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Free viewpoint video (FVV) survey and future research direction

Published online by Cambridge University Press:  28 October 2015

Chuen-Chien Lee
Affiliation:
Sony US Research Center, San Jose, CA 95112, USA
Ali Tabatabai*
Affiliation:
Sony US Research Center, San Jose, CA 95112, USA
Kenji Tashiro
Affiliation:
Sony US Research Center, San Jose, CA 95112, USA
*
Corresponding author: A. Tabatabai Email: ali.Tabatabai@am.sony.com

Abstract

Free viewpoint video (FVV) is one of the new trends in the development of advanced visual media type that aims to provide a new immersive user experience and interactivity that goes beyond higher image quality (HD/4K TV) and higher realism (3D TV). Potential applications include interactive personal visualization and free viewpoint navigation. The goal of this paper is to provide an overview of the FVV system and some target application scenarios. Associated standardization activities and technological barriers to overcome are also described. This paper is organized as follows: a general description of the FVV system and functionalities is given in Section I. Since an FVV system is composed of a chain of processing modules, an in-depth functional description of each module is provided in Section II. Examples of emerging FVV applications and use cases are given in Section III. A summary of technical challenges to overcome for wider usage and market penetration of FVV is given in Section IV.

Information

Type
Industrial Technology Advances
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Authors, 2015
Figure 0

Fig. 1. Evolution of video capture and display system.

Figure 1

Fig. 2. FVV system overview (Smolic [8]).

Figure 2

Table 1. Comparison of different 3D scene representations (Smolic [8])

Figure 3

Fig. 3. Outward FVV.

Figure 4

Fig. 4. Inward FVV.

Figure 5

Fig. 5. VH(silhouette only) and improvement by joint-optimization of silhouette + photoconsistency (Esteban and Schmitt [31]). Left: silhouette based visual hull (low concavity). Middle: Silhouette and photoconsistency joint optimization by level-set. Right: Original input image.

Figure 6

Fig. 6. SIRFS model for Shape from Shading (Barron and Malik [35]).

Figure 7

Fig. 7. 3D priori model improves non-rigid body parts. (Left: visual hull, Right: 3D priori model) (Vlasic et al. [41]).

Figure 8

Fig. 8. Visual quality of shape reconstruction by Visual hull (Left), linear articulation of 3D model (Middle), and non-rigid deformation of 3D model (Right) (Vlasic et al. [41]).

Figure 9

Fig. 9. Gall [42] captures the motion of animals and humans accurately by non-linear surface deformation of 3D priori model.

Figure 10

Table 2. Comparison of texture-mapping approach

Figure 11

Fig. 10. Texture local alignment by optical flow (Casas et al. [47]). (a, b) camera captured walk and run views; (c) naïve direct blend of textures to a geometric proxy at virtual view; (d) optical flow and (e) proposed alignment.

Figure 12

Fig. 11. Temporal/inter-view prediction for MV-HEVC. (Smolic [8]).

Figure 13

Fig. 12. Simplified block diagram of MV-HEVC [52].

Figure 14

Fig. 13. 1D arc dense camera array for SMV (Lafruit et al. [1]).

Figure 15

Fig. 14. Sparse camera array for FN (Lafruit et al. [1]).