We present a data-driven technique for 2D-to-3D video conversion. Our technique is based on transferring depth gradients from a database of high quality synthetic images. Such images can be collected from video games, which are often available in a wide variety of genres i.e. sports and its sub-categories, actions and its sub-categories, normal graphics, etc. . . . . Using such synthetic images as the 2D+Depth repository eliminates the requirement of having expensive stereo cameras. This makes our technique more scalable to general data than state of the art. In addition, unlike previous data-driven techniques, our approach does not require global similarity between a query image and the database. Rather it only requires similarity on a local patch (portion). This substantially reduces the required 2D+Depth database size while maintaining similar depth quality. The result is easier scalability to more general data and easier adaption on consumer products.
Stereoscopic 3D (S3D) movies are becoming popular with most of big productions being released in this format. However, in practice, most movies are shot in 2D and then they are up-converted to S3D by manually painting depth maps and rendering corresponding views. This process yields very good results but it is extremely costly and time-consuming. S3D production of live events is much harder. Manual up-conversion is not possible. Shooting live events, such as soccer games, directly in stereo requires placing multiple stereo rigs in the stadium. This is challenging and it is rarely being attempted. Therefore, a high-quality, automated 2D-to-3D conversion method is highly desired for live events. Current automated conversion methods are lacking. Most of the methods are general—they can be applied to any video stream.
However, the output is either marred with artefacts that are not acceptable to many viewers or the up-conversion method is extremely conservative—adding only very little depth to the resulting video.
We show how to develop high-quality automated 2D-to-3D conversion. Our approach is to develop a domain-specific up-conversion instead of a general method. In particular, we propose a method for generating S3D soccer video. Our method is data-driven, relying on a reference database of S3D videos. This is similar to previous work [13, 11]; however, our key insight is that instead of relying on depth data computed using computer vision methods or acquired by depth sensors, we can use computer generated depth from current computer sports games for creating a synthetic 3D database. Since the video quality of current computer games has come close to that of real videos, our approach offers two advantages: 1) we obtain a diverse database of video frames to facilitate good matching with input video frames; and 2) for each video frame, we obtain an accurate depth map with perfect depth discontinuities. Given a query image, we infer its depth based on similar images in the database and their depth maps. We propose to transfer the depth gradients (i.e., the rate of change in depth values along the x and y directions) from similar images in the synthetic 3D database to the query image. In one aspect of the invention we divide a query into blocks (portions) and transfer the depth gradients from matching blocks (portions) that may belong to different frames in the synthetic 3D database (reference database). This is quite different from previous approaches that use absolute depth over the whole frame [13, 11]. Our approach offers multiple advantages: (i) finer depth assignment to smaller regions/objects (e.g., players), (ii) much smaller database, as we match only small patches (portions) not whole frames (frames can have too many varieties), and (iii) more robustness to the (in)accuracy of similar images chosen as references, since we only use individual blocks (portions) in the depth calculation. After transferring the depth gradients, we recover the depth from these gradients by using Poisson reconstruction.
Poisson reconstruction is a robust technique traditionally used to recover an image from its gradient information by solving a Poisson equation [18, 7]. Preferably, to maintain clear player boundaries our method handles depth discontinuities by creating object masks and detecting object boundaries. We show the ability of handling a wide spectrum of soccer video shots, with different camera views, occlusion, close-ups, clutter and motion complexity.
We conduct extensive user studies with diverse video segments. We follow the ITU BT.2021 recommendations [6] in conducting these studies. The results show that: (i) our method produces 3D videos that are almost indistinguishable from videos originally shot in stereo, (ii) the perceived depth quality and visual comfort of videos produced by our method are rated Excellent by the subjects, most of the time, and (iii) our method significantly outperforms the state-of-the-art method [11].
Over the last few years, applications for 3D media have extended far beyond cinema and have become a significant interest to many researchers. Liu et al. [15] discuss 3D cinematography principles and their importance even for non-cinema 3D content. Wu et al. [23] adapt 3D content quality for tele-immersive applications in real-time. Calagari et al. [9] propose a 3D streaming system with depth customization for a wide variety of viewing displays. Yang et al. [24] prioritize 3D content streaming in a tele-immersive environment based on the client viewing angle. While such systems propose useful 3D applications, the limited 3D content remains a main bottleneck for 3D technology. To tackle this issue many researchers have explored 2D-to-3D conversion techniques. However, previous methods are either semi-automatic [19, 26] or cannot handle complex motions [12, 21, 13, 10, 11]. There has not been a 2D-to-3D conversion technique for soccer capable of handling complex motions with variety of scene structures, to the best of our knowledge.
