位分配和编码视图选择的最佳多视图图像表示

Gene Cheung, V. Velisavljevic
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引用次数: 1

摘要

近年来,人们提出了一种新的编码工具来编码多视点图像的纹理图和深度图,利用视点间的相关性进行深度图像渲染(DIBR)。然而,DIBR的重要相关位分配问题仍然是开放的:对于选择的视图编码和合成工具,如何在编码视图的纹理和深度图之间分配位,以便在解码器重构的一组V视图的保真度最大化,以固定的比特率预算?在本文中,我们提出了一种优化策略,选择原始V视图的纹理和深度图子集在适当的量化级别进行编码,从而在解码器上最大化解码视图(使用编码的纹理图)和合成视图(使用编码的相邻视图的纹理和深度图)的综合质量。结果表明,利用单调性可以大大降低策略的复杂度。实验表明,与仅编码所有V视图的纹理映射的启发式方案相比,使用我们的策略可以实现高达0.83dB的PSNR改进。此外,与全参数搜索方法相比,计算量最多可减少66%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bit allocation and encoded view selection for optimal multiview image representation
Novel coding tools have been proposed recently to encode texture and depth maps of multiview images, exploiting inter-view correlations, for depth-image-based rendering (DIBR). However, the important associated bit allocation problem for DIBR remains open: for chosen view coding and synthesis tools, how to allocate bits among texture and depth maps across encoded views, so that the fidelity of a set of V views reconstructed at the decoder is maximized, for a fixed bitrate budget? In this paper, we present an optimization strategy to select subset of texture and depth maps of the original V views for encoding at appropriate quantization levels, so that at the decoder, the combined quality of decoded views (using encoded texture maps) and synthesized views (using encoded texture and depth maps of neighboring views) is maximized. We show that using the monotonicity property, complexity of our strategy can be greatly reduced. Experiments show that using our strategy, one can achieve up to 0.83dB gain in PSNR improvement over a heuristic scheme of encoding only texture maps of all V views at constant quantization levels. Further, computation can be reduced by up to 66% over a full parameter search approach.
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