depth coding based on depth-texture motion and structure ... › ~eczhu › file › j-1.pdf ·...

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1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information. This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology IEEE Transactions on Circuits and Systems for Video Technology 1 AbstractThis paper addresses high performance depth coding in 3D video by making good use of its coded texture video counterpart. The relationship between the depth and its associated texture video in terms of coding mode and motion vector is carefully examined. Our statistical study suggests that the skip coding mode and its associated motion vectors in the coded texture can be shared for depth coding by saving bit rate at the cost of little increase of distortion, which subsequently results in a non-sequential coding of the depth map. In this sense, coding/prediction of a block can be performed by utilizing the skip-coded blocks below and right which are not available in the conventional sequential coding, thus producing the so-called omnidirectionally predicted blocks (OD-Blocks) in the intra-coding by making the best use of (at most) four neighboring blocks. Moreover, in view of the depth-texture structure similarity, a depth-texture cooperative clustering (DTCC) based prediction method is proposed for cluster-based depth prediction in the intra-coding, which exploits the structure similarity for the current coding block and its neighboring pixels around the block. On the other hand, some large prediction errors may be present for the depth-texture misaligned pixels, which may greatly compromise the coding performance. To deal with these large residuals induced by the depth-texture misalignment, a simple yet effective detection and rectification approach is incorporated in the proposed depth coding scheme. Experimental results show that our proposed depth coding scheme achieves superior rate-distortion performance compared with other relevant coding methods. Index TermsDepth coding, 3D video, prediction, intra coding, depth-texture misalignment Manuscript received August 18, 2013; revised March 11, 2014, May 13, 2014, and June 12, 2014; accepted June 17, 2014. Date of publication June, 2014. This work was supported in part by the Natural Science Foundation of China under Grants 61228102, 60932007, and 61271324, Natural Science Foundation of Tianjin under Grant 12JCYBJC10400, and Ph.D. Programs Foundation of Ministry of Education of China under Grant 20130182110010. Copyright (c) 2014 IEEE. Personal use of this material is permitted. However, permission to use this material for any other purposes must be obtained from the IEEE by sending an email to [email protected]. (Corresponding author: C. Zhu) J. Lei is with the School of Electronic Information Engineering, Tianjin University, Tianjin 300072 China, and also with the Department of Electrical Engineering, University of Washington, Seattle, WA 98195, USA (e-mail: [email protected]). S. Li and C. Hou are with the School of Electronic Information Engineering, Tianjin University, Tianjin 300072 China (e-mail: [email protected], [email protected]). C. Zhu is with the School of Electronic Engineering, University of Electronic Science and Technology of China, Chengdu 611731, China (e-mail:[email protected]). M.-T. Sun is with the Department of Electrical Engineering, University of Washington, Seattle, WA 98195 USA (e-mail: [email protected]). I. INTRODUCTION ITH the increasing desire for realistic media and the rapid development of computer graphics, computer vision, and multimedia technology, 3D video has made great progresses in the last few decades [1, 2]. Advances in multiview video technology have accelerated the development of new applications, such as three dimensional television (3DTV) [3] and free viewpoint television (FTV) [4]. To facilitate 3D rendering, the depth map has been introduced and widely used. A depth map is composed of depth samples, with each sample indicating the relative distance from an object in the 3D space to the camera plane. Each depth sample is represented by an 8 bit value corresponding to a pixel in the video frame [5]. Virtual views can be rendered with the depth image-based rendering (DIBR) technique [6, 7]. With the introduction of depth maps in the 3D video, depth maps need to be coded and transmitted in addition to the texture videos. The Moving Picture Experts Group (MPEG) has explored technologies related to the Multiview Video plus Depth (MVD) format for several years. In March 2011, MPEG issued a Call for Proposals (CfP) for 3D video coding technology [8]. Since July 2012, the Joint Collaborative Team on 3D Video Coding (JCT-3V) has initiated two parallel H.264/AVC-based MVD coding developments, MVC+D and 3D-AVC. MVC+D [9, 10], as an MVC (Multiview Video Coding) extension for the inclusion of depth maps, specifies the encapsulation of MVC-coded texture and depth views into a single bitstream. The MVC+D specification was finalized in January 2013. Since the coding technology for texture and depth videos is identical to MVC, MVC+D is backward-compatible with MVC. On the other hand, 3D-AVC [11, 12], as a multiview video and depth extension of H.264/AVC, exploits the correlation between texture and depth, and includes several coding tools that improve the compression efficiency over MVC+D. The 3D-AVC specification was finalized in October 2013. The depth map coding techniques in the literature can be classified into two categories depending on the relationship with the corresponding texture video: independent coding and texture-assisted depth coding. Independent depth coding techniques utilize the features of the depth maps which exhibit different characteristics from the conventional images, such as a large portion of smooth areas separated by sharp edges. Depth Coding Based on Depth-Texture Motion and Structure Similarities Jianjun Lei, Member, IEEE, Shuai Li, Ce Zhu, Senior Member, IEEE, Ming-Ting Sun, Fellow, IEEE, and Chunping Hou W

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Page 1: Depth Coding Based on Depth-Texture Motion and Structure ... › ~eczhu › FILE › J-1.pdf · multiview video technology have accelerated the development of new applications, such

1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. Seehttp://www.ieee.org/publications_standards/publications/rights/index.html for more information.

This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

1

Abstract—This paper addresses high performance depth

coding in 3D video by making good use of its coded texture video

counterpart. The relationship between the depth and its

associated texture video in terms of coding mode and motion

vector is carefully examined. Our statistical study suggests that

the skip coding mode and its associated motion vectors in the

coded texture can be shared for depth coding by saving bit rate at

the cost of little increase of distortion, which subsequently results

in a non-sequential coding of the depth map. In this sense,

coding/prediction of a block can be performed by utilizing the

skip-coded blocks below and right which are not available in the

conventional sequential coding, thus producing the so-called

omnidirectionally predicted blocks (OD-Blocks) in the

intra-coding by making the best use of (at most) four neighboring

blocks. Moreover, in view of the depth-texture structure

similarity, a depth-texture cooperative clustering (DTCC) based

prediction method is proposed for cluster-based depth prediction

in the intra-coding, which exploits the structure similarity for the

current coding block and its neighboring pixels around the block.

On the other hand, some large prediction errors may be present

for the depth-texture misaligned pixels, which may greatly

compromise the coding performance. To deal with these large

residuals induced by the depth-texture misalignment, a simple yet

effective detection and rectification approach is incorporated in

the proposed depth coding scheme. Experimental results show

that our proposed depth coding scheme achieves superior

rate-distortion performance compared with other relevant coding

methods.

Index Terms—Depth coding, 3D video, prediction, intra coding,

depth-texture misalignment

Manuscript received August 18, 2013; revised March 11, 2014, May 13,

2014, and June 12, 2014; accepted June 17, 2014. Date of publication June,

2014. This work was supported in part by the Natural Science Foundation of

China under Grants 61228102, 60932007, and 61271324, Natural Science

Foundation of Tianjin under Grant 12JCYBJC10400, and Ph.D. Programs

Foundation of Ministry of Education of China under Grant 20130182110010.