In 2D-to-3D conversion, an image or a sequence of images is augmented with the corresponding depth maps. Using this information stereo image pairs can be synthesized. Depth maps can be computed using traditional computer vision approaches such as structure from motion or depth from defocus. Rzeszutek et al. [19] estimate the background depth based on motion. Zhang et al. [26] propose a semi-automatic 2D-to-3D conversion system based on multiple depth cues including motion and defocus. A survey on automatic 2D-to-3D conversion techniques and depth cues can be found in [25]. Furthermore, strong assumptions are often made on the depth distribution within a given scene. For example, Ko et al. [12] classify shots into long or non-long, where long shots are assumed to have a large field view and a depth ramp is assigned to the whole image, and players are assigned a constant depth. Similarly Schnyder et al. [21] detect players and assign constant depth to them. This, however, generates the well-known ‘card-board effect’ where objects appear at when viewed in stereo.
Data-driven methods provide an alternative way of synthesizing depth maps and the corresponding stereo views. Hoiem et al. [10] segment a scene into planar regions, and assign an orientation to each region. This method provides a relatively coarse depth estimation. Konrad et al. [13] infer depth for an input image based on a database of image and depth map pairs. Their work is designed for still images and assumes that images with similar gradient-based features tend to have a similar depth. For a query image, the most similar images from the database are found. The query image depth is estimated as the median over depths of the retrieved images. Karsch et al. [11] extended this approach to image sequences. They also use a large database of image and depth map pairs. For a query frame, they find the most similar images in the database and then warp the retrieved images to the query image. Finally, the warped depth maps are combined to estimate the final depth. The work in [11] is the closest to ours and we compare against it.
There are a few commercial products that provide automated 2D-to-3D conversion, sold as stand-alone boxes (e.g., JVC's IF-2D3D1 Stereoscopic Image Processor, 3D Bee), or software packages (e.g., DDD's TriDef 3D). While the details, of these systems are not known, their depth quality is still an outstanding issue [25].
The following prior art has been considered relevant to aspects of the invention and their main differences to certain aspects.
Patent Document No. US 2013/0147911 A1, Inventor: Karsch et al., Date: June 2013:
The method of US 2013/0147911 chooses the most similar images to the query frame from the database (candidates). Warps the candidates and fuses their depth to estimate the depth of the query. This method does not perform local search (block matching) and is not based on depth gradients, nor performs depth reconstruction based on gradients using the Poisson equation. The following aspects distinguish our method from this prior art work because we:
Patent Document No. US 2015/0093017 A1, Inventor: Hefeeda et al., Date: April 2015:
US 2015/0093017 is a completely different system with different inputs and outputs. The main differences are:
Patent Document No. U.S. Pat. No. 8,953,905 B2. Inventor: Sandrew at al., Date: February 2015:
U.S. Pat. No. 8,953,905 B2 method is a semi-automatic method compared to our fully automated method. Aspects of this invention assume that “many movies now include computer-generated elements (also known as computer graphics or CG, or also as computer-generated imagery or CGI) that include objects that do not exist in reality, such as robots or spaceships for example, or which are added as effects to movies, for example dust, fog, clouds, etc.” These objects are the only objects which depth is inferred for them automatically prior art recites: “Embodiments of the invention import any type of data file associated with a computer-generated element to provide instant depth values for a portion of an image associated with a computer-generated element.” “All objects other than computer-generated objects are artistically depth adjusted.” The main differences between this prior art and our approach are:
Calagari, Kiana, et al. “Anahita: A System for 3D Video Streaming with Depth Customization.” Proceedings of the ACM international Conference on Multimedia. ACM, 2014.
The goal and input/outputs of Calagari's system are completely different. The main differences are:
Corrigan, David, et al. “A video database for the development of stereo-3D post-production algorithms.” Visual Media Production (CVMP), 2010 Conference on. IEEE. 2010.
