沉浸式视频的MPEG测试模型中的多通道渲染器

Basel Salahieh, S. Bhatia, J. Boyce
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引用次数: 2

摘要

MPEG正在开发一种沉浸式视频编码标准,旨在提供6DoF(自由度)的视觉体验,支持运动视差和全方位观看功能。已经提供了一个参考软件来实现沉浸式标准。为了使其对各种沉浸式内容具有鲁棒性,并通过抑制伪影提供更清晰的合成,在解码器端实现了多通道附加工具的渲染。该工具多次运行视图合成,根据与所需视图位置和方向的距离,在每次通过中选择不同的视图或视图块,并合并中间合成视图以输出连贯完整的所需视图。我们共享在整个视图或地图集上操作的多通道渲染结果(即从视图中收集补丁),并将它们与传统的单通道合成结果进行比较。我们报告了在全视图情况下多通道技术的显着主观和客观改进(PSNR增益1.7 ~ 4.2 dB),而在沉浸式编码情况下其合成结果依赖于图谱。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multi-Pass Renderer in MPEG Test Model for Immersive Video
MPEG is developing an immersive video coding standard aims to deliver 6DoF (degrees of freedom) visual experience enabling motion parallax and omnidirectional viewing capabilities. A reference software has been made available to implement the immersive standard. To make it robust for various immersive content and deliver sharper synthesis with suppressed artifacts, a multi-pass add-on tool has been implemented for rendering at the decoder side. The tool runs view synthesis multiple times with different selection of views or patches of views in each pass based on the distance to the desired viewing position and orientation and merges the intermediate synthesized views to output a coherent and complete desired view. We share the multi-pass rendering results operating on whole views or on atlases (i.e. collection of patches from views) and compare them to the traditional single-pass synthesis results. We report significant subjective and objective improvements (1.7 ~ 4.2 dB gain in PSNR) for the multi-pass technique in the whole views case while having its synthesis results being atlas-dependent in the immersive coding case.
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