Proceedings of the 1997 symposium on Interactive 3D graphics
Multiple view geometry in computer visiond
Multiple view geometry in computer visiond
ACM Transactions on Applied Perception (TAP)
H.264-Based depth map sequence coding using motion information of corresponding texture video
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
Efficient Prediction Structures for Multiview Video Coding
IEEE Transactions on Circuits and Systems for Video Technology
View Scalable Multiview Video Coding Using 3-D Warping With Depth Map
IEEE Transactions on Circuits and Systems for Video Technology
Motion and Disparity Compensated Coding for Multiview Video
IEEE Transactions on Circuits and Systems for Video Technology
Multiview Video Coding Using View Interpolation and Color Correction
IEEE Transactions on Circuits and Systems for Video Technology
Multiple Color and Depth Video Coding Using a Hierarchical Representation
IEEE Transactions on Circuits and Systems for Video Technology
Multiview Image Coding Based on Geometric Prediction
IEEE Transactions on Circuits and Systems for Video Technology
Coding Algorithms for 3DTV—A Survey
IEEE Transactions on Circuits and Systems for Video Technology
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The video-plus-depth data representation uses a regular texture video enriched with the so-called depth map, providing the depth distance for each pixel. The compression efficiency is usually higher for smooth, gray level data representing the depth map than for classical video texture. However, improvements of the coding efficiency are still possible, taking into account the fact that the video and the depth map sequences are strongly correlated. Classically, the correlation between the texture motion vectors and the depth map motion vectors is not exploited in the coding process. The aim of this paper is to reduce the amount of information for describing the motion of the texture video and of the depth map sequences by sharing one common motion vector field. Furthermore, in the literature, the bitrate control scheme generally fixes for the depth map sequence a percentage of 20% of the texture stream bitrate. However, this fixed percentage can affect the depth coding efficiency, and it should also depend on the content of each sequence. We propose a new bitrate allocation strategy between the texture and its associated per-pixel depth information.We provide comparative analysis to measure the quality of the resulting 3D + t sequences.