Distance Dependent Depth Filtering in 3D Warping for 3DTV

Ismaël Daribo, C. Tillier, B. Pesquet-Popescu
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引用次数: 49

Abstract

Depth image-based rendering (DIBR) is the process of synthesizing some new "virtual" views from one "real" view and the associated per-pixel depth information. The most important problem in this process is to deal with the newly exposed areas (holes) appearing in the virtual images. One common solution to decrease the number of holes is to pre-process the depth map, before the warping. In this paper, we present a new filtering technique for depth image-based rendering. In order to reduce or completely remove the newly exposed areas an efficient smoothing is necessary for the sharp depth changes near object boundaries. In the meantime it is useless to filter the smooth areas in the depth map. Our solution is based on a weighted Gaussian filter taking into account the distance to the contours. By this way, the geometric distortions and the computation time are reduced compared to a uniform filtering of the depth map. We present some results in the context of creation of stereoscopic views for 3D TV.
3DTV三维翘曲中的距离依赖深度滤波
深度图像渲染(deep image-based rendering, DIBR)是将一个“真实”视图和相关的逐像素深度信息合成一些新的“虚拟”视图的过程。在此过程中最重要的问题是处理虚拟图像中出现的新暴露区域(孔)。减少孔数的一个常见解决方案是在翘曲之前对深度图进行预处理。本文提出了一种新的基于深度图像渲染的滤波技术。为了减少或完全去除新暴露的区域,必须对物体边界附近的急剧深度变化进行有效的平滑。同时,对深度图中的平滑区域进行过滤是无用的。我们的解决方案是基于加权高斯滤波器,考虑到到轮廓的距离。与对深度图进行均匀滤波相比,减少了几何畸变,减少了计算时间。我们提出了一些结果在创建立体视图的背景下,为3D电视。
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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