A novel holes filling method based on layered depth map and patch sparsity for complex-scene images

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Abstract

The depth image based rendering (DIBR) is a key technology in the emerging 3D video and 3D-TV, which uses a single texture image and the corresponding depth map to generate the virtual views. A critical problem occurs when the virtual view generation refers to regions covered by foreground objects in the original view, which might be disoccluded in the synthetized view. In this paper, a holes filling method based on layered depth map and patch sparsity for complex scenes is proposed. The proposed approach consists of three parts. The first part refers to use of the depth information to divide the complex scene into simple scenes, which represents the separation of foreground and background with a special depth value using an adaptable layered method based on the depth map. The second part represents the holes filling in the depth map using the patch sparsity. Finally, in the third part, the background information and the filled depth map are used to fill the holes in the color map. The experimental results have indicated that compared to other methods, the proposed method provides better quality of synthetized complex scene and 3D scene.

Introduction

Recent success in 3D-TV and 3D video [1,2] indicates the growing interests in 3D contents. 3D video is captured and reconstructed from the real world in real time while the 3D attribute allows the video objects to be rendered at arbitrary viewpoint or merged with virtual 3D background. One of 3D research topics relates to acquisition and transmission of 3D video content. Therefore, a technique that virtually moves data through the scenes composed of limited number of viewpoints has been spotlighted.

In the past, this technique was difficult to realize since the depth camera was not common because of its high cost. However, in recent years, with the widespread emergence of high-performance and low-cost depth cameras, researchers have begun to consider using depth image-based rendering (DIBR) technology to generate virtual views of texture images and their corresponding depth images. The DIBR technique uses depth and camera information to back-project the pixels from the original image to 3D world, and the resulting 3D coordinates are then re-projected to the image plane of virtual views, which is known as 3D warping. Nonetheless, DIBR reduces the storage space and preserves the bandwidth.

However, in DIBR technique, a critical problem in generation of virtual views refers to regions of background occluded by foreground objects in the original views that might become invisible in the virtual views and cause the holes in the virtual views, which is known as disocclusion. Besides the disocclusion problem, the distance of pixels might also cause holes in virtual views because of an inaccurate depth map.

Generally, there are two categories of methods to fill the holes. One is to fill the hole with the information of itself without using of depth map, such as interpolation, texture synthesis and image inpainting [3]; and the other is to use both the information of hole and its depth information. The aim is to improve the method for image holes filling by using depth information to find the best-matched patch [[4], [5], [6]], or by using Gaussian Mixture Model (GMM), Foreground Depth Correlation (FDC) to obtain the background model. Nonetheless, the above mentioned methods are suitable only for simple scenes that can be easily divided into foreground and background. Their main disadvantage is that they cannot achieve good performance in complex scenes.

In this paper, an image hole filling approach based on layered depth image and patch sparsity primarily for complex scenes is proposed. In the proposed approach, the complex scene is divided into multiple simple scenes by using an adaptable layered method based on the scene depth map. In addition, an improved hole filling approach based on patch sparsity, wherein the filling order is from foreground to background and the depth map is a limit of filling process, is introduced.

The paper is organized as follows. In Section 2, the related work is presented. The proposed filling algorithm is explained in Section 3. The image preprocessing is introduced in Section 4. In Section 5, the hole filling approach based on layered depth image and patch sparsity is presented, and the hole filling in texture images based on patch sparsity combined with the filled depth map is introduced in Section 6. The experimental results are presented in Section 7. Finally, the conclusions and future work guidelines are given in Section 8.

Section snippets

Related work

The general methods for image holes filling in virtual views can be divided into two categories. In the first category, the hole is filled with its texture information, and in the second category, the hole is filled with both its texture information and its depth information.

Proposed algorithm

Due to relative position of foreground and background movement, there are many holes in the image after warping, which causes a visual perception interference. Filling of these holes using the texture image has a low efficiency and achieves a poor result. Therefore, we propose a hole filling approach with the corresponding depth map. Actually, we fill the holes after warping with holes filling algorithm based on patch sparsity, which can preserve local structures and textural information. The

Image preprocessing

There are certain negative effects when virtual views are generated, such as ghost effect and small cracks. The ghost effect is caused by mismatch of boundaries between foreground objects in texture image and in depth map. In order to improve the filling result, the negative effects need to be preprocessed. However, a common attribute of disocclusion is that the most of pixels around disocclusion are the same in color. If we fill these holes by exemplar-based inpainting method [3], the filling

Depth image holes filling

In the complex scenes, there are many objects in the background and it is difficult to fill the depth map using normal algorithm. In addition, in the complex scene, it is difficult to segment foreground and background. Therefore, a depth image holes filling algorithm based on layered depth map method and patch sparsity is proposed.

Filling priority based on patch sparsity

Since the holes in image are caused by occlusion and generated in the foreground and background junction, the structures around the holes are strong. Therefore, we fill the holes with the method based on patch sparsity in layer. Namely, the priority of holes is calculated for each simple scene of layer. Due to strong structure of hole edges, the priority of patch in hole edge might be too high, which will result in filling order from foreground to background. However, all holes that contain

Experiments and comparisons

Two Multiview Video-Plus-Depth (MVD) sequences (Bookarrival, Breakdancers) and complex 3D scene were used to evaluate the performance of the proposed approach experimentally. The proposed system was implemented in Matlab 2014a software environment. The MVD sequences had resolution of 1024 × 768 pixels and 100 frames. The 3D scene had resolution of 624 × 442 pixels and 9 frames. The computer hardware configuration was i5 2.2 GHz CPU and GTX graphics card. In the experiments, PSNR was used to

Conclusions and future work

In this paper, a new method based on layered depth map and patch sparsity for holes filling in new synthesized view is proposed. The proposed method algorithm was proven as effective in holes filling in complex scenes. In this study, the complex scenes were divided into multiple simple scenes in order to achieve better filling results. The depth map was filled with depth constriction when the holes in a simple-scene layer were filled. However, in the proposed algorithm, there is still a

Author statement

Xiaodong Bi: Conceptualization, Methodology. Bailin Yang: Validation, Formal analysis, Investigation, Supervision. Jia Zeng: Data Curation, Visualization, Writing - Original Draft preparation. Tianxiang Wei: Writing - Review & Editing. Yiming Xiang: Conceptualization, Methodology.

Declaration of competing interest

The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

Acknowledgments

This work was partly supported by a research grant from the National key R&D Program of China (Grant No: 2018YFB 1403200).

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