Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
Multiple View Geometry in Computer Vision
Multiple View Geometry in Computer Vision
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
High-quality video view interpolation using a layered representation
ACM SIGGRAPH 2004 Papers
Boundary matting for view synthesis
Computer Vision and Image Understanding
Journal of VLSI Signal Processing Systems
Image and video matting: a survey
Foundations and Trends® in Computer Graphics and Vision
View generation with 3D warping using depth information for FTV
Image Communication
Depth image-based rendering from multiple cameras with 3D propagation algorithm
Proceedings of the 2nd International Conference on Immersive Telecommunications
PCS'09 Proceedings of the 27th conference on Picture Coding Symposium
Wide-Baseline Matte Propagation for Indoor Scenes
CVMP '09 Proceedings of the 2009 Conference for Visual Media Production
A duality based approach for realtime TV-L1 optical flow
Proceedings of the 29th DAGM conference on Pattern recognition
Review and Preview: Disocclusion by Inpainting for Image-Based Rendering
IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
A flexible architecture for multi-view 3DTV based on uncalibrated cameras
Journal of Visual Communication and Image Representation
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This paper addresses the disocclusion problem which may occur when using Depth-Image-Based Rendering (DIBR) techniques in 3DTV and Free-Viewpoint TV applications. A new DIBR technique is proposed, which combines three methods: a Joint Projection Filling (JPF) method to handle disocclusions in synthesized depth maps; a backward projection to synthesize virtual views; and a full-Z depth-aided inpainting to fill in disoccluded areas in textures. The JPF method performs the pixels warping for virtual depth map synthesis while making use of an occlusion-compatible pixel ordering strategy, to detect cracks and disocclusions, and to select the pixels to be propagated in the occlusion areas filling process. The full-Z depth-aided inpainting method fills in disocclusions with textures at the correct depth, preserving the boundaries of the objects. Ghosting artifacts, which might otherwise result from pixel projections, are here avoided by introducing a confidence measure on background pixels to be used in the JPF process.