Copyright (c) 2014 IEEE. Personal use of this material is permitted. However,

permission to use this material for any other purposes must be obtained from

the IEEE by sending an email to [email protected]. (Corresponding

author: C. Zhu)

J. Lei is with the School of Electronic Information Engineering, Tianjin

University, Tianjin 300072 China, and also with the Department of Electrical

Engineering, University of Washington, Seattle, WA 98195, USA (e-mail:

[email protected]).

S. Li and C. Hou are with the School of Electronic Information Engineering,

Tianjin University, Tianjin 300072 China (e-mail: [email protected],

[email protected]).

C. Zhu is with the School of Electronic Engineering, University of

Electronic Science and Technology of China, Chengdu 611731, China

(e-mail:[email protected]).

M.-T. Sun is with the Department of Electrical Engineering, University of

Washington, Seattle, WA 98195 USA (e-mail: [email protected]).

I. INTRODUCTION

ITH the increasing desire for realistic media and the

rapid development of computer graphics, computer

vision, and multimedia technology, 3D video has made great

progresses in the last few decades [1, 2]. Advances in

multiview video technology have accelerated the development

of new applications, such as three dimensional television

(3DTV) [3] and free viewpoint television (FTV) [4]. To

facilitate 3D rendering, the depth map has been introduced and

widely used. A depth map is composed of depth samples, with

each sample indicating the relative distance from an object in

the 3D space to the camera plane. Each depth sample is

represented by an 8 bit value corresponding to a pixel in the

video frame [5]. Virtual views can be rendered with the depth

image-based rendering (DIBR) technique [6, 7]. With the

introduction of depth maps in the 3D video, depth maps need to

be coded and transmitted in addition to the texture videos.

The Moving Picture Experts Group (MPEG) has explored

technologies related to the Multiview Video plus Depth (MVD)

format for several years. In March 2011, MPEG issued a Call

for Proposals (CfP) for 3D video coding technology [8]. Since

July 2012, the Joint Collaborative Team on 3D Video Coding

(JCT-3V) has initiated two parallel H.264/AVC-based MVD

coding developments, MVC+D and 3D-AVC. MVC+D [9, 10],

as an MVC (Multiview Video Coding) extension for the

inclusion of depth maps, specifies the encapsulation of

MVC-coded texture and depth views into a single bitstream.

The MVC+D specification was finalized in January 2013.

Since the coding technology for texture and depth videos is

identical to MVC, MVC+D is backward-compatible with

MVC. On the other hand, 3D-AVC [11, 12], as a multiview

video and depth extension of H.264/AVC, exploits the

correlation between texture and depth, and includes several

coding tools that improve the compression efficiency over

MVC+D. The 3D-AVC specification was finalized in October

2013.

The depth map coding techniques in the literature can be

classified into two categories depending on the relationship

with the corresponding texture video: independent coding and

texture-assisted depth coding. Independent depth coding

techniques utilize the features of the depth maps which exhibit

different characteristics from the conventional images, such as

a large portion of smooth areas separated by sharp edges.

Depth Coding Based on Depth-Texture Motion

and Structure Similarities

Jianjun Lei, Member, IEEE, Shuai Li, Ce Zhu, Senior Member, IEEE, Ming-Ting Sun, Fellow, IEEE,

and Chunping Hou

W

Page 2: Depth Coding Based on Depth-Texture Motion and Structure ... › ~eczhu › FILE › J-1.pdf · multiview video technology have accelerated the development of new applications, such

1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. Seehttp://www.ieee.org/publications_standards/publications/rights/index.html for more information.

This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

2

Merkle et al. [13, 14] proposed a platelet-based coding method

that first divides the depth image into blocks of variable size

employing the quadtree decomposition, and then approximates

each block with one of the predefined piecewise polynomial

modeling functions. In this way, a region of gradually changing

depth can be represented efficiently with a single linear

function. However, their method cannot efficiently deal with

the blocks that sit on relatively complex object boundaries. In

[15], Kang et al. proposed an adaptive geometry based intra

prediction method for depth coding. Their method utilizes the

information from the neighboring blocks to partition the

current block, and each region of the block is then

independently predicted. While saving the cost for the partition

representation compared with their previous work in [16], the

method also cannot efficiently deal with relatively complex

edges in the depth block. In [17] and [18], a depth map coding

scheme is proposed to achieve high scalability by using

breakpoints to represent the geometry information. Oh et al.

[19] proposed a depth intra skip prediction (DISP) method to

skip the coding of the residual data in the Intra 16*16 mode

with the prediction direction estimated from the neighboring

blocks. In [20] and [21], an edge-aware intra prediction and an

edge-adaptive transform (EAT) are used to code the edge

blocks with an extra edge map. In [22], an edge prediction

scheme is devised to code the edge map, and a sub-block

motion prediction method is utilized to enhance the inter-frame

coding efficiency. A plane segmentation based intra prediction

(PSIP) method is proposed in [23] to efficiently code a

prediction map instead of an edge map. In [24], Milani et al.

proposed a depth image coder based on progressive silhouettes

with a mask map coded with the JBIG binary coder. While such

approaches improve the efficiency in the depth coding process,

overhead bits are required to represent the edge map, which in

turn reduces the overall coding efficiency.

The texture-assisted depth coding techniques make use of

the corresponding texture information to enhance the depth

coding efficiency. Based on the information used in the depth

coding, the texture-assisted depth coding techniques can be

further divided into two types, motion-sharing (based on

temporal similarity) and structure-sharing (based on spatial

similarity). The motion-sharing based depth coding takes

advantage of the motion similarity between texture and depth

by assuming the texture motion vector as a possible motion

vector candidate in the coding of the depth map sequence.

Grewntsch et al. [25] and Oh et al. [26] studied the similarity of

motion vectors between the texture and depth sequences in

terms of the correlation coefficient and the average distance.

They both considered using all the motion vectors of different

modes in the texture video as candidate motion vectors, for the

depth map coding. A joint motion estimation process is used in

[27] to estimate the common motion vectors for the texture

video and the depth video by taking both of their distortions

into consideration. An inside view motion prediction (IVMP)

method is proposed in [28] to take advantage of the motion

vectors of the texture video to predict those of the depth video.

In [29], the skip mode in depth coding is automatically selected

whenever the skip mode is adopted in the texture, thus leading

to a reduction in both coding bitrate and coding complexity.

Likewise, in [30], Lee et al. proposed a coding scheme to skip

selected blocks of the depth map based on the temporal and

inter-view correlations of texture images. Although these

schemes can reduce the coding complexity by skipping the

coding of selected blocks, the subsequent coding in these

schemes does not use other available information to further

improve the coding efficiency.

The second type of texture-assisted depth coding techniques

is the structure-sharing based depth coding. This method

exploits the structure similarity between texture and depth to

form a better prediction for depth coding. Milani et al. [31]

presented a depth coding scheme by exploiting the

segmentation information of the corresponding texture image

to predict the shape of the different surfaces in the depth map.

