360°RGBD视频的运动视差。

IF 4.7 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Ana Serrano, Incheol Kim, Zhili Chen, Stephen DiVerdi, Diego Gutierrez, Aaron Hertzmann, Belen Masia
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引用次数: 69

摘要

我们提出了一种在虚拟现实耳机中添加视差和实时播放360°视频的方法。在目前的视频播放器中,播放对头部的平移运动没有反应,这会降低沉浸感,并导致一些观众晕车。给定一个360°视频及其相应的深度(由当前的立体360°拼接算法提供),一种幼稚的基于图像的渲染方法将使用深度在观看者周围生成3D网格,然后在观看者移动头部时适当地转换它。然而,这种方法在深度不连续处断裂,显示出明显的扭曲,而在这种不连续处切割网格会导致粗糙的轮廓和断开处的孔。我们通过改进给定的初始深度图来解决这些问题,从而产生更清晰、更自然的轮廓。我们依靠三层场景表示,由前景层和两个静态背景层组成,通过从多个帧传播信息来处理第一个背景层,然后对第二个背景层进行涂漆。我们的系统可以与许多当今最流行的360度立体捕捉设备(如Yi Halo或GoPro Odyssey)的输入一起工作,即使原始视频不提供深度信息也能很好地工作。我们的用户研究证实,我们的方法提供了比没有视差更引人注目的观看体验,增加了沉浸感,同时减少了不适和恶心。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Motion parallax for 360° RGBD video.

We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today's most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea.

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来源期刊
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics 工程技术-计算机:软件工程
CiteScore
10.40
自引率
19.20%
发文量
946
审稿时长
4.5 months
期刊介绍: TVCG is a scholarly, archival journal published monthly. Its Editorial Board strives to publish papers that present important research results and state-of-the-art seminal papers in computer graphics, visualization, and virtual reality. Specific topics include, but are not limited to: rendering technologies; geometric modeling and processing; shape analysis; graphics hardware; animation and simulation; perception, interaction and user interfaces; haptics; computational photography; high-dynamic range imaging and display; user studies and evaluation; biomedical visualization; volume visualization and graphics; visual analytics for machine learning; topology-based visualization; visual programming and software visualization; visualization in data science; virtual reality, augmented reality and mixed reality; advanced display technology, (e.g., 3D, immersive and multi-modal displays); applications of computer graphics and visualization.
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