scholarly journals Reliable depth-image-based rendering using parameter approximation in mobile devices

2010 ◽  
Vol 7 (10) ◽  
pp. 666-671 ◽  
Author(s):  
Cheolkon Jung ◽  
Licheng Jiao
Author(s):  
Cheolkon Jung ◽  
Licheng Jiao

This chapter introduces a 3D DMB player which can provide realistic 3D services to consumers in terrestrial-digital multimedia broadcasting (T-DMB) systems. This chapter also provides a parameter approximation method which can create auto-stereoscopic images reliably in the 3D DMB player. Since the bit-budget for the transmission of additional data stream is strictly limited in current T-DMB systems, depth-image-based rendering (DIBR) techniques have been studied to provide 3D services in mobile devices. In order to create the auto-stereoscopic images reliably in the 3D DMB player, exact parameters such as convergence distance, scale factor, and far/near clipping plane should be given in contents. However, some contents contain unknown or inappropriate parameter values in a real environment. This makes it extremely difficult to create auto-stereoscopic images and provide consumers with reliable 3D services. Therefore, we explain how to approximate the rendering parameters by taking mobile display size into consideration. Experimental results show that the parameter approximation method can create auto-stereoscopic images reliably in the 3D DMB player.


Author(s):  
MICHAEL SCHMEING ◽  
XIAOYI JIANG

In this paper, we address the disocclusion problem that occurs during view synthesis in depth image-based rendering (DIBR). We propose a method that can recover faithful texture information for disoccluded areas. In contrast to common disocclusion filling methods, which usually work frame-by-frame, our algorithm can take information from temporally neighboring frames into account. This way, we are able to reconstruct a faithful filling for the disocclusion regions and not just an approximate or plausible one. Our method avoids artifacts that occur with common approaches and can additionally reduce compression artifacts at object boundaries.


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