Bypassing Depth Maps Transmission For Immersive Video Coding

Patrick Garus, Joël Jung, Thomas Maugey, C. Guillemot
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引用次数: 11

Abstract

This paper addresses several downsides of the system under development in MPEG-I for coding and transmission of immersive media. We present a solution, which enables Depth-Image-Based Rendering for immersive video applications, while lifting the requirement of transmitting depth information. Instead, we estimate the depth information on the client-side from the transmitted views. The approach leads to an impressive rate saving (37.3% in average). Preserving perceptual quality in terms of MS-SSIM of synthesized views, it yields to 24.6% rate reduction for the same quality of reconstructed views after residue transmission under the MPEG-I common test conditions. Simultaneously, the required pixel rate, i.e. the number of pixels processed per second by the decoder, is reduced by 50% for any test sequence. To the author’s knowledge, this is the first time that such an approach is under consideration in the context of immersive video coding.
为沉浸式视频编码绕过深度图传输
本文讨论了目前正在开发的用于沉浸式媒体编码和传输的MPEG-I系统的几个缺点。我们提出了一种解决方案,使沉浸式视频应用的基于深度图像的渲染能够实现,同时提高了传输深度信息的要求。相反,我们从传输的视图中估计客户端的深度信息。这种方法带来了令人印象深刻的费率节约(平均37.3%)。在保留合成视图的感知质量的MS-SSIM条件下,在MPEG-I通用测试条件下,残差传输后的重构视图的相同质量的率降低24.6%。同时,对于任何测试序列,所需的像素率,即解码器每秒处理的像素数减少了50%。据作者所知,这是第一次在沉浸式视频编码的背景下考虑这种方法。
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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