Like the piecewise functions in [13], each of the segmentations

in [31] is approximated with a parameterized plane. The

complex regions of the depth map are still coded using

conventional coding methods. In this way, the blocks with

complex edges do not need to be further separated into smaller

regions, thus leading to higher efficiency. However, there is no

improvement for the complex regions. In [32], a sparse dyadic

(SD) mode, together with a refinement procedure, is used to

recover the edges of a depth block by utilizing the information

from the corresponding texture block. An SD mode is

determined first, and then the refinement procedure, which

employs the corresponding texture information, segments the

block into two partitions. Each partition is then predicted from

neighboring pixels. The information used for the segmentation

and the prediction is acquired separately which may corrupt the

prediction for the block. With the corresponding texture video

available, there are some works [29, 33-36] targeting at the

view synthesis distortion optimized mode selection for depth

coding. In [33], a synthesized view distortion metric is used to

measure the distortion of the synthesized view with the coded

depth block. In [29, 34-36], view synthesis distortion models

are proposed to facilitate the bit allocation and the

rate-distortion optimization. Such methods emphasize the

distortion metric for depth coding instead of coding techniques.

The above structure-sharing based depth coding methods

take advantage of the structure similarity between depth and

texture to enhance the coding efficiency. However, the edge of

the depth map is generally not well aligned with the texture

edge [7, 37] due to the limitation of the depth generation

techniques. Taking the most popular stereo matching algorithm

for example, the generated depth values around the object

boundaries are generally inaccurate due to the occlusion of

background or similarities of textures. Without any regulation

of the depth edges, large prediction errors may occur along the

edges in the structure-sharing depth coding. Therefore, for

block-based depth coding, a rectification procedure is needed

before the coding of the residuals.

To make full use of the similarities of motion and structure, a

Page 3: Depth Coding Based on Depth-Texture Motion and Structure ... › ~eczhu › FILE › J-1.pdf · multiview video technology have accelerated the development of new applications, such

1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. Seehttp://www.ieee.org/publications_standards/publications/rights/index.html for more information.

This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

3

new framework is proposed in this paper for depth coding. The

contributions of this paper are summarized as follows: 1)

Based on the statistics, we propose to use the skip mode and its

motion vector from the corresponding texture block to code the

depth block. We also present statistics to justify the proposed

approach; 2) We propose omnidirectional blocks which can be

predicted better from the neighboring blocks; 3) We propose a

depth-texture cooperative clustering (DTCC) based prediction

method, which can give better predictions; 4) We propose a

method which can detect and rectify misalignments between

depth and texture edges to give better coding and virtual view

synthesis results. Simulation results demonstrate the

effectiveness of our proposed approaches.

The rest of this paper is organized as follows. In Section 2,

new observations and analyses of the similarity between the

depth and texture video are shown. In Section 3, the framework

of our proposed coding scheme is presented based on these

new observations. Section 4 introduces the proposed weighted

averaging based omnidirectional prediction method for the

omnidirectional blocks. Section 5 explains the proposed

depth-texture cooperative clustering based prediction method.

The detection and rectification technique for the misalignment

between depth and texture is described in Section 6. Section 7

presents the experimental results. Finally, this paper is

concluded in Section 8.

II. NEW OBSERVATIONS ON DEPTH-TEXTURE SIMILARITIES

Depth and the corresponding texture video both represent

the same scene: the depth map sequence captures the 3D

structure of a scene and depicts the surface of the objects, while

the corresponding texture video represents the texture intensity

of the objects. Therefore, motion and structure similarities

exist between depth and texture videos.

A. Motion similarity

In the block-based video coding schemes, coding modes,

which indicate the prediction mode and the size of the

prediction units, reflect the structure of the video content to a

certain degree. Inter modes, along with the corresponding

motion vectors adopted by depth and texture coding, are

similar to each other given the motion similarity between depth

and texture videos. Intra modes, however, are not really similar

between depth and texture coding due to the different

characteristics of the depth and texture videos. To measure the

motion similarity between depth and texture videos, we

measure the mode similarity and then the motion vector

similarity for each coding mode since the motion vector is

derived on the basis of the mode.

1) Coding mode similarity

The percentage of the modes adopted in the depth and the

corresponding texture video are shown in Fig. 1. In the figure,

the results for four different QP (Quantization Parameter)

values for texture and depth coding, respectively, as suggested

in [38], are shown. From the figure, two conclusions can be

obtained: first, most of the blocks are coded with the skip mode

both in depth and texture videos. Second, the number of intra

modes adopted in the depth video is much greater than that

adopted in the texture video, which proves our statement in the

previous paragraph about the significant differences of the intra

modes between depth and texture.

Moreover, from the coding perspective it can be seen that

intra modes in the depth coding are more important than that in

the texture video coding. Therefore, a more efficient approach

for intra mode for depth coding is needed.

(a) (b)

(c) (d)

(e) (f)

(g) (h)

Fig.1. Mode distribution of texture and depth video when QP values for the

texture video equal to 26, 31, 36 and 41, respectively, while QP values for the

depth video equal to 30, 35, 40 and 45, respectively. Ten sequences (two views

for each sequence), Ballet (100 frames), Breakdancers (100 frames),

Lovebird1 (100 frames), Balloons (300 frames), Kendo (300 frames),

Newspaper (300 frames), Champagne_tower (300 frames), Poznan_Hall2

(200 frames), Poznan_Street (250 frames) and Undo_dancer (250 frames),

are used to derive the above figures and the figures in the following. The

H.264/AVC JM version 18.2, is used as the codec with the IPPP… coding

structure. Similar results can be obtained with other sequences and coding

structures.

Fig. 2 further shows the mode distribution of the depth

blocks where the corresponding texture blocks are coded with

the skip mode. It can be seen that, for different QP values, most

of the blocks which adopt the skip mode in the texture video are

still coded with the skip mode in the depth video, while the

remaining blocks are mostly coded with the Intra16 mode. In

Page 4: Depth Coding Based on Depth-Texture Motion and Structure ... › ~eczhu › FILE › J-1.pdf · multiview video technology have accelerated the development of new applications, such

1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. Seehttp://www.ieee.org/publications_standards/publications/rights/index.html for more information.

This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

4

Fig. 3, the blocks with white edges represent the depth blocks

coded with the Intra16 mode while the corresponding texture

blocks are also coded with the skip mode. From the figure, we

can see that the blocks coded with Intra16 mode are mainly on

smooth surfaces. In [29], Kim et al. noted that the depth

information of the smooth regions is very likely to be noisy due

to the lack of features to perform stereo matching, therefore it

would be inefficient to spend more bits for the thorough coding

of such smooth regions. To solve such problems and enhance

the temporal consistency in the smooth regions, the skip mode

from the texture video is ‗forced‘ in depth coding. It needs to be

noted that the skip mode is just a mode signaling that the

motion vectors and residual block after prediction will not be

coded. The motion vectors of the skip mode will be derived

from the neighboring blocks in the decoder side. Therefore, for

the block at the same location coded with the skip mode in the

depth and texture videos, the motion vectors may not be the

same. Since motion vectors are derived on the basis of the

mode, the motion vector similarity of each mode is further

investigated in the following.