The aim of Corrigan's work is to provide a database of stereo-3D videos, which are representative examples of footage generated during a typical production to allow researchers to better understand the technical challenges involved in 3D post-production such as colour imbalances, stereo pair rectification, depth editing. The main differences with our method are:
Dominic, Jean Maria, and J. K. Arsha. “Automatic 2D-to-3D Image and Video Conversion by Learning Examples and Dual Edge-Confined Inpainting.” International Journal of Advanced Research in Computer Science and Software Engineering (2014).
The main differences between Dominic's method and our technique are:
Kiana Calagari, “2D to 3D Conversion Using 3D Database For Football Scenes”, July 2013.
Kiana is similar to the Dominic above, the main differences between the technique presented in Kiana and our technique are:
Zhang, Chenxi, et al. “Personal photograph enhancement using internet photo collections.” Visualization and Computer Graphics, IEEE Transactions on 20.2 (2014): 262-275.
Zhang, specifically focuses on images of major cities and tourist sites where a large number of photos of the exact same place are available over the Internet. They use this huge Internet Photo Collection (IPC) to perform many image enhancement techniques. One of these enhancements is converting the 2D image to 3D. The main differences between this work and our approach is as follows:
The present invention and embodiments thereof seek to overcome or ameliorate difficulties faced in the prior art and provide alternate mechanisms for 2D to 3D conversion.
One aspect of the invention provides a method of processing 2D video images from a video stream for converting the 2D video images to 3D images, the method comprising:
Another aspect of the invention provides:
In a further aspect of the invention, the portions are blocks of n×n pixels.
Another aspect of the invention further comprises matching another portion of the input video frame with a portion of another 2D image in the reference database so as to match multiple portions of the input video frame with respective portions of multiple 2D images.
A further aspect of the invention provides: applying the selected depth information to the matched input video frame comprises applying the depth information of the matched portion of the 2D image to the respective matched portion of the matched input video frame.
Another aspect of the invention provides: applying the selected depth information to the matched input video frame comprises mapping one or more corresponding pixels of the matched portion of the 2D image to the corresponding pixels of the matched portion of the input video frame.
A further aspect of the invention provides: identifying using visual technique a candidate 2D image for matching with the input video frame.
In another aspect of the invention the visual technique comprises using GIST and colour information of the frames.
A further aspect of the invention provides: the depth information is a depth gradient.
Another aspect of the invention provides:
A further aspect of the invention provides: estimating the determined depth information using Poisson reconstruction.
In another aspect of the invention: the Poisson reconstruction comprises first order and higher derivatives.
A further aspect of the invention provides: generating a left stereo image and a right stereo image using the 2D plus depth information frame.
In another aspect of the invention: the reference database is populated using software generated video frames.
In a further aspect of the invention the software is a video game.
Another aspect of the invention provides a system to process 2D video images from a video stream for converting the 2D video images to 3D images, the system comprising:
A further aspect of the invention provides: a computer-readable medium programmed with instructions that when executed convert 2D video images from a video stream to 3D images, the instructions comprising:
In another aspect of the invention a method of generating a reference database comprises using software generated video frames.
In order that the present invention may be more readily understood, embodiments of the present invention are now described, by way of example, with reference to the accompanying drawings, in which:
Synthetic 3D Database: Many databases of RGBD (Red, Green, Blue and Depth) images [2, 1, 5] and videos [11, 3] have been created. The depth channel is acquired using time-of-flight imaging [20] or active stereo (e.g., using Microsoft Kinect). Despite current RGBD databases, none of them can be used for a high-quality 2D-to-3D conversion of sporting events. Acquiring depth maps for a sport event is challenging since depth data needs to be acquired in sunlight conditions in a highly dynamic environment.
In order to address this challenge, we propose to create a Synthetic RGBD (S-RGBD) database from video games, which have very high image quality and from which a large quantity of content can be easily generated. Such database can be used for data-driven 2D-to-3D conversion. We are inspired by the success of Microsoft Kinect Pose Estimation through training on a synthetic database [22]. In our case, we collect our S-RGBD data by extracting image and depth information from FIFA13 video game. We used PIX [4], a Microsoft Directx tool. PIX records all Directx commands called by an application. By re-running these commands it can render and save each of the recorded frames. In addition, PIX allows access to the depth buffer of each rendered frame. The resolution of each extracted frame is 1916×1054 with 10 fps. We extracted 16,500 2D+Depth frames from 40 different sequences. The sequences contain a wide variety of shots expected to occur in soccer matches, with a wide spectrum of camera views, motion complexity and colour variation. Two of the 40 sequences are 6-7 minutes each, containing a half time and designed to capture the common scenes throughout a full game. The remaining sequences are shorter, in the range of 15-60 seconds, however they focus more on capturing less common events such as close-ups, behind the goal, zoomed on ground views, and so on. Our database includes different teams, stadiums, seasons and camera angles.
