured viewpoints via depth-image-based rendering (DIBR). To maintain high quality of synthesized images, it is imperative to contain the adverse effects of network packet losses that may arise during texture and depth video transmission. Towards this end, we develop an integrated approach that exploits the representation redundancy inherent in the multiple streamed videos a voxel in the 3D scene visible to two captured views is sampled and coded twice in the two views. In particular, at the receiver we first develop an error concealment strategy that adaptively blends corresponding pixels in the two captured views during DIBR, so that pixels from the more reliable transmitted view are weighted more heavily. We then couple it with a sender-side optimization of reference picture selection (RPS) during real-time video coding, so that blocks containing samples of voxels that are visible in both views are more error-resiliently coded in one view only, given adaptive blending will erase errors in the other view. Further, synthesized view distortion sensitivities to texture versus depth errors are analyzed, so that relative importance of texture and depth code blocks can be computed for system-wide RPS optimization. Experimental results show that the proposed scheme can outperform the use of a traditional feedback channel by up to 0.82 dB on average at 8% packet loss rate, and by as much as 3 dB for particular frames

    Object-based coding for plenoptic videos

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    A new object-based coding system for a class of dynamic image-based representations called plenoptic videos (PVs) is proposed. PVs are simplified dynamic light fields, where the videos are taken at regularly spaced locations along line segments instead of a 2-D plane. In the proposed object-based approach, objects at different depth values are segmented to improve the rendering quality. By encoding PVs at the object level, desirable functionalities such as scalability of contents, error resilience, and interactivity with an individual image-based rendering (IBR) object can be achieved. Besides supporting the coding of texture and binary shape maps for IBR objects with arbitrary shapes, the proposed system also supports the coding of grayscale alpha maps as well as depth maps (geometry information) to respectively facilitate the matting and rendering of the IBR objects. Both temporal and spatial redundancies among the streams in the PV are exploited to improve the coding performance, while avoiding excessive complexity in selective decoding of PVs to support fast rendering speed. Advanced spatial/temporal prediction methods such as global disparity-compensated prediction, as well as direct prediction and its extensions are developed. The bit allocation and rate control scheme employing a new convex optimization-based approach are also introduced. Experimental results show that considerable improvements in coding performance are obtained for both synthetic and real scenes, while supporting the stated object-based functionalities. © 2006 IEEE.published_or_final_versio

    Improved inter-layer prediction for Light field content coding with display scalability

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    Light field imaging based on microlens arrays - also known as plenoptic, holoscopic and integral imaging - has recently risen up as feasible and prospective technology due to its ability to support functionalities not straightforwardly available in conventional imaging systems, such as: post-production refocusing and depth of field changing. However, to gradually reach the consumer market and to provide interoperability with current 2D and 3D representations, a display scalable coding solution is essential. In this context, this paper proposes an improved display scalable light field codec comprising a three-layer hierarchical coding architecture (previously proposed by the authors) that provides interoperability with 2D (Base Layer) and 3D stereo and multiview (First Layer) representations, while the Second Layer supports the complete light field content. For further improving the compression performance, novel exemplar-based inter-layer coding tools are proposed here for the Second Layer, namely: (i) an inter-layer reference picture construction relying on an exemplar-based optimization algorithm for texture synthesis, and (ii) a direct prediction mode based on exemplar texture samples from lower layers. Experimental results show that the proposed solution performs better than the tested benchmark solutions, including the authors' previous scalable codec.info:eu-repo/semantics/acceptedVersio

    Overview of 3D Video: Coding Algorithms, Implementations and Standardization

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    Projecte final de carrera fet en col.laboració amb Linköping Institute of TechnologyEnglish: 3D technologies have aroused a great interest over the world in the last years. Television, cinema and videogames are introducing, little by little, 3D technologies into the mass market. This comes as a result of the research done in the 3D field, solving many of its limitations such as quality, contents creation or 3D displays. This thesis focus on 3D video, considering concepts that concerns the coding issues and the video formats. The aim is to provide an overview of the current state of 3D video, including the standardization and some interesting implementations and alternatives that exist. In the report necessary background information is presented in order to understand the concepts developed: compression techniques, the different video formats, their standardization and some advances or alternatives to the processes previously explained. Finally, a comparison between the different concepts is presented to complete the overview, ending with some conclusions and proposed ideas for future works.Castellano: Las tecnologías 3D han despertado un gran interés en todo el mundo en los últimos años. Televisión, cine y videojuegos están introduciendo, poco a poco, ésta tecnología en el mercado. Esto es resultado de la investigación realizada en el campo de las 3D, solucionando muchas de sus limitaciones, como la calidad, la creación de contenidos o las pantallas 3D. Este proyecto se centra en el video 3D, considerando los conceptos relacionados con la codificación y los formatos de vídeo. El objetivo es proporcionar una visión del estado actual del vídeo 3D, incluyendo los estándares y algunas de las implementaciones más interesantes que existen. En la memoria, se presenta información adicional para facilitar el seguimiento de los conceptos desarrollados: técnicas de compresión, formatos de vídeo, su estandarización y algunos avances o alternativas a los procesos explicados. Finalmente, se presentan diferentes comparaciones entre los conceptos tratados, acabando el documento con las conclusiones obtenidas e ideas propuestas para futuros trabajos.Català: Les tecnologies 3D han despertat un gran interès a tot el món en els últims anys. Televisió, cinema i videojocs estan introduint, lentament, aquesta tecnologia en el mercat. Això és resultat de la investigació portada a terme en el camp de les 3D, solucionant moltes de les seves limitacions, com la qualitat, la creació de continguts o les pantalles 3D. Aquest proyecte es centra en el video 3D, considerant els conceptes relacionats amb la codificació i els formats de video. L'objectiu és proporcionar una visió de l'estat actual del video 3D, incloent-hi els estandàrds i algunes de les implementacions més interessants que existeixen. A la memòria, es presenta informació adicional per facilitar el seguiment dels conceptes desenvolupats: tècniques de compressió, formats de video, la seva estandardització i alguns avenços o alternatives als procesos explicats. Finalment, es presenten diferents comparacions entre els conceptes tractats i les conclusions obtingudes, juntament amb propostes per a futurs treballs

    Reducing 3D video coding complexity through more efficient disparity estimation

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    3D video coding for transmission exploits the Disparity Estimation (DE) to remove the inter-view redundancies present within both the texture and the depth map multi-view videos. Good estimation accuracy can be achieved by partitioning the macro-block into smaller subblocks partitions. However, the DE process must be performed on each individual sub-block to determine the optimal mode and their disparity vectors, in terms of ratedistortion efficiency. This vector estimation process is heavy on computational resources, thus, the coding computational cost becomes proportional to the number of search points and the inter-view modes tested during the rate-distortion optimization. In this paper, a solution that exploits the available depth map data, together with the multi-view geometry, is proposed to identify a better DE search area; such that it allows a reduction in its search points. It also exploits the number of different depth levels present within the current macro-block to determine which modes can be used for DE to further reduce its computations. Simulation results demonstrate that this can save up to 95% of the encoding time, with little influence on the coding efficiency of the texture and the depth map multi-view video coding. This makes 3D video coding more practical for any consumer devices, which tend to have limited computational power.peer-reviewe

    Fast Motion Estimation Algorithms for Block-Based Video Coding Encoders

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    The objective of my research is reducing the complexity of video coding standards in real-time scalable and multi-view applications

    Distributed Video Coding for Multiview and Video-plus-depth Coding

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