2,302 research outputs found

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor

    Acquisition, compression and rendering of depth and texture for multi-view video

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    Three-dimensional (3D) video and imaging technologies is an emerging trend in the development of digital video systems, as we presently witness the appearance of 3D displays, coding systems, and 3D camera setups. Three-dimensional multi-view video is typically obtained from a set of synchronized cameras, which are capturing the same scene from different viewpoints. This technique especially enables applications such as freeviewpoint video or 3D-TV. Free-viewpoint video applications provide the feature to interactively select and render a virtual viewpoint of the scene. A 3D experience such as for example in 3D-TV is obtained if the data representation and display enable to distinguish the relief of the scene, i.e., the depth within the scene. With 3D-TV, the depth of the scene can be perceived using a multi-view display that renders simultaneously several views of the same scene. To render these multiple views on a remote display, an efficient transmission, and thus compression of the multi-view video is necessary. However, a major problem when dealing with multiview video is the intrinsically large amount of data to be compressed, decompressed and rendered. We aim at an efficient and flexible multi-view video system, and explore three different aspects. First, we develop an algorithm for acquiring a depth signal from a multi-view setup. Second, we present efficient 3D rendering algorithms for a multi-view signal. Third, we propose coding techniques for 3D multi-view signals, based on the use of an explicit depth signal. This motivates that the thesis is divided in three parts. The first part (Chapter 3) addresses the problem of 3D multi-view video acquisition. Multi-view video acquisition refers to the task of estimating and recording a 3D geometric description of the scene. A 3D description of the scene can be represented by a so-called depth image, which can be estimated by triangulation of the corresponding pixels in the multiple views. Initially, we focus on the problem of depth estimation using two views, and present the basic geometric model that enables the triangulation of corresponding pixels across the views. Next, we review two calculation/optimization strategies for determining corresponding pixels: a local and a one-dimensional optimization strategy. Second, to generalize from the two-view case, we introduce a simple geometric model for estimating the depth using multiple views simultaneously. Based on this geometric model, we propose a new multi-view depth-estimation technique, employing a one-dimensional optimization strategy that (1) reduces the noise level in the estimated depth images and (2) enforces consistent depth images across the views. The second part (Chapter 4) details the problem of multi-view image rendering. Multi-view image rendering refers to the process of generating synthetic images using multiple views. Two different rendering techniques are initially explored: a 3D image warping and a mesh-based rendering technique. Each of these methods has its limitations and suffers from either high computational complexity or low image rendering quality. As a consequence, we present two image-based rendering algorithms that improves the balance on the aforementioned issues. First, we derive an alternative formulation of the relief texture algorithm which was extented to the geometry of multiple views. The proposed technique features two advantages: it avoids rendering artifacts ("holes") in the synthetic image and it is suitable for execution on a standard Graphics Processor Unit (GPU). Second, we propose an inverse mapping rendering technique that allows a simple and accurate re-sampling of synthetic pixels. Experimental comparisons with 3D image warping show an improvement of rendering quality of 3.8 dB for the relief texture mapping and 3.0 dB for the inverse mapping rendering technique. The third part concentrates on the compression problem of multi-view texture and depth video (Chapters 5–7). In Chapter 5, we extend the standard H.264/MPEG-4 AVC video compression algorithm for handling the compression of multi-view video. As opposed to the Multi-view Video Coding (MVC) standard that encodes only the multi-view texture data, the proposed encoder peforms the compression of both the texture and the depth multi-view sequences. The proposed extension is based on exploiting the correlation between the multiple camera views. To this end, two different approaches for predictive coding of views have been investigated: a block-based disparity-compensated prediction technique and a View Synthesis Prediction (VSP) scheme. Whereas VSP relies on an accurate depth image, the block-based disparity-compensated prediction scheme can be performed without any geometry information. Our encoder adaptively selects the most appropriate prediction scheme using a rate-distortion criterion for an optimal prediction-mode selection. We present experimental results for several texture and depth multi-view sequences, yielding a quality improvement of up to 0.6 dB for the texture and 3.2 dB for the depth, when compared to solely performing H.264/MPEG-4AVC disparitycompensated prediction. Additionally, we discuss the trade-off between the random-access to a user-selected view and the coding efficiency. Experimental results illustrating and quantifying this trade-off are provided. In Chapter 6, we focus on the compression of a depth signal. We present a novel depth image coding algorithm which concentrates on the special characteristics of depth images: smooth regions delineated by sharp edges. The algorithm models these smooth regions using parameterized piecewiselinear functions and sharp edges by a straight line, so that it is more efficient than a conventional transform-based encoder. To optimize the quality of the coding system for a given bit rate, a special global rate-distortion optimization balances the rate against the accuracy of the signal representation. For typical bit rates, i.e., between 0.01 and 0.25 bit/pixel, experiments have revealed that the coder outperforms a standard JPEG-2000 encoder by 0.6-3.0 dB. Preliminary results were published in the Proceedings of 26th Symposium on Information Theory in the Benelux. In Chapter 7, we propose a novel joint depth-texture bit-allocation algorithm for the joint compression of texture and depth images. The described algorithm combines the depth and texture Rate-Distortion (R-D) curves, to obtain a single R-D surface that allows the optimization of the joint bit-allocation in relation to the obtained rendering quality. Experimental results show an estimated gain of 1 dB compared to a compression performed without joint bit-allocation optimization. Besides this, our joint R-D model can be readily integrated into an multi-view H.264/MPEG-4 AVC coder because it yields the optimal compression setting with a limited computation effort

