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Depth video coding based on intra mode inheritance from texture

Published online by Cambridge University Press:  07 January 2014

Elie Gabriel Mora*
Affiliation:
Orange Labs, 38 rue du G. Leclerc, 92794 Issy les Moulineaux, France Telecom ParisTech, TSI department, 46 rue Barrault, F-75634 Paris Cedex 13, France
Joel Jung
Affiliation:
Orange Labs, 38 rue du G. Leclerc, 92794 Issy les Moulineaux, France
Marco Cagnazzo
Affiliation:
Telecom ParisTech, TSI department, 46 rue Barrault, F-75634 Paris Cedex 13, France
Béatrice Pesquet-Popescu
Affiliation:
Telecom ParisTech, TSI department, 46 rue Barrault, F-75634 Paris Cedex 13, France
*
Corresponding author:Elie Gabriel Mora Email: mora@telecom-paristech.fr

Abstract

With the recent development of new three-dimensional (3D) multimedia services such as 3D television or free viewpoint television, a new 3D video format, called multiview video + depth (MVD) is currently being investigated. MVD allows synthesizing as many views as required at the receiver side, thus providing smooth scene transitions and the ability to experience a new 3D perspective with each different viewing point. The format introduces, alongside traditional 2D image sequences, sequences of depth maps, which must be efficiently coded to achieve good quality for the synthesized views. One approach to code depth videos is to exploit the correlations between texture and depth. In this work, we propose a new tool to code depth videos in which the texture Intra modes are inherited and used as predictors for the depth Intra modes, hence reducing the mode signaling bitrate. The tool is only used in prediction units where texture and depth Intra directions, or modes, are expected to match. Two criteria that exploit the statistical dependency between the texture and depth Intra modes are studied in this work: GradientMax and DominantAngle. Average bitrate reductions of 1.3 and 1.6% on synthesized sequences are reported for GradientMax and DominantAngle, respectively. The latter method additionally achieves 2.3% bitrate reduction on depth sequences.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BY
The online version of this article is published within an Open Access environment subject to the conditions of the Creative Commons Attribution licence http://creativecommons.org/licenses/by/3.0/
Copyright
Copyright © The Authors, 2014
Figure 0

Fig. 1. Angular Intra prediction modes in HEVC.

Figure 1

Table 1. Percentage of PUs where the texture Intra mode matches the one in depth for various tested sequences.

Figure 2

Fig. 2. Geometric partitioning and resulting Intra direction of a texture and depth PU caused by the presence of an edge.

Figure 3

Fig. 3. Kendo texture frame and associated depth map analysis.

Figure 4

Fig. 4. Definition of the corresponding texture PU Tref for a currently coded depth PU in our algorithm.

Figure 5

Fig. 5. Algorithm of our proposed tool.

Figure 6

Table 2. Sequences in test set.

Figure 7

Table 3. Coding gains for the first frame in SVs and depth with GradientMax.

Figure 8

Table 4. Coding gains for the entire set of frames in SVs and depth with GradientMax.

Figure 9

Table 5. Inheritance and selection percentages, and inheritance efficiency with GradientMax.

Figure 10

Fig. 6. Two types of texture PUs containing sharp edges.

Figure 11

Fig. 7. Module matrices obtained after Sobel filtering of two types of texture PUs containing sharp edges.

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Fig. 8. Angles histograms of two types of texture PUs containing sharp edges.

Figure 13

Table 6. Coding gains for the first frame on SVs and depth with DominantAngle and GradientMax (for comparison).

Figure 14

Table 7. Coding gains for the entire set of frames on SVs and depth with DominantAngle and GradientMax (for comparison).

Figure 15

Table 8. Inheritance and selection percentages and inheritance efficiency with DominantAngle.

Figure 16

Fig. 9. Texture–depth Intra mode matchings PUs and inheritance PUs with the GradientMax and DominantAngle criteria, in the first frame of the central view of PoznanHall2.

Figure 17

Fig. 10. First top-left 64 × 64 PU (with adjusted contrast for visibility) of the first texture frame in the central view of PoznanHall2.

Figure 18

Fig. 11. Average gains on SV as a function of the threshold.