多视图图像编码和视图合成的有效位分配

Gene Cheung, V. Velisavljevic
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引用次数: 10

摘要

由一组空间相关相机捕获的一组多视图图像的纹理图和深度图的编码对于任何基于深度图像渲染(DIBR)的3D视觉通信系统都是重要的。在本文中,我们解决了多视图图像纹理图和深度图之间的有效位分配问题。我们提出了以下问题:对于所选择的(1)编码工具在编码器上编码纹理和深度图,(2)视图合成工具在解码器上重建未编码视图,如何最好地选择捕获的视图进行编码,并在所选编码视图的纹理和深度图中分配可用位,从而使重建视图的“度量”的视觉失真最小化。我们证明了利用单调性假设,在参数搜索过程中可以有效地从可行空间中剪除次优解。我们的实验表明,纹理和深度图的编码视图和相关量化级别的最佳选择可以比所有地图使用恒定级别的启发式方案(通常在标准实现中使用)高出2.0dB。此外,我们的方案的复杂性可以在不损失最优性的情况下比完全搜索减少66%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient bit allocation for multiview image coding & view synthesis
The encoding of both texture and depth maps of a set of multi-view images, captured by a set of spatially correlated cameras, is important for any 3D visual communication systems based on depth-image-based rendering (DIBR). In this paper, we address the problem of efficient bit allocation among texture and depth maps of multi-view images. We pose the following question: for chosen (1) coding tool to encode texture and depth maps at the encoder and (2) view synthesis tool to reconstruct uncoded views at the decoder, how to best select captured views for encoding and distribute available bits among texture and depth maps of selected coded views, such that visual distortion of a “metric” of reconstructed views is minimized. We show that using the monotonicity assumption, suboptimal solutions can be efficiently pruned from the feasible space during parameter search. Our experiments show that optimal selection of coded views and associated quantization levels for texture and depth maps can outperform a heuristic scheme using constant levels for all maps (commonly used in the standard implementations) by up to 2.0dB. Moreover, the complexity of our scheme can be reduced by up to 66% over full search without loss of optimality.
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