A GPU-Enabled Real-Time Framework for Compressing and Rendering Volumetric Videos

被引:2
|
作者
Yu, Dongxiao [1 ]
Chen, Ruopeng [1 ]
Li, Xin [1 ]
Xiao, Mengbai [1 ]
Zhang, Guanghui [1 ]
Liu, Yao [2 ]
机构
[1] Shandong Univ, Sch Comp Sci & Technol, Qingdao 266237, Shandong, Peoples R China
[2] Rutgers State Univ, Sch Engn, Dept Elect & Comp Engn, New Brunswick, NJ 08854 USA
基金
中国国家自然科学基金;
关键词
Volumetric video; point cloud compression; ATTRIBUTE COMPRESSION; POINT;
D O I
10.1109/TC.2023.3343104
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Nowadays, volumetric videos have emerged as an attractive multimedia application providing highly immersive watching experiences since viewers could adjust their viewports at 6 degrees-of-freedom. However, the point cloud frames composing the video are prohibitively large, and effective compression techniques should be developed. There are two classes of compression methods. One suggests exploiting the conventional video codecs (2D-based methods) and the other proposes to compress the points in 3D space directly (3D-based methods). Though the 3D-based methods feature fast coding speeds, their compression ratios are low since the failure of leveraging inter-frame redundancy. To resolve this problem, we design a patch-wise compression framework working in the 3D space. Specifically, we search rigid moves of patches via the iterative closest point algorithm and construct a common geometric structure, which is followed by color compensation. We implement our decoder on a GPU platform so that real-time decoding and rendering are realized. We compare our method with GROOT, the state-of-the-art 3D-based compression method, and it reduces the bitrate by up to 5.98$\times$x. Moreover, by trimming invisible content, our scheme achieves comparable bandwidth demand of V-PCC, the representative 2D-based method, in FoV-adaptive streaming.
引用
收藏
页码:789 / 800
页数:12
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