Fig. 2. Mode distribution percentage of the depth blocks which corresponding

blocks in texture video are coded with the skip mode. The QP pairs for texture

and depth are set to (26, 30), (31, 35), (36, 40) and (41, 45), respectively.

Fig. 3. Illustration of the blocks coded with I16MB mode in depth when

the corresponding texture blocks are coded with the skip mode.

2) Motion vector similarity

The motion vector in block-based coding indicates the

displacement of the reference block from the current block, by

minimizing a matching criterion such as SAD (Sum of

Absolute Difference). When an object moves, besides the

location changes, the depth may also change to a very different

value. Since the motion estimation process is basically a

pattern matching process, motion vectors in a texture frame and

the corresponding depth frame indicate reference blocks with

similar texture and depth values, respectively. Thus, the motion

vectors for the depth and the texture videos may differ from

each other in the same frame.

For a depth block, if we do not perform motion estimation to

find its motion vector, but reusing the corresponding MV from

the texture signal as its motion vector, the prediction residual

(or the SAD) could increase. Fig. 4 shows the SAD increase

introduced by using the motion vectors from the corresponding

texture blocks for different modes. It can be seen that the

increase of the prediction residual of the skip mode is almost

negligible. Therefore, for the skip mode, the motion vectors of

the texture blocks can be used for coding the corresponding

depth blocks. Since the motion vectors point to reference

depth blocks in the previously decoded depth frames, and the

motion vectors of the neighboring texture blocks are available

at both the encoder and the decoder, the skip blocks in the

depth frame can be encoded and decoded first. Therefore,

before encoding or decoding a depth block, the neighboring

skipped depth blocks can be available for prediction or

reconstruction at the encoder and the decoder.

Fig. 5 demonstrates an example of coding results of the

depth blocks. Blocks with black color at the left and upper

edges are the skipped blocks (S-Blocks) which are first coded

by using the skip mode and the corresponding motion vectors

from the corresponding texture blocks. The blocks with white

color at the left and upper edges are the omnidirectional blocks

(OD-Blocks) which are blocks with skipped blocks existing

below or to the right, and the rest of the blocks with blue color

at the left and upper edges are the normal blocks (N-Blocks). In

this specific figure, there are 1566 S-Blocks (about 50.98%),

795 OD-Blocks (about 25.88%), and 711 N-Blocks (about

23.14%). It is clear that most of the blocks are S-Blocks which

can be coded efficiently. For the remaining blocks, about

52.79% are OD-Blocks which can be predicted more

accurately as will be discussed in the later sections.

Fig. 4. The increase of SAD for different modes by sharing the motion vectors

from the texture video, when the QP pairs for texture and depth are set to (26,

30), (31, 35) , (36, 40) and (41, 45), respectively.

Fig. 5. Depth block coding results after sharing the skip mode and motion

vectors from the corresponding texture block. Blocks in black, white, and blue

at the left and upper edges represent the S-Blocks, OD-Blocks, and N-Blocks,

respectively.

Page 5: Depth Coding Based on Depth-Texture Motion and Structure ... › ~eczhu › FILE › J-1.pdf · multiview video technology have accelerated the development of new applications, such

1051-8215 (c) 2013 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. Seehttp://www.ieee.org/publications_standards/publications/rights/index.html for more information.

This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

5

B. Structure similarity

As the depth map represents the distance instead of the

intensity of the object, it is composed of smooth areas bounded

by sharp edges [13, 14, 24, 39, 40]. Each region can be

regarded as an independent object. Considering that the texture

image represents the same scene consisting of all the objects as

the depth map, a region-based or object-based structure

similarity can be expected between depth and texture videos.

However, misalignment along the edges [7, 37] exists

between the depth and texture videos due to the limitation of

depth map generation or capture techniques. Given that the

depth map is used to render virtual views with the texture

image, the misaligned pixels along the edges of the depth map

need to be revised before synthesizing the view in the decoder

side. Fig. 6 shows the edge of the depth map and the texture

image using the Canny edge detector [41], and the

corresponding misalignment between the depth map and the

texture image when the texture edge is chosen as the trusted

reference. From the figures, it can be seen that the

misalignment is mainly one or two pixels around the depth

edge. To deal with the misalignment between the texture and

the depth maps, we propose a rectification technique which can

be efficiently incorporated into the block-based coding process

while maximizing the coding efficiency as will be discussed in

Section VI.

(a) Edges of texture image (b) Edges of depth map

(c) Misalignment between (a) and (b)

Fig. 6. Edges of texture and depth images and the misalignment along the

edges (each edge pixel is marked with ―+‖ for better illustration): (a) and (b)

show the Canny edge detection results in texture and depth, respectively (the

high and low threshold are set as 0.1 and 0.04); (c) illustrates the texture-depth

misalignment with respect to their common edges.

III. OVERVIEW OF THE FRAMEWORK OF THE PROPOSED

CODING SCHEME BASED ON THE NEW OBSERVATIONS

From the analysis of the motion similarity presented in the

previous section, it is known that a large proportion of blocks

are coded with the skip mode both in the depth and the texture

videos, and the distortion introduced by sharing the motion

vectors of the skip mode is negligible. Therefore, the skip

mode and its corresponding motion vectors from the texture

video can both be used in depth coding. With the

corresponding texture coding information, these blocks can be

coded first with the skip mode and the corresponding motion

vectors, which can be decoded in the same way at the decoder

side.

With information from below and/or to the right of the

OD-Blocks (which are the blocks with skipped blocks existing

below and/or to the right) available for prediction, new

predicting techniques with higher prediction accuracy can be

designed. Due to the characteristics of the depth frame which

has a large portion of smooth regions with sharp edges, we

further classify the OD-Blocks into two types, edge OD-Blocks

(OD-Blocks with edges in the blocks) and non-edge

OD-Blocks (OD-Blocks without edges in the blocks), in order

to implement different methods according to their different

characteristics. In this paper, a simple weighted averaging

based omnidirectional (WA-OD) prediction mode is added for

non-edge OD-Blocks to exploit the information from all

available directions (the Canny edge detector is used to derive

the edges for the depth map). This mode can more efficiently

predict the blocks with gradual changes.

Yes

No

Skip mode and

MV inheriting

Texture

Depth

N-Blocks

with edge

Conventional

modes

OD-BLocks

with edge

Mode

decision

WA-OD

mode

DTCC

mode

Detection and rectification of misalignment

OD-BLocks

without edgeS-Blocks

Skip

mode?

Fig. 7. A block diagram of the proposed depth coding scheme. The shaded

blocks indicate the new approaches proposed in the paper.

In order to obtain a higher coding efficiency for the blocks

with sharp edges, each region within the edge block needs to be

predicted separately. Given our previous analysis about the

depth-texture region-based structure similarity, a region-based

prediction method can be implemented with the aid of the

texture image. To keep the algorithm compatible with the

current block-based coding framework, the segmentation and

the prediction processes used in the region-based prediction

method both need to be implemented on the basis of the blocks,

and the computation needs to be as simple as possible. In this

paper, a depth-texture cooperative clustering (DTCC) based

prediction mode is proposed and incorporated in the proposed

coding scheme. This mode is available for both the OD-Blocks

and the N-Blocks. Due to the misalignment between depth and

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6

texture edges, large residuals may occur along the edges after

the prediction. Therefore, a simple yet effective detection and

rectification technique is developed to deal with the

misalignment between the depth map and the texture image.

