研究目的
To present a new surface light ?eld (SLF) representation based on explicit geometry, and a method for SLF compression that supports photo-realistic rendering of real-world scenes from arbitrary viewpoints with an unlimited six degrees of freedom (6DOF).
研究成果
The proposed SLF representation and compression framework achieves superior rate-distortion performance with lower decoder complexity compared to an image-plus-geometry compression scheme, supporting photo-realistic rendering from arbitrary viewpoints with six degrees of freedom.
研究不足
The method's performance depends on the density of input cameras and the complexity of the view map. For complex SLFs, more samples are required to accurately represent their variation.
1:Experimental Design and Method Selection:
The methodology involves mapping multi-view images onto a 3D geometric point cloud and representing each view map in a B-Spline wavelet basis.
2:Sample Selection and Data Sources:
The datasets include two synthetic and two real datasets, with images captured from various viewpoints.
3:List of Experimental Equipment and Materials:
The experiments utilize point cloud compression methods and B-Spline wavelet basis functions.
4:Experimental Procedures and Operational Workflow:
The process includes mapping multi-view images to the point cloud, representing view maps with B-Spline wavelets, compressing the coefficients spatially, and rendering the scene from arbitrary viewpoints.
5:Data Analysis Methods:
The performance is evaluated based on rate-distortion (RD) performance and decoder complexity.
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