Creating Object Masks: In order to better handle depth discontinuities and have a sharp and clear depth on player boundaries, our approach delineates object boundaries by creating object masks. Without specifying object boundaries, the depth of players will be blended with the ground, which degrades the depth quality. To create these masks we automatically detect the objects by pre-processing each video sequence based on motion and appearance. Due to space limitations, we provide a brief description of this step. We propose two different object detection methods: one for close-ups, which are characterized by large player size and small playing area, and, another for non close-ups, which have a large field view. Non close-up video segmentation relies on global features such as the playing field colour. For these shots, we use a colour-based approach to detect the playing field. We train a Gaussian Mixture Model (GMM) on samples collected from the playing field. For close-ups, we rely more on local features such as feature point trajectories [16]. We employ a matting-based approach [14] initialized with feature point trajectory segmentation. We then correct possible misclassification of the playing field using playing area detection.
The core of our system is depth estimation from depth gradients; for an input 2D video, depth is inferred from our S-RGBD database.
For each frame of the examined video we preform visual search on our S-RGBD database to identify the K (=10 in our work) most similar frames. We use two main features for visual search: GIST [17] and Colour. The former favours matches with overall similar structure, while the latter favours matches with overall similar colour. For colour, we use a normalized histogram of hue values, to which we apply a binary thresholding with value 0.1 to represent only dominant colours. The final image search descriptor is the concatenation of GIST and the colour histogram.
We use the K candidate images to construct an image similar to the examined frame, which we call a matched image. The matched image provides a mapping between the candidates and the examined frame where each pixel in the examined frame is mapped to a corresponding candidate pixel. Karsch et al. [11] use a global approach for such mapping. They warp the candidates to construct images similar to the examined frame. While this approach is robust to local image artefacts, it requires strong similarity between the examined frame and the database. For instance, if the examined frame contains 4 players, the database needs to have an image with similar content. Instead, we use a local approach and construct similar images by block matching. This enables us to perform a more robust matching. For instance, we can have a good matching between two frames despite being shot from different angles, with different number of players and in different locations. This is shown in the example in
In order to construct the matching image, we first divide the examined frame into n×n blocks (portions). In all our experiments, n is set to 9 pixels. For each block of the examined frame, we compare it against all possible blocks (portions) in the K candidate images. We choose the block with the smallest Euclidean distance as the corresponding block. The candidate images are re-sized to the examined frame size. For block descriptor we use SIFT concatenated with the average RGB value of the block. SIFT descriptor is calculated on a larger patch of size 5n_5n, centered on the block center. This is to capture more representative texture. RGB values are normalized between 0-1.
Computing Depth Gradients: Given an input frame and its matched image from S-RGBD, we copy the corresponding depth gradients. We copy the first order spatial derivatives of both horizontal and vertical directions (Gx, Gy). Similar to image matching, we copy the gradients from the corresponding blocks (portions) in blocks (portions) of n×n pixels.
Poisson Reconstruction: We reconstruct the depth values from the copied depth gradients using the Poisson equation:
where G=(Gx, Gy) is the copied depth gradient and D is the depth we seek to estimate. ∇G is the divergence of G:
In the discrete domain, Eq. (1) and Eq. (2) become Eq. (3) and Eq. (4), respectively:
D(i,j+1)+D(i,j−1)−4D(i,j)+D(i+1,j)+D(i−1,j)=∇·G(i,j). (3)
∇·G(i,j)=Gx(i,j)−Gx(i,j−1)+Gy(i,j)−Gy(i−1,j). (4)
We formulate a solution in the form of Ax=b, where b=∇G, x=D, and A stores the coefficients of the Poisson equation (Eq. (3)) For an examined image of size H×W, A is a square matrix with size HW×HW, where each row corresponds to a pixel in the examined frame. Values in this row correspond to the coefficients of Eq. (3).