The structure of the proposed coding scheme is summarized

in Fig. 7. It needs to be noted that with some adjustments, the

proposed methods can be adapted to other coding schemes. In

addition, since both the WA-OD prediction method and the

DTCC based prediction method only utilize the information

from the current depth frame and the corresponding texture

frame, they can be incorporated as additional intra modes in the

coding process. The proposed WA-OD mode, DTCC mode,

and the detection and rectification of misalignments will be

explained in section IV, V, and VI, respectively.

IV. WEIGHTED AVERAGING BASED OMNIDIRECTIONAL

PREDICTION

In this section, a weighted averaging based omnidirectional

(WA-OD) prediction mode is proposed for the OD-Blocks to

exploit more information from the available neighboring

blocks in all directions. For the OD-Blocks, more neighboring

blocks are available for prediction, not only above and to the

left of the OD-Block, but also below and/or to the right of them.

Information to the right of or below the OD-Blocks can

improve the accuracy of the prediction. However, in

conventional video coding methods, this information cannot be

exploited. The proposed weighted averaging based

omnidirectional prediction method is shown in Fig. 8. Fig. 8 (a)

is for the OD-Blocks where neighboring blocks are available

for prediction, not only from above and left, but also below and

right, while Fig. 10 (b) represents the OD-Blocks where the

neighboring blocks available for prediction are from above,

left, and below, Fig. 10 (c) represents the neighboring blocks

from above, left, and right. We take the first case as an example

to explain the proposed WA-OD method. The prediction value

for each pixel of the block can be obtained from the four

neighboring pixels with the weighted averaging method. The

weights used for prediction is determined based on the bilinear

interpolation (i.e., the weights are inversely proportional to the

distances) as shown in Eq. (1):

1( , ) ( ) * ( ) *

2 2

1 ( ) * ( ) * ;

2 2

1, 2 , . . . ; 1, 2 , . . . ;

M j jp v a lu e i j U i D i

M N M N

N i iL j R j

M N M N

i M j N

(1)

where ( , )p va lu e i j represents the prediction value for the

pixel located at ( , )i j , and U , D , L , and R represent the

values of the neighboring pixels from above, below, left, and

right of the block, respectively.

M and N represent the size of

the block. The WA-OD method takes advantage of the pixel

information from all neighboring blocks available for

prediction. This method is suitable for the prediction of the

region with gradual depth changes.

U(2) U(3)

L(1)

L(3)

L(2)

U(4)

L(4)

D(3)D(2)D(1) D(4)

R(2)

R(1)

R(3)

R(4)

U(1)

U(2) U(3)

L(1)

L(3)

L(2)

U(4)

L(4)

D(3)D(2)D(1) D(4)

U(1)

(a) (b)

U(2) U(3)

L(1)

L(3)

L(2)

U(4)

L(4)

R(2)

R(1)

R(3)

R(4)

U(1)

(c)

Fig. 8. Weighted averaging based omnidirectional prediction methods for the

OD-Blocks. (a) represents the case when neighboring information are all

available, while (b) and (c) are for the neighboring available information from

below and right, respectively, besides from above and left.

V. DEPTH-TEXTURE COOPERATIVE CLUSTERING FOR DEPTH

PREDICTION

To obtain a precise intra prediction for the edge block is

much more difficult than that for the non-edge block. The

conventional predicting process cannot automatically identify

which pixel in the neighboring block belongs to the same

region as the current pixel, which leads to large prediction

residuals and low coding efficiency. The depth map is

composed of smooth regions bounded by sharp edges [13, 14,

23, 39, 40]. Even in an edge block, each part of the block

segmented by the edge is still smooth. So, the prediction for the

depth block can be efficient if each pixel in the region can be

predicted from the neighboring pixels in the same region.

Therefore, a region-based prediction is needed to efficiently

predict the depth edge block. The region-based prediction of

the depth block can be obtained through the help from the

segmentation of the corresponding texture block in view of the

region-based structure similarity between texture and depth

videos.

The overall process of the proposed DTCC based prediction

method is illustrated in Fig. 9 for the case of the OD-Block.

The different colors represent the clusters of the block with F

and B representing the clusters of foreground and background,

respectively. The process starts from the neighboring pixels of

the to-be-coded depth block. Taking the neighboring line of

pixels DL1 for example, these pixels are first grouped into one

or two clusters based on the following process.

Step 1) Obtain the maximum change location among the set

of pixels as:

1= arg m ax

n

m n n

P P

P a b s P P

(2)

wherem

P represent the pixel with largest change between

adjacent pixels, P represents the set of the neighboring

pixels, and n

P represent the pixel at location n .

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IEEE Transactions on Circuits and Systems for Video Technology

7

Step 2) Classify the pixels according to the obtained

maximum change location m

P as follows.

f 0 1 1 1

0

~ , ~ ,

~ , .

m m l m m

f l

P P C P P C if a b s P P T

P P C o th erw ise

(3)

where f

P andl

P represent the first and the last pixel of the

pixel set, respectively. 0

C and 1

C represent the grouped

clusters.

The same process is applied on the other neighboring lines

of pixels, DL2 to DL4. The segmentation results from the depth

are then mapped on the corresponding texture neighboring

lines as shown in Fig. 9. To improve the classification accuracy,

the texture pixels TL1 are further sub-clustered. Within each

cluster from the depth partition, at most two texture

sub-clusters are allowed. Likewise, TL2 to TL4 are clustered in

the same way.

With the formed clusters of the neighboring pixels, the

cluster center can be obtained as the representative value of

each cluster. In this paper, the average value is used as the

cluster center of each cluster.

F B B B

F

F

F

F

B

B

B

B

F F B B

DL2DL4

DL3

TextureDepth

Depth edge

TL1

F B B B

F B B BF

F

F

F

F F

F F B

F F B B

B

B

B

B

B

B

B

F F B B

TL2 TL4

TL3

TL1

F B B B

F

F

F

F

B

B

B

B

F F B B

TL2

TL4

TL3

DL1 Texture edge

F B B B

F B B BF

F

F

F

F F

F F B

F F B B

B

B

B

DL1

B

B

B

B

F F B B

DL2

DL3

DL4

? ?

Fig. 9. The structure of the proposed DTCC prediction method. The different

colors represent the clusters of the block with F and B representing the clusters

of foreground and background, respectively.

Based on the formed clusters of the neighboring pixels, the

pixels of the to-be-coded depth block can then be classified.

The classifying process is implemented with the direct

assignment of the pixel in the to-be-coded depth block to the

cluster with the value of the cluster center closest to the pixel

value. Each pixel of the to-be-coded depth block is then

predicted by the value of the corresponding cluster center.

Similar process is employed for the N-Blocks.