    Design, Implementation, and Evaluation of a Point Cloud Codec for Tele-Immersive Video

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    Rate-Distortion Modeling for Bit Rate Constrained Point Cloud Compression

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    As being one of the main representation formats of 3D real world and well-suited for virtual reality and augmented reality applications, point clouds have gained a lot of popularity. In order to reduce the huge amount of data, a considerable amount of research on point cloud compression has been done. However, given a target bit rate, how to properly choose the color and geometry quantization parameters for compressing point clouds is still an open issue. In this paper, we propose a rate-distortion model based quantization parameter selection scheme for bit rate constrained point cloud compression. Firstly, to overcome the measurement uncertainty in evaluating the distortion of the point clouds, we propose a unified model to combine the geometry distortion and color distortion. In this model, we take into account the correlation between geometry and color variables of point clouds and derive a dimensionless quantity to represent the overall quality degradation. Then, we derive the relationships of overall distortion and bit rate with the quantization parameters. Finally, we formulate the bit rate constrained point cloud compression as a constrained minimization problem using the derived polynomial models and deduce the solution via an iterative numerical method. Experimental results show that the proposed algorithm can achieve optimal decoded point cloud quality at various target bit rates, and substantially outperform the video-rate-distortion model based point cloud compression scheme.Comment: Accepted to IEEE Transactions on Circuits and Systems for Video Technolog

    Graph Spectral Image Processing

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    Recent advent of graph signal processing (GSP) has spurred intensive studies of signals that live naturally on irregular data kernels described by graphs (e.g., social networks, wireless sensor networks). Though a digital image contains pixels that reside on a regularly sampled 2D grid, if one can design an appropriate underlying graph connecting pixels with weights that reflect the image structure, then one can interpret the image (or image patch) as a signal on a graph, and apply GSP tools for processing and analysis of the signal in graph spectral domain. In this article, we overview recent graph spectral techniques in GSP specifically for image / video processing. The topics covered include image compression, image restoration, image filtering and image segmentation

    Geometric Prior Based Deep Human Point Cloud Geometry Compression

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    The emergence of digital avatars has raised an exponential increase in the demand for human point clouds with realistic and intricate details. The compression of such data becomes challenging with overwhelming data amounts comprising millions of points. Herein, we leverage the human geometric prior in geometry redundancy removal of point clouds, greatly promoting the compression performance. More specifically, the prior provides topological constraints as geometry initialization, allowing adaptive adjustments with a compact parameter set that could be represented with only a few bits. Therefore, we can envisage high-resolution human point clouds as a combination of geometric priors and structural deviations. The priors could first be derived with an aligned point cloud, and subsequently the difference of features is compressed into a compact latent code. The proposed framework can operate in a play-and-plug fashion with existing learning based point cloud compression methods. Extensive experimental results show that our approach significantly improves the compression performance without deteriorating the quality, demonstrating its promise in a variety of applications

    Scalable video compression with optimized visual performance and random accessibility

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    This thesis is concerned with maximizing the coding efficiency, random accessibility and visual performance of scalable compressed video. The unifying theme behind this work is the use of finely embedded localized coding structures, which govern the extent to which these goals may be jointly achieved. The first part focuses on scalable volumetric image compression. We investigate 3D transform and coding techniques which exploit inter-slice statistical redundancies without compromising slice accessibility. Our study shows that the motion-compensated temporal discrete wavelet transform (MC-TDWT) practically achieves an upper bound to the compression efficiency of slice transforms. From a video coding perspective, we find that most of the coding gain is attributed to offsetting the learning penalty in adaptive arithmetic coding through 3D code-block extension, rather than inter-frame context modelling. The second aspect of this thesis examines random accessibility. Accessibility refers to the ease with which a region of interest is accessed (subband samples needed for reconstruction are retrieved) from a compressed video bitstream, subject to spatiotemporal code-block constraints. We investigate the fundamental implications of motion compensation for random access efficiency and the compression performance of scalable interactive video. We demonstrate that inclusion of motion compensation operators within the lifting steps of a temporal subband transform incurs a random access penalty which depends on the characteristics of the motion field. The final aspect of this thesis aims to minimize the perceptual impact of visible distortion in scalable reconstructed video. We present a visual optimization strategy based on distortion scaling which raises the distortion-length slope of perceptually significant samples. This alters the codestream embedding order during post-compression rate-distortion optimization, thus allowing visually sensitive sites to be encoded with higher fidelity at a given bit-rate. For visual sensitivity analysis, we propose a contrast perception model that incorporates an adaptive masking slope. This versatile feature provides a context which models perceptual significance. It enables scene structures that otherwise suffer significant degradation to be preserved at lower bit-rates. The novelty in our approach derives from a set of "perceptual mappings" which account for quantization noise shaping effects induced by motion-compensated temporal synthesis. The proposed technique reduces wavelet compression artefacts and improves the perceptual quality of video

    From Capture to Display: A Survey on Volumetric Video

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    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte
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