Layered Depth Images for Multi-View Coding Vincent Jantet ENS-Cachan, Antenne de Bretagne, Campus de Ker Lann, 35170 Bruz – France INRIA Rennes, Bretagne Atlantique, Campus de Beaulieu, 35042 Rennes – France
Ph.D. Thesis defense, Rennes, 2012 Collaboration with IRISA, INSA and Brittany Region in Futurim@ge project
Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
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Applicative context Functionalities 3DTV: Depth feeling by stereo-vision simulation FVV: Live viewpoint selection
3DTV
Vincent Jantet (ENS-Cachan – FR)
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3D video processing scheme Real World Z-Map; Mesh; . . . Server side Acquisition
Representation
Multi-cam; Z-cam; . . . Transmission TV Screen; Hologram; . . . Client side Displaying
Rendering Projection; . . .
Virtual World Each choice has an impact on following steps Vincent Jantet (ENS-Cachan – FR)
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Thesis objectives Intermediate representation
Virtual View rendering
Compact
Fast
Bit-Rate scalable
Accurate
Server side Acquisition
Representation Transmission
Client side Displaying
Vincent Jantet (ENS-Cachan – FR)
Rendering
Layered Depth Images for Multi-View Coding
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SoA: Rendering-optimized representations Multi-View Videos
[DTM96]
Plenoptic Function (Light Ray)
[AB91] [YSK+ 02]
Microfacet Billboarding ...
Multi-View Video
Plenoptic Function
Microfacet Billboarding
Advantages
Limitations
Photo-realistic rendering
Huge amount of data
Vincent Jantet (ENS-Cachan – FR)
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SoA: Transmission-optimized representations 2D plus depth video (2D+Z)
[ISO07]
Layered Depth Image (LDI)
[SGHS98]
Billboard Cloud
[DDSD03]
Polygon Mesh ...
2D+Z
LDI
Billboard Cloud
Polygon Mesh
Advantages
Limitations
Compact representation
Hard to construct from real scene
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Contributions LDI representation
JPF rendering method
Compact representation (naturally remove correlations)
Point-based projection method which handle artifacts
JPF Server side Acquisition
LDI
Representation
MV+Depth Client side Displaying
MVC Transmission
Rendering
JPF
Vincent Jantet (ENS-Cachan – FR)
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Table of contents
1
View synthesis (JPF)
2
Layered Depth Image (LDI)
3
LDI-based multi-view compression
4
Conclusions
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Table of contents
1
View synthesis (JPF) Projection algorithm Joint Projection Filling (JPF) Rendering results
2
Layered Depth Image (LDI)
3
LDI-based multi-view compression
4
Conclusions
Vincent Jantet (ENS-Cachan – FR)
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View synthesis: Classical Warping algorithm Reference view View synthesis methods use projection algorithm (warping) Warping
Warping algorithm Geometrical projection Input: Texture + Depth map |
{z
}
From reference View Point
+ Cameras parameters Output: Texture + Depth map |
{z
}
Seen from new View Point
Virtual View Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Warping common artifacts Disocclusions: Occluded areas which become visible Cracks: Small holes due to sampling Ghosting: Boundaries pixels with mixed foreground/background color
Disocclusions
Vincent Jantet (ENS-Cachan – FR)
Cracks
Layered Depth Images for Multi-View Coding
Ghosting
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View Synthesis: Classical scheme 1
2
Forward Warping
Filtering 4 Inpainting 3
Reference
5
Projection
Virtual
Backward Warping
Depth-aided Inpainting
Backward Projection
Depth-aided Inpainting
1 Forward Warping: Lose pixels connectivity Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Classical scheme 1
2
Forward Warping
Filtering 4 Inpainting 3
Reference
5
Projection
Virtual
Backward Warping
Depth-aided Inpainting
Backward Projection
Depth-aided Inpainting
2 Filtering: Fills Cracks and avoids Ghosting Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Classical scheme 1
2
Forward Warping
Filtering 4 Inpainting 3
Reference
5
Projection
Virtual
Backward Warping
Depth-aided Inpainting
Backward Projection
Depth-aided Inpainting
3 Backward Warping: Retrieves color from reference view Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Classical scheme 1
2
Forward Warping
Filtering 4 Inpainting 3
Reference
5
Projection
Virtual
Backward Warping
Depth-aided Inpainting
Backward Projection
Depth-aided Inpainting
4 Depth Inpainting: Fills disocclusions with mixed FG/BG depth Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Classical scheme 1
2
Forward Warping
Filtering 4 Inpainting 3
Reference
5
Projection
Virtual
Backward Warping
Depth-aided Inpainting
Backward Projection
Depth-aided Inpainting
5 Depth-aided Inpainting: Fills disocclusions with mixed FG/BG texture Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Classical scheme
Limitations Forward Warping: Lose connectivity Depth Inpainting: Can not retrieve structure Texture Inpainting: May fill BG with FB texture Errors are amplified along the process
Forward Proj.
