Near-lossless Coding of Multiview Texture and Depth Information for Graphics Applications

그래픽스 응용을 위한 다시점 텍스처 및 깊이 정보의 근접 무손실 부호화

  • Yoon, Seung-Uk (Gwangju Institute of Science and Technology, Department of Information and Communications) ;
  • Ho, Yo-Sung (Gwangju Institute of Science and Technology, Department of Information and Communications)
  • 윤승욱 (광주과학기술원 정보통신공학과) ;
  • 호요성 (광주과학기술원 정보통신공학과)
  • Published : 2009.01.25

Abstract

This Paper introduces representation and coding schemes of multiview texture and depth data for complex three-dimensional scenes. We represent input color and depth images using compressed texture and depth map pairs. The proposed X-codec encodes them further to increase compression ratio in a near-lossless way. Our system resolves two problems. First, rendering time and output visual quality depend on input image resolutions rather than scene complexity since a depth image-based rendering techniques is used. Second, the random access problem of conventional image-based rendering could be effectively solved using our image block-based compression schemes. From experimental results, the proposed approach is useful to graphics applications because it provides multiview rendering, selective decoding, and scene manipulation functionalities.

본 논문에서는 복잡한 삼차원 장면을 다시점 텍스처와 깊이맵을 이용해 표현하고 이를 부호화하는 기법을 제안한다. 이를 위해 입력 다시점 데이터를 압축된 텍스처 및 깊이맵쌍 포맷으로 변환하고 제안한 코덱인 X-Codec을 통해 손실을 최소화하면서 부호화 효율을 향상시킨다. 우선 제안한 부호화 시스템은 다시점 색상과 깊이영상을 입력으로 사용하므로 기존의 기하학 기반 렌더링 기법과 달리 렌더링 속도가 장면의 복잡도가 아닌 입력 영상의 해상도에 따라 좌우된다. 또한, 영상을 블록 단위로 나누어 부호화와 복호화를 수행하기 때문에 임의 영역 접근이 용이하고 그래픽스 프로세싱 유닛을 이용한 실시간 렌더링이 가능하다. 실험결과 제안한 방법은 다시점 데이터를 이용한 다시점 렌더링, 선택적 복호화, 깊이정보를 이용한 삼차원 장면의 조작 등 다양한 기능을 동시에 제공하므로 대용량 데이터로부터 삼차원 장면을 탐색하는 그래픽스 응용에 유용하다.

Keywords

References

  1. M. Levoy, K. Pulli, B. Curless, S. Rusinkiewicz, D. Koller, L. Pereira, M. Ginzton, S. Anderson, J. Davis, J. Ginsberg, J. Shade, and D. Fulk, "The digital Michelangelo project: 3D scanning of large statues," in Proc. Annu. Conf. Computer Graphics (SIGGRAPH'00), pp. 131-144, July 2000
  2. "Weta: rendering Lord of the Rings," DIGIT, http://www.digitmag.co.uk, 2004
  3. H. Shum, S. Kang, and S. Chan, "Survey of image-based representations and compression techniques," IEEE Trans. Circuits and Systems for Video Technology, vol. 13, no. 11, pp. 1020-1037, Nov. 2003 https://doi.org/10.1109/TCSVT.2003.817360
  4. T. Kanade, P. Rander, and P. Narayanan, "Virtualized reality: constructing virtual worlds from real scenes," IEEE Multimedia Mag., vol. 1, no. 1, pp. 34-47, 1997
  5. C. Zitnick, S. Kang, M. Uyttendaele, S. Winder, and R. Szeliski, "High-quality video view interpolation using a layered representation," ACM Trans. Graphics, vol. 23, no. 3, pp. 600-608, Aug. 2004 https://doi.org/10.1145/1015706.1015766
  6. P. Verlani, A. Goswami, P. Narayanan, S. Dwivedi, and S. Penta, "Depth images: representation and real-time rendering," in Proc. Int. Symp. 3D Data Processing, Visualization and Transmission, June 2006
  7. P. Benzie, N. Grammalidis, S. Malassiotis, J. Ostermann, S. Piekh, V. Sainow, C. Theobalt, T. Thevar, and X. Zabulis, "3-D time-varying scene capture technologies—survey," IEEE Trans. Circuits and Systems for Video Technology, vol. 17, no. 11, pp. 1568-1586, Nov. 2007 https://doi.org/10.1109/TCSVT.2007.909975
  8. S. Chen, "QuickTime VR: an image-based approach to virtual environment navigation," in Proc. Annu. Conf. Computer Graphics (SIGGRAPH'95), pp. 29-38, Aug. 1995 https://doi.org/10.1145/218380.218395
  9. J. Shade, D. Lischinski, D. Salesin, T. DeRose, and J. Snyder, "Hierarchical image caching for accelerated walkthroughs of complex environments," in Proc. Annu. Conf. Computer Graphics (SIGGRAPH'96), pp. 75-82, Aug. 1996 https://doi.org/10.1145/237170.237209
  10. M. Uyttendaele, A. Criminisi, S. Kang, S. Winder, R. Szeliski, and R. Hartley, "Image-based interactive exploration of real-world environments," IEEE Computer Graphics and Applications, vol. 24, no. 3, pp. 52-63, May/June 2004 https://doi.org/10.1109/MCG.2004.1297011
  11. J. Shade, S. Gortler, L. He, and R. Szeliski, "Layered depth images," in Proc. Annu. Conf. Computer Graphics (SIGGRAPH'98), pp. 231-242, Jul. 1998 https://doi.org/10.1145/280814.280882
  12. Akozak, "3Dc white paper," ATI Technologies, INC., May 2004
  13. Y. Linde, A. Buzo, and R. Gray, "An algorithm for vector quantizer design," IEEE Trans. Communications, vol. COM-28, no. 1, pp. 84-95, Jan. 1980
  14. M. Halle, "Multiple viewpoint rendering," in Proc. Annu. Conf. Computer Graphics (SIGGRAPH'98), pp. 243-254, July 1998 https://doi.org/10.1145/280814.280884
  15. Interactive visual media group at Microsoft Research, http://research.microsoft.com/vision/InteractiveVisualMediaGroup/3DVideoDownload, 2004