VI. DETECTION AND RECTIFICATION OF MISALIGNMENT

BETWEEN DEPTH AND TEXTURE

The depth-texture misalignment generally exists in the

boundary regions of the depth map due to the limitation of the

current depth generation techniques. In the coding process,

large residuals may occur at the locations of the misalignment

after the prediction. This leads to a large number of

high-frequency coefficients in the DCT-transform domain

which will reduce the coding efficiency. In order to reduce such

effect of the misalignment and improve the quality of the

synthesized view, misaligned pixels need to be rectified before

the residual coding.

As shown in the observation of the structure similarity, the

misalignment is mainly one or two pixels around the depth

edge. Therefore, a three-pixel-wide region around the depth

edge is first drawn as an error-prone region within which

misalignment is most likely to exist. The large residuals in this

error-prone region after the prediction could be caused by

either the inaccurate prediction or the misalignment, when the

original value in the depth map is wrong. Two conditions are

set to distinguish these two different cases. First, the depth

value of the pixel with large residual is checked to see if it falls

in the range of a cluster. This pixel will not be regarded as a

misaligned pixel if it does not fall in the range of any clusters.

Second, the residuals outside the error-prone region are further

checked. If large residuals also exist outside the error-prone

region, which means the region surrounding the large residual

pixel cannot be well predicted, the large residual pixel in the

error-prone region will also not be regarded as a misaligned

pixel. Fig. 10 shows the detection principle for the misaligned

pixels. The dots in the block are the pixels with large residuals

and the regions with lines in different directions represent

different objects in the block. In this figure, the residuals of the

pixels in the reliable region are all small which means all the

objects can be well predicted. Therefore, the misaligned pixels

can be detected as large residuals.

For the detected misaligned pixels, a rectification procedure

is applied before the entropy coding. As shown in Fig. 11, our

rectification procedure takes the original depth values of the

pixels around the misaligned pixel (but outside the error-prone

region) and the predicted value of the misaligned pixel to

determine the region that the misaligned pixel belongs to. The

depth value of the misaligned pixel is set to the depth value of L

or R in Fig. 11 depending on which one is closer to the

predicted value, and the prediction residual of the misaligned

pixel is revised accordingly. With the misaligned pixels

rectified, no large residuals exist. Therefore, the coding

efficiency can be improved in the DCT-based coding

framework.

It should be noted that although there have been some works

in the literature regarding the rectification of the misalignment

such as those described in [7]. These works focus on the

processing of the misalignment in the view synthesis process,

which is generally done in the decoder side. To our best

knowledge, our proposed misalignment detection and

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8

rectification method is the first that takes the misalignment

problem into consideration in the encoding process, aiming at

improving the coding efficiency and the quality of the

synthesized view.

Depth edge

Error-prone region

Pixels with large residual

O1 O2

Residual block

Fig. 10. The detection principle for the misaligned pixels in the error-prone

region. O1 and O2 represent two objects in the block.

Misaligned pixel Error-prone region

Pixels around the misaligned pixel but outside the error-prone region

ML R

Fig. 11. Illustration of the rectification process for the misaligned pixel.

VII. EXPERIMENT RESULTS

Experiments are implemented with the MVC+D and

3D-AVC reference software ATM version 10 [42]. The test

sequences Ballet, Breakdancers, Kendo, Balloons, Newspaper,

Undo_Dancer, Pozan_Street, and Pozan_Hall2 [38, 43, 44]

are used to test our proposed depth coding scheme. Table I

shows the information of the test sequences and view numbers

used for encoding. Intermediate views are rendered with the

coded depth map sequences and texture videos using VSRS 3.5

(View Synthesis Reference Software) [45]. The coding

structures suggested in the common test conditions [38] are

adopted for the experiments. GOP size is set as 8, intra period

is set as 24, and the suggested hierarchical coding structure is

used in the experiments. Since we aim at the coding methods

for depth video, the depth video in full resolution is used for the

experiments. Hence, the QP pairs for the texture video and the

corresponding depth video are set as (26, 30), (31, 35), (36, 40)

and (41, 45). The view synthesis distortion optimization (VSO)

is enabled in the experiments. With no inter-view correlation

exploited in the paper, each view is coded independently and

the parameters for the VSO are manually set as in the multiview

video coding. The depth-based texture coding tools are

disabled in order to show the depth coding performance, and

hence the results obtained with ATM reflect the performance

of coding the base view with MVC+D standard. The plane

segmentation intra prediction (PSIP) [19], the depth intra skip

prediction (DISP) [23], the inside-view motion prediction

(IVMP) [28], and the forced skip method [29] methods are

used for comparison. The same codec implementation and

encoding configuration are used in all the testing schemes.

The coding efficiency is measured by the rate-distortion

(R-D) metrics. The PSNR value is calculated by using MSE

between the rendered view using decoded depth/texture

sequences and the rendered view using the original

depth/texture sequences [46]. To evaluate the performance of

the proposed depth coding scheme over the other depth coding

schemes, the bitrate is represented by the total depth bitrate of

the compressed depth maps as in [20-21, 29-32].

The R-D curves of the proposed DTCC intra prediction and

misalignment rectification methods for Ballet sequence are

shown in Fig. 12. In this figure, the ―Proposed DTCC‖

indicates the proposed DTCC plus the misalignment

rectification method. From the figure, it can be seen that the

proposed DTCC method outperforms the plane segmentation

intra prediction (PSIP) method and the depth intra skip

prediction (DISP) method, and significantly improve the

coding efficiency of the ATM. The BDPSNR and BDBR are

computed according to [47]. It can be observed that, with the

proposed DTCC and the misalignment rectification methods,

we can achieve 34.56% bitrate savings for Ballet compared to

ATM.

The weighted averaging based omnidirectional (WA-OD)

prediction method is implemented together with the proposed

forced skip method. The R-D curves for Kendo sequence are

shown in Fig. 13. In this figure, the ―Proposed WA-OD‖

indicates the proposed weighted averaging based

omnidirectional prediction together with the proposed forced

skip method. It can be seen that the proposed WA-OD method

can achieve better performance than the forced skip method,

inside-view motion prediction (IVMP) method, and the ATM.

With the proposed WA-OD prediction and forced skip

methods, we can achieve 29.57% bitrate savings for Kendo

compared to ATM.

The R-D curves of the proposed depth coding scheme for

Ballet and Kendo sequences are shown in Fig. 14. Table II

shows coding results for eight sequences. In order to show the

impact on total bitrate of the multiview video plus depth coding

with the proposed depth coding scheme, the coding results of

using the total bitrates including both the texture and depth

video bitrates are also shown in Table II. It is observed that our

proposed coding scheme is effective for improving the system

performance. Compared with ATM, we can achieve 49.97%

and 29.54% bitrate savings in terms of the depth video bitrates

for Ballet and Kendo, respectively.

