Light-field content is required to provide full-parallax 3D view with dense angular resolution. However, it is very hard to directly capture such dense full-parallax view images using a camera system because it requires specialised micro-lens arrays or a heavy camera-array system. Therefore, we present an algorithm to synthesise full-parallax virtual view images using image-based rendering appropriate for light-field content generation. The proposed algorithm consists of four-directional image warping, view image blending using the nearest view image priority selection and the sum of the weighted inverse Euclidean distance, and hole filling. Experimental results show that dense full-parallax virtual view images can be generated from sparse full-parallax view images with fewer image artefacts. Finally, it is confirmed that the proposed full-parallax view synthesis algorithm can be used for light-field content generation without a dense camera array system.
In this paper, we introduce a high efficient and practical disparity estimation using hierarchical bilateral filtering for real-time view synthesis. The proposed method is based on hierarchical stereo matching with hardware-efficient bilateral filtering. Hardware-efficient bilateral filtering is different from the exact bilateral filter. The purpose of the method is to design an edge-preserving filter that can be efficiently parallelized on hardware. The proposed hierarchical bilateral filtering based disparity estimation is essentially a coarse-to-fine use of stereo matching with bilateral filtering. It works as follows: firstly, the hierarchical image pyramid are constructed; the multi-scale algorithm then starts by applying a local stereo matching to the downsampled images at the coarsest level of the hierarchy. After the local stereo matching, the estimated disparity map is refined with the bilateral filtering. And then the refined disparity map will be adaptively upsampled to the next finer level. The upsampled disparity map used as a prior of the corresponding local stereo matching at the next level, and filtered and so on. The method we propose is essentially a combination of hierarchical stereo matching and hardware-efficient bilateral filtering. As a result, visual comparison using real-world stereoscopic video clips shows that the method gives better results than one of state-of-art methods in terms of robustness and computation time.
3D video content is captured and created mainly in high resolution targeting big cinema or home TV screens. For 3D
mobile devices, equipped with small-size auto-stereoscopic displays, such content has to be properly repurposed,
preferably in real-time. The repurposing requires not only spatial resizing but also properly maintaining the output stereo
disparity, as it should deliver realistic, pleasant and harmless 3D perception.
In this paper, we propose an approach to adapt the disparity range of the source video to the comfort disparity zone of
the target display. To achieve this, we adapt the scale and the aspect ratio of the source video. We aim at maximizing the
disparity range of the retargeted content within the comfort zone, and minimizing the letterboxing of the cropped
The proposed algorithm consists of five stages. First, we analyse the display profile, which characterises what 3D
content can be comfortably observed in the target display. Then, we perform fast disparity analysis of the input
stereoscopic content. Instead of returning the dense disparity map, it returns an estimate of the disparity statistics (min,
max, meanand variance) per frame. Additionally, we detect scene cuts, where sharp transitions in disparities occur.
Based on the estimated input, and desired output disparity ranges, we derive the optimal cropping parameters and scale
of the cropping window, which would yield the targeted disparity range and minimize the area of cropped and
letterboxed content. Once the rescaling and cropping parameters are known, we perform resampling procedure using
spline-based and perceptually optimized resampling (anti-aliasing) kernels, which have also a very efficient
computational structure. Perceptual optimization is achieved through adjusting the cut-off frequency of the anti-aliasing
filter with the throughput of the target display.
In this paper a new method for the autostereoscopic display, named the Dual Layer Parallax Barrier (DLPB) method, is
introduced to overcome the limitation of the fixed viewing zone. Compared with the conventional parallax barrier
methods, the proposed DLPB method uses moving parallax barriers to make the stereoscopic view changed according to
the movement of viewer. In addition it provides seamless stereoscopic views without abrupt change of 3D depth feeling
at any eye position. We implement a prototype of the DLPB system which consists of a switchable dual-layered Twisted
Nematic Liquid Crystal Display (TN-LCD) and a head-tracker. The head tracker employs a video camera for capturing
images, and is used to calculate the angle between the eye gazing direction and the projected direction onto the display
plane. According to the head-tracker's control signal, the dual-layered TN-LCD is able to alternate the direction of
viewing zone adaptively by a solid-state analog switch. The experimental results demonstrate that the proposed
autostereoscopic display maintains seamless 3D views even when a viewer's head is moving. Moreover, its extended use
towards mobile devices such as portable multimedia player (PMP), smartphone, and cellular phone is discussed as well.
This paper presents a study on the stereoscopic 3D codec for non-real-time 3DTV services. Delivering stereoscopic
3DTV contents via broadcast networks can be based on either real-time or non-real-time scenarios. For a digital
television system where its bandwidth is somewhat limited to accommodate the full 3D HD quality video, a
complementary enabler is the non-real-time delivery in which 3D video component is downloaded in advance. In the
case of ATSC system, MPEG-2, H.264/AVC and any other codec can be used for stereoscopic video based on Non-
Real-Time services. In order to put in the best performance, the analysis on the stereoscopic codec, scenarios and
preliminary considerations are required. In this paper, the NRT 3D codec scenarios and preliminary considerations are
addressed to develop the prerequisites required for the analysis on NRT 3D codec. The experimentation of both
independent and inter-view coding are covered to investigate the codec combination for NRT 3D video services based on
considerations and scenarios.
This paper introduces an interactive contents authoring system which can easily and conveniently produce interactive
contents for the Terrestrial Digital Multimedia Broadcasting (T-DMB). For interactive broadcasting service, T-DMB
adopted MPEG-4 Systems technology. In order to the interactive service becomes flourishing on the market, various
types of interactive contents should be well provided prior to the service. In MPEG-4 Systems specification,
broadcasting contents are described by the combination of a large number of nodes, routes and descriptors. In order to
provide interactive data services through the T-DMB network, it is essential to have an interactive contents authoring
system which allows contents authors to compose interactive contents easily and conveniently even if they lack any
background on MPEG-4 Systems technology. The introduced authoring system provides powerful graphical user
interface and produces interactive broadcasting contents in the forms of binary and textual format. Therefore, the
interactive contents authoring system presented in this paper would vastly contribute to the flourishing interactive
In this paper, we propose a new selective regional slice coding method for H.264 that can improve the quality of decoded
video. We can get better performance when we compare to conventional coding methods. And it also serves better
shapes in a picture by removing adjacent to macroblock edge. In this paper, flexible macroblock ordering (FMO) is used
for transmitting the slice. FMO is used for sliced coding in packet loss environment. We propose the way to modify to
improve slice coding in the sequence. The experiment result of the proposed method shows the improvement of quality
and also error robustness. The result of implementation about such system is improved 0.11dB to 1.52dB when we
compare to non-slice coding in the experiment.