Need for an accurate virtual depth map synthesizing method Introducing a new Joint Projection Filling method Dir. inpaint. Vincent Jantet (ENS-Cachan – FR)
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JPF: Joint Projection Filling [Jantet et al., 3D Research] McMillan
[McM95]
Pixel scanning order to avoid the use of a zBuffer
Contribution Also provides pixels connectivity information
Projection Reference view
Virtual view
Projection without zBuffer
Process direction
BackGround pixels are projected before ForeGround pixels
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JPF: For rectified views Process direction Ref. View p q
New View p0 q0
Consider p and q two pixels projected on p 0 and q 0 Vincent Jantet (ENS-Cachan – FR)
0 0 qx = px + 1
No artifact
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JPF: For rectified views Process direction Ref. View p q Overlap New View p0
q0
Consider p and q two pixels projected on p 0 and q 0 Vincent Jantet (ENS-Cachan – FR)
0 0 qx = px + 1
q0 x
px0 px0
+1 +1
Layered Depth Images for Multi-View Coding
q0
No artifact Overlap Disocclusion Ph.D. defense, 2012
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JPF Generalized: For non rectified views Process direction
Disocclusion
Pq
0
q0
p0
0
P q : the last pixel projected on row qy0
Vincent Jantet (ENS-Cachan – FR)
0
qx0 ≤ Pxq + 1 0 qx0 > Pxq + 1
(
Layered Depth Images for Multi-View Coding
No artifact Disocclusion
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JPF: Results Process direction
Forward Proj.
Navier-Strokes
Directional inpaint.
JPF Proj.
JPF method well synthesize sharp boundaries and thin fingers Vincent Jantet (ENS-Cachan – FR)
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JPF: Conclusion
Advantages One-step projection, without post-processing Handles cracks and disocclusions during the projection Fills disocclusions with background Preserves geometrical structures
Limitations Hard to implement on GPU Introduce stretching artifacts if used for texture projection Should be used as a part of a full view synthesis method
Vincent Jantet (ENS-Cachan – FR)
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View Synthesis: Proposed scheme 1 JPF Reference
2
3
Projection
Virtual
Backward Warping
Depth-Aided Inpainting
Backward Projection
Depth-aided Inpainting
JPF method replaces for:
Synthesized Depth used for:
Forward Projection
Backward Warping
Depth Filtering
Depth-Aided Inpainting
Depth Inpainting Vincent Jantet (ENS-Cachan – FR)
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View Synthesis rendering results
Disocclusions
SoA inpaint.1 Daribo’s DAI2
JPF proj.
Full-Z DAI
3
Inconsistent virtual depth map ⇒ Texture artifacts JPF synthesize correct depth map which helps DAI 1
Navier-Strokes’s inpainting [BBS01] Daribo’s Depth Aided Inpainting [DP10] 3 Full-Z Depth Aided Inpainting[Jantet et al., 2011a] (inspired from Daribo) 2
Vincent Jantet (ENS-Cachan – FR)
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Conclusions on Virtual view synthesis
From a single input video + depth: JPF: Synthesize virtual depth map DAI: Recreate missing texture Realistic synthesized video, but: Introduces temporal flickering Incoherence between two synthesized views
From multi-view + depth: Could retrieve real disocclusions textures ⇒ Introducing LDI
Vincent Jantet (ENS-Cachan – FR)
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Table of contents
1
View synthesis (JPF)
2
Layered Depth Image (LDI) Definition Classical LDI construction Incremental-LDI construction (I-LDI) Object-based classification (O-LDI)
3
LDI-based multi-view compression
4
Conclusions
Vincent Jantet (ENS-Cachan – FR)
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LDI: Layered Depth Image Set of pixels, from a reference viewpoint, organized in layers
1st layer (visibles pixels)
2nd layer (occluded pixels)
3rd layer (...)
...
