Compression-Induced Rendering Distortion Analysis for Texture/Depth Rate Allocation in 3D Video Compression

Yanwei Liu, Siwei Ma, Qingming Huang, Debin Zhao, Wen Gao, N. Zhang
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引用次数: 12

Abstract

In 3D video applications, the virtual view is generally rendered by the compressed texture and depth. The texture and depth compression with different bit-rate overheads can lead to different virtual view rendering qualities. In this paper, we analyze the compression-induced rendering distortion for the virtual view. Based on the 3D warping principle, we first address how the texture and depth compression affects the virtual view quality, and then derive an upper bound for the compression-induced rendering distortion. The derived distortion bound depends on the compression-induced depth error and texture intensity error. Simulation results demonstrate that the theoretical upper bound is an approximate indication of the rendering quality and can be used to guide sequence-level texture/depth rate allocation for 3D video compression.
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三维视频压缩中纹理/深度率分配的压缩诱导渲染失真分析
在3D视频应用中,虚拟视图通常是通过压缩纹理和深度来渲染的。具有不同比特率开销的纹理和深度压缩会导致不同的虚拟视图渲染质量。本文分析了虚拟视图的压缩渲染失真问题。基于三维扭曲原理,我们首先讨论了纹理和深度压缩对虚拟视图质量的影响,然后推导了压缩引起的渲染失真的上限。导出的失真边界取决于压缩引起的深度误差和纹理强度误差。仿真结果表明,理论上限是渲染质量的近似指示,可用于指导3D视频压缩的序列级纹理/深度率分配。
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