While the overall depth structure is captured, some artefacts are present (see the lower right corner of
Such artefacts are often generated due to inaccurate SIFT matching. For instance, in
Gradient Refinement: To reduce the errors introduced due to some incorrect block matchings, we refine depth gradients using:
This maintains low gradients while exponentially reducing large gradients which may be incorrectly estimated. α is a parameter that configures the strength of refinement. A high α can corrupt correct gradients, while a low α can allow artefacts. For all our experiments, α is set to 60.
Object Boundary Cuts: Poisson reconstruction connects a pixel to all its neighbours. This causes most object boundaries to fade, especially after gradient refinement where strong gradients, are eliminated (see
Note that Poisson reconstruction becomes erroneous if a pixel or a group of pixels are completely disconnected from the rest of the image. This can cause isolated regions to go black and/or can affect depth estimation of the entire image. Hence, it is important to keep object boundary pixels connected to the rest of the image, while ensuring that the two sides of the boundary are still, disconnected. To do so, we connect each boundary pixel to either its top or bottom pixel. If a boundary pixel is more similar to its top pixel in the query image, we connect it to the top pixel, otherwise we connect it to the bottom pixel. Thus, each boundary pixel becomes a part of its upper or lower area while keeping the two areas non accessible for each other. We also noticed that holes are frequently found inside the object masks due to segmentation errors. Applying edge detection on such masks will isolate these holes from the rest of the image. To avoid these problems, we fill such holes prior to edge detection. Note however that applying edge detection on the objects themselves will surround them by boundary pixels and hence isolate them from the background. To overcome this problem, we open each object boundary from its bottom (i.e., player legs). This allows Poisson to diffuse depth from the ground to the objects, producing a natural depth while avoiding isolations.
Smoothness: We add smoothness constraints to the Poisson reconstruction by enforcing the higher-order depth derivatives to be zero. In continuous domain we set
In the discrete domain this becomes:
12D(i,j)+D(i,j+2)−4D(i,j+1)−4D(i,j−1)+D(i,j−2)+D(i+2,j)−4D(i+1,j)−4D(i−1,j)+D(i−2,j)=0. (7)
We generate As, a smoothed version of A. We fill As with the new coefficients of Eq. (7). In order to preserve depth discontinuities around object boundaries, we apply the boundary cuts to the smoothness constraints. We then concatenate A with As and solve
instead of the original Ax=b. β configures the amount of required smoothness. Large β can cause over-smoothness while a low β can generate weak smoothness. For all experiments, we set β=0:01. Note that the effect of smoothness is different from that of gradient refinement. The latter is designed to remove sharp artefacts while keeping the rest of the image intact; smoothness adds a delicate touch to all depth textures. Using smoothness to remove sharp artefacts may cause over-smoothing. In addition, strong gradient refinement will damage essential gradients.
Creating Final Output: The estimated depth (x in Eq. (8)) is normalized between (0; 255) and combined with the query image to form the converted 2D+Depth of our query video.
We evaluate the implemented aspects of the invention which we refer to in the figures as DGC, short for Depth Gradient-based Conversion. We consider both synthetic and real sequences and we compare against ground-truth where available. We also compare against the closest system in the literature [11], which we refer to as DT (for Depth Transfer). In addition, we show the potential of applying our technique to other field sports, and the results show promising 2D-to-3D conversions for Tennis, Baseball, American Football and Field Hockey.
Note that our method has, a few parameters, which are experimentally tuned once for all sequences. Specifically, K (the number of candidate images) is set to 10, n (the block size) is set to 9, α (the gradient refinement parameter) is set to 80, and β (the smoothness parameter) is set to 0.01.
We compare our 2D-to-3D conversion technique (DGC) against several techniques.
DT: The Depth Transfer method [11] trained on its own database. Depth Transfer is the state-of-the-art data-driven 2D-to-3D conversion. Its database. MSR-V3D, contains videos captured by Microsoft Kinect, and is available online.
DT+: The Depth Transfer method trained on our synthetic database (reference database) S-RGBD. As stated in [11], Kinect 2D+Depth capture is limited to indoor environments. This plus its erroneous measurements and poor resolution limits its ability to generate a large soccer database. For rigorous comparison, we compare our technique against Depth Transfer when trained with our soccer database.
Ground-truth Depth: Ground-truth depth maps are extracted from the FIFA13 video game through PIX [4] as described in Sec. 3. This, however, is only available for synthetic data.