Advantages Disocclusion: Could be filled by real texture Camera freedom: Virtual camera can move inside a large area Compactness: Eliminate some correlated pixels and reduce data size Vincent Jantet (ENS-Cachan – FR)
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LDI: Classical construction scheme Every input views are warped onto a reference viewpoint, and then merged together
[SGHS98] Merging policy Eliminates duplicated pixels
Vue i
Proj.
Point de vue de référence
.. .
Fusion
.
LDI
Vue j
Proj.
Schéma de construction naïve des LDI. Vincent Jantet (ENS-Cachan – FR)
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Classical LDI limitations Redundancies Many pixels in many layers, partially empty Scattered pixels distribution Introducing Incremental LDI construction
Compression artifacts
Scattered distribution
Large depth discontinuities Motion in multi-layer Boundaries in multi-layer Uneasily compressed Introducing Object-based LDI representation Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
Compressed depth map Ph.D. defense, 2012
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I-LDI: Incremental-LDI construction [Jantet et al., 3DTV] Iterate for each input view Use current I-LDI to synthesize one acquired viewpoint Compare with captured view to compute disocclusion texture
Viewpoint i
Insert back textures into the I-LDI
Vincent Jantet (ENS-Cachan – FR)
View synthesis
Layered Depth Images for Multi-View Coding
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I-LDI
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I-LDI: Incremental-LDI construction [Jantet et al., 3DTV] Iterate for each input view Use current I-LDI to synthesize one acquired viewpoint Compare with captured view to compute disocclusion texture
View i
Disocclusions extraction
Viewpoint i
Insert back textures into the I-LDI
View synthesis
Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
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I-LDI
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I-LDI: Incremental-LDI construction [Jantet et al., 3DTV] Iterate for each input view Use current I-LDI to synthesize one acquired viewpoint Compare with captured view to compute disocclusion texture
View i
Insert back textures into the I-LDI
Disocclusions extraction
Viewpoint i
Insertion
Vincent Jantet (ENS-Cachan – FR)
View synthesis
Layered Depth Images for Multi-View Coding
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I-LDI
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I-LDI vs LDI Comparison LDI frames: many pixels in many layers, with scattered distribution
1st layer
2nd layer
3rd layer
4th layer
...
I-LDI frames: less pixels and less layers with compact distribution
1st layer Vincent Jantet (ENS-Cachan – FR)
2nd layer
3rd layer
Layered Depth Images for Multi-View Coding
4th layer Ph.D. defense, 2012
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Classical LDI limitations
1st layer
2nd layer
Compressed depth map
Compression artifacts Large depth discontinuities Motion in multi-layer Boundaries in multi-layer Uneasily compressed
Synthesized virtual view
Introducing Object-based LDI
Depth compression artifacts
Vincent Jantet (ENS-Cachan – FR)
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O-LDI: Object-based LDI
[Jantet et al., ICIP]
Organizes pixels into layers to enhance depth continuity
Visible layer
Occluded layer
Classical LDI depth layers
Foreground
Background
Object-based LDI depth layers
Method based on a region growing algorithm Region R initialized with pixels where ZFG and ZBG are already defined For each pixel q outside R: Extrapolate ZFG and ZBG Classify q Vincent Jantet (ENS-Cachan – FR)
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O-LDI: Classification Initializing
Foreground Vincent Jantet (ENS-Cachan – FR)
Unclassified Layered Depth Images for Multi-View Coding
Background Ph.D. defense, 2012
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O-LDI: Classification Processing
Foreground Vincent Jantet (ENS-Cachan – FR)
Unclassified Layered Depth Images for Multi-View Coding
Background Ph.D. defense, 2012
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O-LDI: Classification Results
Foreground Vincent Jantet (ENS-Cachan – FR)
Unclassified Layered Depth Images for Multi-View Coding
Background Ph.D. defense, 2012
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O-LDI: Background inpainting
Background inpainting
Principe Exemplar-based inpainting from Criminisi [CPT03] Robust and time-consuming method Preserves texture and structure Vincent Jantet (ENS-Cachan – FR)
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O-LDI: Fast mesh-based rendering
Object-based LDI
Continuous layers can be rendered as meshes Foreground mesh is partially transparent Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
