What makes 2D-to-3D stereo conversion perceptually plausible?

Petr Kellnhofer, Thomas Leimkühler, Tobias Ritschel, K. Myszkowski, H. Seidel
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引用次数: 3

Abstract

Different from classic reconstruction of physical depth in computer vision, depth for 2D-to-3D stereo conversion is assigned by humans using semi-automatic painting interfaces and, consequently, is often dramatically wrong. Here we seek to better understand why it still does not fail to convey a sensation of depth. To this end, four typical disparity distortions resulting from manual 2D-to-3D stereo conversion are analyzed: i) smooth remapping, ii) spatial smoothness, iii) motion-compensated, temporal smoothness, and iv) completeness. A perceptual experiment is conducted to quantify the impact of each distortion on the plausibility of the 3D impression relative to a reference without distortion. Close-to-natural videos with known depth were distorted in one of the four above-mentioned aspects and subjects had to indicate if the distortion still allows for a plausible 3D effect. The smallest amounts of distortion that result in a significant rejection suggests a conservative upper bound on the quality requirement of 2D-to-3D conversion.
是什么让2d到3d的立体转换在感知上变得可信?
与计算机视觉中经典的物理深度重建不同,2d到3d立体转换的深度是由人类使用半自动绘画界面分配的,因此往往是严重错误的。在这里,我们试图更好地理解为什么它仍然没有传达一种深度的感觉。为此,分析了手工2d到3d立体转换导致的四种典型视差扭曲:i)平滑重映射,ii)空间平滑,iii)运动补偿,时间平滑和iv)完整性。进行了一个感知实验,以量化每个失真对相对于没有失真的参考的3D印象的可信性的影响。已知深度的接近自然的视频在上述四个方面中的一个方面被扭曲,受试者必须指出这种扭曲是否仍然允许合理的3D效果。导致严重拒绝的最小失真量表明2d到3d转换的质量要求的保守上限。
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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