High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft...

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High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research
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Page 1: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

High-Quality Video View Interpolation

Larry ZitnickInteractive Visual Media Group

Microsoft Research

Page 2: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

3D video

Lumigraph Light field

Geometry centric Image centric

Warping InterpolationPolygon rendering + texture mapping

Fixed geometry

View-dependent geometry

View-dependent texture

Sprites with depth

Layered depth Image

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Current practice

Many cameras

Motion Jitter

vs.

free viewpoint video

Page 4: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Current practice

Many cameras

Motion Jitter

vs.

free viewpoint video

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Video view interpolation

Fewer cameras

Smooth Motion

Automatic

and

Real-time rendering

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System overview

OFFLINE

ONLINE

Video Capture

Stereo Compression

SelectiveDecompression

Render

File

Representation

Video Capture

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concentratorsconcentrators

hard diskshard disks controlling

laptopcontrollinglaptop

camerascamerascameras

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Calibration

Zhengyou Zhang, 2000

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Input videos

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System overview

OFFLINE

ONLINE

Video Capture

Stereo Compression

SelectiveDecompression

Render

File

Representation

Video Capture

Stereo

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Key to view interpolation: Geometry

Stereo Geometry

Camera 1 Camera 2

Image 1 Image 2

Virtual Camera

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Match ScoreMatch ScoreMatch Score Match Score

Good

Bad

Image correspondence

Correct

Image 1 Image 2

Leg

Wall

Incorrect

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Why segments?

Better delineation of boundaries.

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Why segments?

Larger support for matching.

Handle gain and offset differences without global model (Kim, Kolmogorov and Zabih, 2003.)

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Why segments?

More efficient.

786,432 pixels vs. 1000 segments

Compute disparities per segment rather than per pixel.

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Segmentation

Many methods will work:

Graph-based (Felzenszwalb and Huttenlocher, 2004)

Mean Shift (Comaniciu, et al. 2001)

Min-cut (Boykov et al. 2001)

Others…

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Segmentation: Important properties

Not too large, not too small…

As large as possible while not spanning multiple objects.

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Segmentation: Important properties

Stable Regions

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Segmentation: Our Approach

First average…

…then segment.

Anisotropic smoothing

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Segmentation: Result

Close-up

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Matching segments

Many measures will work: SSD Normalized correlation Mutual information

Depends on color balancing and image quality.

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Matching segments: Important properties

Never remove correct matches.

Remove as many false matches as possible

Use global methods to remove remaining false positives.

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Matching segments: Our approach

Create gain histogram

Good match

Bad match0.8

0.8 1.25

1.25

1

0

p

pgain

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Image 1 Image 2

Local matching

Low textureLow texture

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Number of states = number of depth levels

Image 2Image 1

Global regularization

Create MRF (Markov Random Field):

A F

E

DC

B

Each segment is a node

P Q R

S T

U

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Global regularization

Disparity Images

Likelihood (data term)

Prior (regularization term)

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Image 2Image 1

Global regularization

A F

E

DC

B

colorA ≈ colorB → zA ≈ zB

P Q R

S T

U

Page 28: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Global regularization

i iSk knl

kliliki ddΝDP 2,;

Variance – % of border and similarity of colorNormal distribution

A F

E

DC

B

A F

E

DC

B

A F

E

DC

B

Disparity Disparity Disparity

Page 29: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Multiple disparity maps

Compute a disparity map for each image.

We want the disparity maps to be consistent across images…

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Image 2Image 1

Consistent disparities

A F

E

DC

B

zA ≈ zP, zQ, zS

P Q R

S T

U

A

A

Page 31: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Consistent disparities

Disparities dependent on neighboring disparities.

Likelihood includes neighboring disparities.

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Consistent disparities

if not occluded

if occluded

Use original data term if not occluded.

Bias disparities to lie behind known surfaces when occluded.

Page 33: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Is the segment occluded?

Not occludedOccluded

Ii

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If occluded…

Occluded

Disparity

Ii

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Iteratively solve MRF

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Depth through time

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MattingInterpolated view without matting

Background Surface

Foreground Surface

Camera

Foreground Alpha

Background

Bayesian MattingChuang et al. 2001

Strip Width

Background

Foreground

Page 38: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Rendering with matting

MattingNo Matting

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System overview

OFFLINE

ONLINE

Video Capture

Stereo Compression

SelectiveDecompression

Render

File

RepresentationStereo Representation

Page 40: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Representation

Main Layer:

Color

Depth

Main

Boundary

Boundary Layer:

Color

Depth

Alpha

Background

ForegroundStrip Width

Page 41: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

System overview

OFFLINE

ONLINE

Video Capture

Stereo Compression

SelectiveDecompression

Render

File

RepresentationRepresentation Compression

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Time = 0 Time = 1

Camera 1

Camera 2

Camera 3

Camera 4

Compression

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Time = 0 Time = 1

Camera 1

Camera 2

Camera 3

Camera 4

TemporalPrediction

Compression

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Time = 0 Time = 1

Camera 1

Camera 2

Camera 3

Camera 4

SpatialPrediction

Compression

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Spatial prediction

Depth and Texture

ReferenceCamera

PredictedCamera

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ReferenceCamera

PredictedCamera

Depth and Texture

Warped

Spatial prediction

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Error Signal

ReferenceCamera

PredictedCamera

Warped Depth and Texture

Spatial prediction

_

+

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Reconstructed (after error signal is added)

ReferenceCamera

PredictedCamera

Warped Depth and Texture

Spatial prediction

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Boundary layer coding

Depth Color Texture Alpha Matte

Color

Depth

Alpha

Use our own shape coding method similar to MPEG-4Use our own shape coding method similar to MPEG-4

Page 51: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

System overview

OFFLINE

ONLINE

Video Capture

Stereo Compression

SelectiveDecompression

Render

File

Representation

SelectiveDecompression

Render

Compression

File

Page 52: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Rendering

Source Cameras

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ProjectMain Layer

ProjectBoundary Layer

Composite

ProjectMain Layer

ProjectBoundary Layer

Rendering

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ProjectedVideo of background

depth

Video of background

color

Depth Color

GPU

Vertex Shader Pixel ShaderPosition,Texture Coord

Rendering the main layer (Step 1)

Z-Buffer

Color Buffer

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Page 57: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Main Layer Depth

Projected

GPU

Pixel Shader

CPU

Generate Erase Mesh

Rendering the main layer (Step 2)

Color Buffer

Z-Buffer

Locate Depth Discontinuities

Page 58: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

GPU

Compositing

CPU

Generate Boundary Mesh

Boundary Depth

Boundary RGBA

Rendering boundary layerProjected Main Layer

Vertex Colors Color Buffer

Z-Buffer

Projected

Page 59: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Graphics for Vision

Use the GPU for vision.

Real-time stereo – (Yang and Pollefeys, CVPR 03)

Page 60: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

ProjectMain Layer

ProjectBoundary Layer

Composite

ProjectMain Layer

ProjectBoundary Layer

Rendering

Page 61: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

GPU

Pixel Shader

Camera 1 Camera 2

Final Result

Final composite

Weights based on proximity to virtual viewpoint

Compositing views

Page 62: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

DEMO

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“Massive Arabesque” videoclip

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Future work

Mesh simplification More complicated scenes Temporal interpolation (use optical flow) Wider range of virtual motion 2D grid of cameras

Page 65: High-Quality Video View Interpolation Larry Zitnick Interactive Visual Media Group Microsoft Research.

Summary

Sparse camera configuration High-quality depth recovery Automatic matting New two-layer representation Inter-camera compression Real-time rendering