Meshes rendering
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O-LDI: Rendering results
Disocclusions
Fast SoA inpainting
O-LDI rendering
Online inpainting limitations
O-LDI advantages
Fast inpainting, introduces:
Robust offline inpainting
Artifacts
Time coherent rendering
Stretching
Multi-view coherent rendering
Temporal flickering Vincent Jantet (ENS-Cachan – FR)
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O-LDI Conclusions
O-LDI Advantages Static background along time Compatible with fast mesh-based rendering Depth continuity improves rendering quality Remove unnecessary boundaries ⇒ Should improve compression
O-LDI Limitations No backward compatibility with 2D decoding scheme
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Table of contents
1
View synthesis (JPF)
2
Layered Depth Image (LDI)
3
LDI-based multi-view compression
4
Conclusions
Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
Ph.D. defense, 2012
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MVD and LDI compression schemes
MVD compression (MVC) Input views
V1
V3
V5
Input LDI V7
V30
V50
V70
Compressed views
Rendering
VSRS
Final view V600 Vincent Jantet (ENS-Cachan – FR)
LDI4 MVC
MVC V10
LDI compression (MVC)
Compression
LDI40 Compressed LDI DIBR
Rendering
V600 Final view
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"Breakdancing" multi-view video 33.5
90 88 SSIM (%)
PSNR (dB)
33 32.5 32
86 84
31.5 82 31 0
5
10 15 20 Bitrate (Mbit/s)
25
30
0
10 20 Bitrate (Mbit/s)
30
MVC on V.1-3-5-7 — VSRS V.6
LDI from V.4-3-5 — Render V.6
MPEG (MVC/VSRS)
LDI coded with MVC I-LDI coded with MVC O-LDI coded with MVC
"Breakdancing" MVD dataset
Vincent Jantet (ENS-Cachan – FR)
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Table of contents
1
View synthesis (JPF)
2
Layered Depth Image (LDI)
3
LDI-based multi-view compression
4
Conclusions
Vincent Jantet (ENS-Cachan – FR)
Layered Depth Images for Multi-View Coding
Ph.D. defense, 2012
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View synthesizing conclusions
JPF: Joint Projection Filling method Projection with occlusion-compatible pixel scanning order Handles cracks Fills disocclusions with background Preserves geometrical structures
Virtual View Synthesis method with Full-Z Depth Aided Inpainting First synthesizes virtual zMap to help synthesizing virtual view Preserves sharp boundaries Realistic disocclusions filling
Vincent Jantet (ENS-Cachan – FR)
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Intermediate representation conclusions I-LDI: Incremental Layered Depth Image Iterative LDI construction to avoid layers correlations Less layers Less pixels Compact distribution
O-LDI: Object-based Layered Depth Image Pixels reorganisation to enhance depth continuity Static background No depth discontinuities ⇒ No compression artifacts Compatible mesh-based rendering
Vincent Jantet (ENS-Cachan – FR)
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Perspectives
Handle depth map inconsistencies Non realistic depth maps drive down rendering quality
Improve temporal coherence During LDI construction During views projection During Depth Aided Inpainting
Use more efficient compression scheme Consider MPEG 3D-HEVC Explore dedicated Depth Map Compression schemes
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Publications [Bosc et al., 2010] Bosc, E., Jantet, V., Morin, L., Pressigout, M., & Guillemot, C. (2010). Vidéo 3d: quel débit pour la profondeur? In CORESA. [Bosc et al., 2011] Bosc, E., Jantet, V., Pressigout, M., Morin, L., & Guillemot, C. (2011). Bit-rate allocation for multi-view video plus depth data. In 3DTV. [Jantet et al., 2011a] Jantet, V., Guillemot, C., & Morin, L. (2011a). Joint projection filling method for occlusion handling in depth-image-based rendering. 3D Research, 2, 1–13. [Jantet et al., 2011b] Jantet, V., Guillemot, C., & Morin, L. (2011b). Object-based layered depth images for improved virtual view synthesis in rate-constrained context.
In ICIP. [Jantet et al., 2009] Jantet, V., Morin, L., & Guillemot, C. (2009). Incremental-ldi for multi-view coding. In 3DTV. [Jantet et al., 2010] Jantet, V., Morin, L., & Guillemot, C. (2010). Génération, compression et rendu de ldi. In CORESA. [Sourimant et al., 2009] Sourimant, G., Colleu, T., Jantet, V., & Morin, L. (2009). Recalage gps / sig / video, et synthèse de textures de bâtiments. In CORESA. [Sourimant et al., 2011] Sourimant, G., Colleu, T., Jantet, V., Morin, L., & Bouatouch, K. (2011). Toward automatic gis–video initial registration. Annals of Telecommunications, 67, 1–13.
from [AB91] Edward H. Adelson–and R. Bergen. Vincent Jantet (ENS-Cachan FR)JamesLayered Depth Images for Multi-ViewModeling Coding and rendering Ph.D.architecture defense, 2012
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