TABLE I

TEST SEQUENCES AND VIEW NUMBERS USED FOR ENCODING

Sequence Image

Property Frames

Original

Views

View to

Synthesize

Ballet 1024x768,

15fps 100 3-5 4

Breakdancers 1024x768,

15fps 100 3-5 4

Kendo 1024x768,

30fps 300 3-5 4

Balloons 1024x768,

30fps 300 3-5 4

Newspaper 1024x768,

30fps 300 4-6 5

Undo_Dancer 1920x1088,

25fps 250 1-5 3

Pozan_Street 1920x1088,

25fps 250 3-5 4

Pozan_Hall2 1920x1088,

25fps 200 5-7 6

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IEEE Transactions on Circuits and Systems for Video Technology

9

0 100 200 300 400 50028

29

30

31

32

33

34

35

36

Total bitrate of compressed depth maps (kb/s)

PS

NR

ag

ain

st u

nco

mp

resse

d s

yn

thsis

(d

B)

Proposed

DISP

PSIP

IVMP

Forced skip

ATM

(a)

0 100 200 300 400 500 600 70034

35

36

37

38

39

40

41

42

Total bitrate of compressed depth maps (kb/s)

PS

NR

ag

ain

st u

nco

mp

resse

d s

yn

thsis

(d

B)

Proposed

DISP

PSIP

IVMP

Forced skip

ATM

(b)

Fig. 14. RD curves for the proposed coding scheme. (a) Ballet. (b) Kendo.

0 100 200 300 400 50028

29

30

31

32

33

34

35

36

Total bitrate of compressed depth maps (kb/s)

PS

NR

ag

ain

st u

nco

mp

resse

d s

yn

thsis

(d

B)

Proposed DTCC

DISP

PSIP

ATM

Fig. 12. RD curves of the proposed DTCC method for Ballet.

0 100 200 300 400 500 600 70034

35

36

37

38

39

40

41

42

Total bitrate of compressed depth maps (kb/s)

PS

NR

ag

ain

st u

nco

mp

resse

d s

yn

thsis

(d

B)

Proposed WA-OD

IVMP

Forced skip

ATM

Fig. 13. RD curves of the proposed WA-OD prediction method for Kendo.

0

20

40 0 20 40 60 80 100

40

60

80

100

120

140

160

0

20

40 0 20 40 60 80 100

40

60

80

100

120

140

160

(a) (b)

(c) (d)

Fig. 16. Snap shots of the reconstructed depth maps and rendered images with

QP pair for texture and depth videos setting as (31, 35). (a) Reconstructed

depth image by ATM. (b) Reconstructed depth image by proposed method.

(c) Synthesized image by ATM. (d) Synthesized image by proposed method.

0

20

40 0 20 40 60 80 100

40

60

80

100

120

140

160

0

20

40 0 20 40 60 80 100

40

60

80

100

120

140

160

(a) (b)

(c) (d)

Fig. 15. Snap shots of the reconstructed depth maps and rendered images with

QP pair for texture and depth videos setting as (26, 30). (a) Reconstructed

depth image by ATM. (b) Reconstructed depth image by proposed method.

(c) Synthesized image by ATM. (d) Synthesized image by proposed method.

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IEEE Transactions on Circuits and Systems for Video Technology

10

Fig. 15 and Fig. 16 show snapshots of the reconstructed

depth maps and rendered images of ATM 10.0 and the

proposed depth coding scheme with the QP pair set as (26, 30)

and (31, 35), respectively. It can be clearly seen that our

proposed depth coding scheme can obtain a better quality than

ATM, especially around the edges. From Fig. 15 (c), Fig. 15

(d), Fig. 16(c), and Fig. 16 (d), it can be seen that the subjective

quality of the synthesized view using the reconstructed depth

TABLE II

CODING PERFORMANCE COMPARISON

Sequence QP pair

Texture

video

bitrate

Depth video Coding gain over ATM

ATM DISP [19] PSIP [23] IVMP [28] Forced skip [29] Proposed Texture+Depth Depth

Rate / PSNR Rate / PSNR Rate / PSNR Rate / PSNR Rate / PSNR Rate / PSNR BDBR

(%)

BDPSNR

(dB)

BDBR

(%)

BDPSNR

(dB)

Ballet

(26, 30) 802 416/34.04 386/33.48 306/35.05 404/33.88 327/33.86 205/34.66

-32.40 1.00 -49.97 1.66 (31, 35) 335 213/32.94 191/32.41 181/33.79 195/32.73 176/32.70 121/33.69

(36, 40) 192 112/31.90 96/30.35 106/32.56 100/31.83 96/31.60 75/32.48

(41, 45) 117 59/29.91 48/28.78 59/30.47 54/30.33 50/29.64 43/30.51

Breakdancers

(26, 30) 1584 393/33.61 318/33.35 349/33.82 385/33.56 331/33.48 277/33.69

-6.51 0.15 -24.26 0.60 (31, 35) 793 191/32.87 145/32.36 185/32.97 186/32.88 160/32.76 141/32.91

(36, 40) 436 97/31.5 68/30.97 98/31.62 95/31.58 82/31.40 77/31.59

(41, 45) 249 47/29.38 33/28.84 48/29.55 48/29.51 40/29.21 38/29.35

Kendo

(26, 30) 1923 619/41.68 461/46.56 597/41.68 603/41.75 423/41.57 407/41.69

-5.83 0.27 -29.54 1.23 (31, 35) 1144 301/39.73 225/39.56 297/39.75 287/39.84 215/39.60 204/39.71

(36, 40) 693 144/37.23 110/37.08 144/37.29 138/37.42 112/37.10 105/37.26

(41, 45) 437 72/34.39 55/34.22 72/34.44 70/34.59 57/34.23 54/34.44

Balloons

(26, 30) 2051 401/41.19 348/41.10 391/41.16 376/41.25 337/41.08 317/41.18

-3.49 0.17 -23.97 1.02 (31, 35) 1231 197/39.22 165/39.06 195/39.23 179/39.32 166/39.10 152/39.23

(36, 40) 739 100/36.58 82/36.39 101/36.63 91/36.68 85/36.46 76/36.63

(41, 45) 447 56/33.54 46/33.34 58/33.60 53/33.61 45/33.43 41/33.58

Newspaper

(26, 30) 2017 380/38.26 339/37.98 355/38.24 367/38.26 323/38.15 316/38.24

-2.82 0.11 -18.48 0.65 (31, 35) 1137 185/36.48 157/36.09 180/36.55 176/36.52 157/36.35 153/36.48

(36, 40) 640 93/34.22 76/33.79 94/34.39 90/34.35 79/34.14 76/34.27

(41, 45) 387 53/31.72 43/31.17 55/31.93 52/31.78 43/31.63 42/31.74

Undo_Dancer

(26, 30) 8685 363/36.80 307/36.46 322/36.97 327/37.11 345/36.74 319/37.11

-7.20 0.27 -22.09 1.16 (31, 35) 4291 229/34.20 183/33.96 217/34.42 205/34.37 212/34.20 193/34.56

(36, 40) 2109 141/31.89 107/31.51 136/32.15 132/31.93 123/31.85 113/32.03

(41, 45) 1076 83/29.55 63/28.84 80/29.84 86/29.68 63/29.47 60/29.57

Pozan_Street

(26, 30) 4240 306/38.28 245/37.78 299/38.34 295/38.32 270/38.21 261/38.26

-2.97 0.11 -25.29 0.97 (31, 35) 2051 158/36.50 121/35.76 159/36.63 155/36.63 132/36.43 128/36.55

