1,400 research outputs found
Segmentation-based Method of Increasing The Depth Maps Temporal Consistency
In this paper, a modification of the graph-based depth estimation is presented. The purpose of proposed modification is to increase the quality of estimated depth maps, reduce the time of the estimation, and increase the temporal consistency of depth maps. The modification is based on the image segmentation using superpixels, therefore in the first step of the proposed modification a segmentation of previous frames is used in the currently processed frame in order to reduce the overall time of the depth estimation. In the next step, a depth map from the previous frame is used in the depth map optimization as the initial values of a depth map estimated for the current frame. It results in the better representation of silhouettes of objects in depth maps and in the reduced computational complexity of the depth estimation process. In order to evaluate the performance of the proposed modification the authors performed the experiment for a set of multiview test sequences that varied in their content and an arrangement of cameras. The results of the experiments confirmed the increase of the depth maps quality — the quality of depth maps calculated with the proposed modification is higher than for the unmodified depth estimation method, apart from the number of the performed optimization cycles. Therefore, use of the proposed modification allows to estimate a depth of the better quality with almost 40% reduction of the estimation time. Moreover, the temporal consistency, measured through the reduction of the bitrate of encoded virtual views, was also considerably increased
Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing
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
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