Original 3D: The original side-by-side 3D video captured by 3D cameras. We compare results subjectively.
Depth from Stereo: In order to objectively compare results against Original 3D footage, we use stereo correspondence [8] to approximate ground-truth depth. Note that stereo correspondence techniques are not always accurate. However, our results show that sometimes they capture the overall structure of the depth and hence could be useful for objective analysis.
Aspects of the invention have been applied to eight real test sequences: four soccer and four non-soccer. We also have one synthetic soccer sequence (referred to as Synth).
Soccer: Our real soccer sequences contain extracted clips from original 3D-shot videos. These sequences are carefully created to include four main categories: long shots, bird's eye view, medium shots and close-ups. In long shots, the camera is placed at a high position and the entire field is almost visible (
Non-soccer: Our real non-soccer sequences contain clips from Tennis, Baseball, American Football and Field Hockey. We use these sequences to assess the potential application of our method on other field sports.
Synth: We extract 120 2D+Depth synthetic frames in a similar manner to S-RGBD creation. Given the ground-truth depth, we compare our technique objectively against DT and DT+ using this synthetic sequence.
We preform objective experiments, where the experiments use aspects of the invention, on both real and synthetic sequences to measure the quality of our depth maps.
Objective analysis on real sequences is challenging due to the absence of ground-truth depth. In [11], the authors used Kinect depth as ground-truth. However, Kinect is not capable of capturing depth information in outdoor environments and hence it cannot generate ground-truth estimates for soccer matches. Instead, we follow a different approach. Given a soccer sequence shot in 3D, we use stereo correspondence [8] to approximate the ground-truth depth-map. We then compare it against the depth estimated from 2D-to-3D conversion.
In addition, we performed an experiment to investigate the importance of the synthetic database (reference database) size. First, we created a synthetic sequence using 120 frames from a wide variety of shots that, can occur in soccer matches. We examined six database sizes. 1000, 2000, 4000, 8000, 13000 and 16000 images. Results showed that up to a size of 8,000, the performance fluctuates around an MAE of 30, due to the absence of big enough data.
However, there is a boost in performance starting from 13,000 images which reduces MAE to around 20. The performance stabilizes around 16,000 images in the database. Hence, we used a database of 16,500 images in our evaluation.
We assess the 3D visual perception through several subjective experiments. We compare our technique against DT+ and the original 3D.
Setup
We conduct subjective experiments according to the ITU BT.2021 recommendations [6], which suggests three primary perceptual dimensions for 3D video assessment: picture quality, depth quality and visual (dis)comfort. Picture quality is mainly affected by encoding and/or transmission. Depth quality measures the amount of perceived depth, and visual discomfort measures any form of physiological unpleasant-ness due to 3D perception, i.e., fatigue, eye-strain, head-ache, and so on. Such discomforts often occur due to 3D artefacts, depth alteration, comfort zone violations and/or cross talk. In our experiments, we measure depth quality and visual comfort. We do not measure picture quality because we do not change any compression or encoding parameters, nor do we transmit the sequences.
Each of our test sequences has a duration between 10-15 seconds according to the ITU recommendations. We display sequences on a 55″ Philips TV-set with passive polarized glasses, in low lighting conditions. The viewing distance was around 2 m for 1920×1080 resolution videos and around 3 m for 1280×720 videos according to the ITU recommendations. Fifteen subjects took part in the subjective experiments. They were all computer science students and researchers. Their stereoscopic vision was tested prior to the experiment using static and dynamic random dot stereograms. Prior to the actual experiments, subjects went through a stabilization phase. They rated 4 sequences representative of different 3D quality, from best to worst. Those 4 sequences were not included in the actual test. This step stabilized subjects expectations and made them familiar with the rating protocol. We asked subjects to clarify all their questions and ensure their full understanding of the experimental procedure.
Evaluation of our Technique
We evaluate our 2D-to-3D conversion by measuring the average subject satisfaction when observing our converted sequences. We examine the 4 soccer and the 4 non-soccer sequences. We use the single-stimulus (SS) method of the ITU recommendations to assess depth quality and visual comfort. The sequences are shown to subjects in random order. Each sequence is 10-15 sec and is preceded by a 5 sec mid-grey field indicating the coded name of the sequence, followed by a 10 sec mid-grey field asking subjects to vote. We use the standard ITU continuous scale to rate depth quality and comfort. The depth quality labels are marked on the continuous scale, and are Excellent, Good, Fair, Poor, and Bad, while the comfort labels are Very Comfortable, Comfortable, Mildly Uncomfortable, Uncomfortable, and Extremely Uncomfortable. Subjects were asked to mark their scores on these continuous scales. We then mapped their marks to integer values between 0-100 and calculated the mean opinion score (MOS).
