2,840 research outputs found

    Fully Scalable Video Coding Using Redundant-Wavelet Multihypothesis and Motion-Compensated Temporal Filtering

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    In this dissertation, a fully scalable video coding system is proposed. This system achieves full temporal, resolution, and fidelity scalability by combining mesh-based motion-compensated temporal filtering, multihypothesis motion compensation, and an embedded 3D wavelet-coefficient coder. The first major contribution of this work is the introduction of the redundant-wavelet multihypothesis paradigm into motion-compensated temporal filtering, which is achieved by deploying temporal filtering in the domain of a spatially redundant wavelet transform. A regular triangle mesh is used to track motion between frames, and an affine transform between mesh triangles implements motion compensation within a lifting-based temporal transform. Experimental results reveal that the incorporation of redundant-wavelet multihypothesis into mesh-based motion-compensated temporal filtering significantly improves the rate-distortion performance of the scalable coder. The second major contribution is the introduction of a sliding-window implementation of motion-compensated temporal filtering such that video sequences of arbitrarily length may be temporally filtered using a finite-length frame buffer without suffering from severe degradation at buffer boundaries. Finally, as a third major contribution, a novel 3D coder is designed for the coding of the 3D volume of coefficients resulting from the redundant-wavelet based temporal filtering. This coder employs an explicit estimate of the probability of coefficient significance to drive a nonadaptive arithmetic coder, resulting in a simple software implementation. Additionally, the coder offers the possibility of a high degree of vectorization particularly well suited to the data-parallel capabilities of modern general-purpose processors or customized hardware. Results show that the proposed coder yields nearly the same rate-distortion performance as a more complicated coefficient coder considered to be state of the art

    Segmentation-based mesh design for motion estimation

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    Dans la plupart des codec vidéo standard, l'estimation des mouvements entre deux images se fait généralement par l'algorithme de concordance des blocs ou encore BMA pour « Block Matching Algorithm ». BMA permet de représenter l'évolution du contenu des images en décomposant normalement une image par blocs 2D en mouvement translationnel. Cette technique de prédiction conduit habituellement à de sévères distorsions de 1'artefact de bloc lorsque Ie mouvement est important. De plus, la décomposition systématique en blocs réguliers ne dent pas compte nullement du contenu de l'image. Certains paramètres associes aux blocs, mais inutiles, doivent être transmis; ce qui résulte d'une augmentation de débit de transmission. Pour paillier a ces défauts de BMA, on considère les deux objectifs importants dans Ie codage vidéo, qui sont de recevoir une bonne qualité d'une part et de réduire la transmission a très bas débit d'autre part. Dans Ie but de combiner les deux exigences quasi contradictoires, il est nécessaire d'utiliser une technique de compensation de mouvement qui donne, comme transformation, de bonnes caractéristiques subjectives et requiert uniquement, pour la transmission, l'information de mouvement. Ce mémoire propose une technique de compensation de mouvement en concevant des mailles 2D triangulaires a partir d'une segmentation de l'image. La décomposition des mailles est construite a partir des nœuds repartis irrégulièrement Ie long des contours dans l'image. La décomposition résultant est ainsi basée sur Ie contenu de l'image. De plus, étant donné la même méthode de sélection des nœuds appliquée à l'encodage et au décodage, la seule information requise est leurs vecteurs de mouvement et un très bas débit de transmission peut ainsi être réalise. Notre approche, comparée avec BMA, améliore à la fois la qualité subjective et objective avec beaucoup moins d'informations de mouvement. Dans la premier chapitre, une introduction au projet sera présentée. Dans Ie deuxième chapitre, on analysera quelques techniques de compression dans les codec standard et, surtout, la populaire BMA et ses défauts. Dans Ie troisième chapitre, notre algorithme propose et appelé la conception active des mailles a base de segmentation, sera discute en détail. Ensuite, les estimation et compensation de mouvement seront décrites dans Ie chapitre 4. Finalement, au chapitre 5, les résultats de simulation et la conclusion seront présentés.Abstract: In most video compression standards today, the generally accepted method for temporal prediction is motion compensation using block matching algorithm (BMA). BMA represents the scene content evolution with 2-D rigid translational moving blocks. This kind of predictive scheme usually leads to distortions such as block artefacts especially when the motion is important. The two most important aims in video coding are to receive a good quality on one hand and a low bit-rate on the other. This thesis proposes a motion compensation scheme using segmentation-based 2-D triangular mesh design method. The mesh is constructed by irregularly spread nodal points selected along image contour. Based on this, the generated mesh is, to a great extent, image content based. Moreover, the nodes are selected with the same method on the encoder and decoder sides, so that the only information that has to be transmitted are their motion vectors, and thus very low bit-rate can be achieved. Compared with BMA, our approach could improve subjective and objective quality with much less motion information."--Résumé abrégé par UM

    Generative Interpretation of Medical Images

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    Neural Residual Radiance Fields for Streamably Free-Viewpoint Videos

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    The success of the Neural Radiance Fields (NeRFs) for modeling and free-view rendering static objects has inspired numerous attempts on dynamic scenes. Current techniques that utilize neural rendering for facilitating free-view videos (FVVs) are restricted to either offline rendering or are capable of processing only brief sequences with minimal motion. In this paper, we present a novel technique, Residual Radiance Field or ReRF, as a highly compact neural representation to achieve real-time FVV rendering on long-duration dynamic scenes. ReRF explicitly models the residual information between adjacent timestamps in the spatial-temporal feature space, with a global coordinate-based tiny MLP as the feature decoder. Specifically, ReRF employs a compact motion grid along with a residual feature grid to exploit inter-frame feature similarities. We show such a strategy can handle large motions without sacrificing quality. We further present a sequential training scheme to maintain the smoothness and the sparsity of the motion/residual grids. Based on ReRF, we design a special FVV codec that achieves three orders of magnitudes compression rate and provides a companion ReRF player to support online streaming of long-duration FVVs of dynamic scenes. Extensive experiments demonstrate the effectiveness of ReRF for compactly representing dynamic radiance fields, enabling an unprecedented free-viewpoint viewing experience in speed and quality.Comment: Accepted by CVPR 2023. Project page, see https://aoliao12138.github.io/ReRF

    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

    Tailoring a coherent control solution landscape by linear transforms of spectral phase basis

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    Finding an optimal phase pattern in a multidimensional solution landscape becomes easier and faster if local optima are suppressed and contour lines are tailored towards closed convex patterns. Using wideband second harmonic generation as a coherent control test case, we show that a linear combination of spectral phase basis functions can result in such improvements and also in separable phase terms, each of which can be found independently. The improved shapes are attributed to a suppressed nonlinear shear, changing the relative orientation of contour lines. The first order approximation of the process shows a simple relation between input and output phase profiles, useful for pulse shaping at ultraviolet wavelengths

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

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    Survey of image-based representations and compression techniques

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    In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio
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