基于深度图像渲染的合成视图匹配深度图超分辨率

Wei Hu, Gene Cheung, Xin Li, O. Au
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引用次数: 15

摘要

在3D视觉数据的纹理加深度格式中,多视点的纹理图和深度图在发送端进行编码和传输。在接收端,使用解码后的相邻视点纹理图和深度图,通过基于深度图像的渲染(deep -based rendering, DIBR)合成所需的中间视图。为了实现低分辨率深度图的传输以节省比特,我们提出了一种新的超分辨率(SR)算法,以提高解码器接收深度图的分辨率,以匹配DIBR接收的相应高分辨率纹理图。深度与以前老地图技术,只有利用纹理映射相同的视图0插入缺失的像素的深度视图0,我们使用相同的纹理地图和邻近视点,0和1,这样误差的原始纹理映射视图和视图的合成图像1(插值使用纹理和深度的地图视图0)可以作为正则化项在深度地图SR的0。此外,通过对每个插值块仅计算基于图形变换(GBT)域的最低频率系数来保证重建深度图的分段平滑性。实验结果表明,在PSNR条件下,该方案的合成图像质量比现有方案提高了1.7dB。
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Depth Map Super-Resolution Using Synthesized View Matching for Depth-Image-Based Rendering
In texture-plus-depth format of 3D visual data, texture and depth maps of multiple viewpoints are coded and transmitted at sender. At receiver, decoded texture and depth maps of two neighboring viewpoints are used to synthesize a desired intermediate view via depth-image-based rendering (DIBR). In this paper, to enable transmission of depth maps at low resolution for bit saving, we propose a novel super-resolution (SR) algorithm to increase the resolution of the received depth map at decoder to match the corresponding received high resolution texture map for DIBR. Unlike previous depth map SR techniques that only utilize the texture map of the same view 0 to interpolate missing depth pixels of view 0, we use texture maps of the same and neighboring viewpoints, 0 and 1, so that the error between the original texture map of view 1 and the synthesized image of view 1 (interpolated using texture and depth maps of view 0) can be used as a regularization term during depth map SR of view 0. Further, piecewise smoothness of the reconstructed depth map is enforced by computing only the lowest frequency coefficients in Graph based Transform (GBT) domain for each interpolated block. Experimental results show that our SR scheme out-performed a previous scheme by up to 1.7dB in synthesized view quality in PSNR.
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