Comparison Against Original 3D
We compare our 2D-to-3D conversion against original 3D videos shot using stereo cameras. We use the Double Stimulus Continuous Quality Scale (DSCQS) method of the ITU recommendations for this experiment. Based on DSCQS, subjects view each pair of sequences (our created 3D and original 3D) at least twice before voting so as to assess their differences properly. The sequences are shown in random order without the subjects knowing which is original and which is converted. The subjects were asked to rate both sequences for depth quality and comfort using the standard ITU continuous scale. We then mapped their marks to integer values between 0-100 and calculated the Difference Opinion Score (=score for DGC−score for original 3D). Finally we calculated the mean of the difference opinion scores (DMOS).
A DMOS of zero implies that our converted 3D is judged the same as the original 3D, while a negative DMOS implies our 3D has a lower depth perception/comfort than the original 3D.
Comparison Against State-of-the-Art
We compare our 3D conversion against Depth Transfer DT+ [11]. As in the previous experiments, we use the DSCQS evaluation protocol and calculate DMOS for both depth quality and visual comfort. We examined the most challenging soccer sequences, close-up and medium shots. Their wide variety of camera angles, complex motion, clutter and occlusion makes them the most challenging sequences for 2D-to-3D conversion.
We measure the running time for DGC and DT+ averaged over 545 close-up frames and 1,726 non close-up frames. The spatial resolution is 960×1080 pixels. DGC takes 3.53 min/frame for close-ups and 1.86 min/frame for non close-ups. The average processing time for DT+ is 15.2 min/frame, which is slower than our technique in both close-ups and non close-ups. DGC requires more time for close-ups due to the more expensive mask creation step. As non close-ups can account for up to 95% of a soccer game [9], we can benefit from the faster non close-up processing. Nevertheless, we cannot ignore close-ups as they often contain rich depth information. Future efforts for improving computational complexity can focus on spatia-temporal multi-resolution schemes for video processing. All numbers are reported from processing on a server with six processors Intel Xeon CPU E5-2650 0 @2.00 GHz, with 8 cores, with a total of 264 GB RAM and 86 GB Cache.
Aspects of the invention provide a 2D-to-3D video conversion method, we use soccer as an example to show real time conversion using computer generated images and depth information in a reference database (synthetic 3D database). Prior methods cannot handle the wide variety of scenes and motion complexities as used in the example of soccer matches. Our method is based on transferring depth gradients from a synthetic database (reference database) and estimating depth through Poisson reconstruction. We implemented the proposed method and evaluated it using real and synthetic sequences. The results show that our method can handle a wide spectrum of video shots present, for example in soccer games, including different camera views, motion complexity, occlusion, clutter and different colours. Participants in our subjective studies rated our created 3D videos Excellent, most of the time. Experimental results also show that our method outperforms state-of-the-art objectively and subjectively, on both real and synthetic sequences.
Aspects of the invention impact the area of 2D-to-3D video conversion, and potentially 3D video processing in general. First, domain-specific conversion can provide much better results than general methods. Second, transferring depth gradient on block basis not only produces smooth natural depth, but it also reduces the size of the required reference database. Third, synthetic databases (reference databases) created from computer-generated content can easily provide large, diverse, and accurate texture and depth references for various 3D video processing applications.
Aspects of the invention can be extended in multiple directions. For example, converting videos of different sports may require creating larger synthetic databases (reference databases).
When used in this specification and claims, the terms “comprises” and “comprising” and variations thereof mean that the specified features, steps or integers are included. The terms are not to be interpreted to exclude the presence of other features, steps or components.
The features disclosed in the foregoing description, or the following claims, or the accompanying drawings, expressed in their specific forms or in terms of a means for performing the disclosed function, or a method or process for attaining the disclosed result, as appropriate, may, separately, or in any combination of such features, be utilised for realising the invention in diverse forms thereof.
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WO2017/021731 | 2/9/2017 | WO | A |
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