Motion parallax for 360° RGBD video.

IF 4.7 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-03-06 DOI:10.1109/TVCG.2019.2898757
Ana Serrano, Incheol Kim, Zhili Chen, Stephen DiVerdi, Diego Gutierrez, Aaron Hertzmann, Belen Masia
{"title":"Motion parallax for 360° RGBD video.","authors":"Ana Serrano,&nbsp;Incheol Kim,&nbsp;Zhili Chen,&nbsp;Stephen DiVerdi,&nbsp;Diego Gutierrez,&nbsp;Aaron Hertzmann,&nbsp;Belen Masia","doi":"10.1109/TVCG.2019.2898757","DOIUrl":null,"url":null,"abstract":"<p><p>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.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1817-1827"},"PeriodicalIF":4.7000,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898757","citationCount":"69","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Visualization and Computer Graphics","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1109/TVCG.2019.2898757","RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2019/3/6 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 69

Abstract

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.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
360°RGBD视频的运动视差。
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。
求助全文
约1分钟内获得全文 去求助
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.
期刊最新文献
EventPointMesh: Human Mesh Recovery Solely From Event Point Clouds A Review and Analysis of Evaluation Practices in VIS Domain Applications HINTs: Sensemaking on large collections of documents with Hypergraph visualization and INTelligent agents RSVP for VPSA : A Meta Design Study on Rapid Suggestive Visualization Prototyping for Visual Parameter Space Analysis 3D Shape Completion on Unseen Categories: A Weakly-Supervised Approach
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1