Low complexity disparity estimation for immersive 3D video transmission

B. Micallef, C. J. Debono, R. Farrugia
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引用次数: 7

Abstract

Bandwidth-limited channels demand the transmission of the per-pixel depth maps with the texture data to provide immersive 3D video services that allow arbitrary 3D viewpoint reconstruction. This auxiliary depth data offers geometric information, which together with the multi-view and epipolar geometries, can be exploited during 3D video coding to calculate geometric positions for the search areas of disparity estimation. These positions represent a more accurate estimate match to compensate the current macro-block from than those provided by the median adopted by the H.264/MVC standard. The result is smaller search areas that reduce the encoder's computational requirement. In this work, we exploit this fact together with the largest depth variation within the macro-block to encode, to calculate and adaptively adjust these areas along the epipolar lines. The proposed solution achieves a speedup gain of up-to 32 times over the original disparity estimation, with negligible influence on the rate-distortion performance of 3D video coding. This highly reduces the computational cost of the H.264/MVC encoder and eases its need to be implemented on highly expensive systems that are otherwise necessary to meets the stringent latency requirement of broadcast transmissions. Moreover, it provides similar coding efficiencies required for such scenarios.
沉浸式3D视频传输的低复杂度视差估计
带宽有限的通道要求传输带有纹理数据的逐像素深度图,以提供允许任意3D视点重建的沉浸式3D视频服务。这些辅助深度数据提供了几何信息,可以在3D视频编码过程中利用这些几何信息与多视图和极面几何信息计算视差估计搜索区域的几何位置。这些位置代表了比H.264/MVC标准采用的中位数提供的位置更准确的估计匹配来补偿当前宏块。结果是更小的搜索区域,减少了编码器的计算需求。在这项工作中,我们利用这一事实以及宏块内最大的深度变化来编码、计算和自适应地调整这些区域沿极线。该方案在原有视差估计的基础上实现了高达32倍的加速增益,对3D视频编码的率失真性能影响可以忽略不计。这大大降低了H.264/MVC编码器的计算成本,并减轻了在昂贵的系统上实现它的需要,否则必须满足广播传输的严格延迟要求。此外,它还提供了此类场景所需的类似编码效率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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