(36, 40) 1055 95/34.45 67/33.32 95/34.55 96/34.57 72/34.38 71/34.50

(41, 45) 587 61/31.57 44/30.12 65/32.28 62/31.61 39/31.52 38/31.60

Pozan_Hall2

(26, 30) 1746 146/40.15 100/39.64 144/40.22 137/40.25 128/39.88 112/40.26

-10.03 0.38 -40.63 2.02 (31, 35) 908 89/35.53 64/38.08 87/38.73 85/38.74 71/38.21 61/38.77

(36, 40) 526 63/36.34 45/35.92 58/36.95 61/36.50 42/36.08 37/36.68

(41, 45) 323 49/34.21 36/32.94 45/34.96 49/34.29 27/33.97 26/34.34

TABLE III

COMPLEXITY ANALYSIS BASED ON THE ENCODING TIME

Sequence Coding Time Per Frame (ms)

Time Saving QP pair (26, 30) (31, 35) (36, 40) (41, 45) Average

Ballet ATM 3849 3790 3754 3747 3785

29.17% Proposed 2812 2703 2630 2579 2681

Breakdancers ATM 4319 4111 3975 3884 4072

22.64% Proposed 3528 3230 3007 2833 3150

Kendo ATM 4018 3977 3861 3778 3908

21.78% Proposed 3279 3105 2969 2873 3057

Balloons ATM 4091 3969 3907 3850 3954

22.33% Proposed 3348 3126 2968 2843 3071

Newspaper ATM 3979 3978 3903 3861 3930

23.26% Proposed 3216 3052 2927 2867 3016

Undo_Dancer ATM 10984 10746 10459 10290 10620

18.32% Proposed 9595 8851 8349 7900 8674

Pozan_Street ATM 10370 10316 10178 10213 10269

24.04% Proposed 8406 7831 7542 7420 7800

Pozan_Hall2 ATM 9583 9765 9808 9833 9747

22.40% Proposed 7900 7631 7441 7282 7564

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IEEE Transactions on Circuits and Systems for Video Technology

11

maps is greatly enhanced with our proposed depth coding

scheme. Also with increasing QP, our coding method shows

much better performance comparing with the conventional

approaches. From Fig. 15 and Fig. 16, it can be seen that with

the increasing QP, the edge of the depth map coded with ATM

becomes obscured, while the edge coded with the proposed

depth coding scheme is less affected.

We also perform an encoding complexity analysis based on

the encoding time. Experimental results are illustrated in Table

III. It shows that, the average coding time of the proposed

depth coding scheme is less than ATM. Although some extra

time are taken in the proposed DTCC and WA-OD methods,

many selected depth blocks are skipped with the motion

vectors of the corresponding texture video which significantly

reduces the time used in the motion estimation.

In the decoder side, only the skip blocks of current row and

next row need to be decoded beforehand. Therefore, the extra

coding delay and memory requirements needed for the

proposed depth coding scheme are not significant.

VIII. CONCLUSION

This paper presents a novel depth coding scheme based on

the depth-texture similarities. The motion similarity between

depth and texture is thoroughly studied, and the skip mode and

its corresponding motion vectors of the texture video are first

utilized for coding the depth maps directly. With these

skip-coded blocks, a new type of block – omnidirectional block

(OD-Block), is present in the depth map, of which prediction

information may be obtained from the four immediate

neighboring blocks, thus increasing the prediction gain.

Accordingly, a more efficient intra coding scheme is developed

for the purpose. Furthermore, in view of the structure similarity

between depth and texture videos, a depth-texture cooperative

clustering based prediction method is proposed to enhance the

coding efficiency of the edge blocks. The proposed approach

exploits the structure similarity of both the current block and its

neighboring pixels to facilitate a better prediction of the current

depth block. In spite of the above efforts to improve the

prediction gain, some large prediction errors may still be

present for the depth-texture misaligned pixels, which may

greatly compromise the coding efficiency. To deal with these

large residuals due to the depth-texture misalignment, a simple

yet effective detection and rectification method is incorporated

in the proposed depth coding scheme. Experimental results

show that our proposed depth coding scheme can reduce the

coding rate and improve the rendering quality compared with

other existing coding approaches.

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This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI10.1109/TCSVT.2014.2335471, IEEE Transactions on Circuits and Systems for Video Technology

IEEE Transactions on Circuits and Systems for Video Technology

12

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Jianjun Lei (M‘11) received the Ph.D.

degree in electronic engineering from

Beijing University of Posts and

Telecommunications, Beijing, China, in

2007. He is currently an Associate

Professor with the School of Electronic

Information Engineering, Tianjin

University, Tianjin, China. He is also a

visiting researcher at the Information

Processing Lab, Department of Electrical Engineering,

University of Washington, Seattle, WA, from August 2012.

His research interests include 3D video coding, 3D display,

and computer vision.

Shuai Li received the B.S. degree in

electronic engineering from Yantai

University, Yantai, China, in 2011. He is

currently pursuing the M.S. degree at the

School of Electronic Information

Engineering, Tianjin University, Tianjin,

China.

His research interests include 3D video

coding and digital image processing.

Ce Zhu (M‘03–SM‘04) received the B.S.

degree from Sichuan University, Chengdu,

China, and the M.Eng and Ph.D. degrees

from Southeast University, Nanjing,

China, in 1989, 1992, and 1994,

respectively, all in electronic and

information engineering.

Dr. Zhu is currently with the School of

Electronic Engineering, University of Electronic Science and

Technology of China, China. He had been with Nanyang

Technological University, Singapore, from 1998 to 2012,

where he was promoted to Associate Professor in 2005. Before

that, he pursued postdoctoral research at Chinese University of

Hong Kong in 1995, City University of Hong Kong, and

University of Melbourne, Australia, from 1996 to 1998. He has

held visiting positions at Queen Mary, University of London

(UK), and Nagoya University (Japan). His research interests

include image/video coding, streaming and processing, 3D

video, joint source-channel coding, multimedia systems and

applications.

Dr. Zhu serves on the editorial boards of seven international

journals, including as an Associate Editor of IEEE

TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO

TECHNOLOGY, IEEE TRANSACTIONS ON BROADCASTING,

IEEE SIGNAL PROCESSING LETTERS, Editor of IEEE

COMMUNICATIONS SURVEYS AND TUTORIALS, and Area Editor

of SIGNAL PROCESSING: IMAGE COMMUNICATION (Elsevier).

He has served on technical/program committees, organizing

committees and as track/area/session chairs for about 60

international conferences. He received 2010 Special Service

Award from IEEE Broadcast Technology Society, and is an

IEEE BTS Distinguished Lecturer (2012-2014).

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IEEE Transactions on Circuits and Systems for Video Technology

13

Ming-Ting Sun (S‘79–M‘81–SM‘89–F‘96)

received the B.S. degree from National

Taiwan University, Taipei, Taiwan, in 1976,

and the Ph.D. degree from the University of

California at Los Angeles, Los Angeles, in

1985, all in electrical engineering. He joined

the University of Washington, Seattle, in

1996, where he is currently a Professor. He

was the Director of the Video Signal Processing Research

Group, Bellcore, Morristown, NJ.

He is a Chaired or Visiting Professor with Tsinghua

University, Beijing, China, Tokyo University, Tokyo, Japan,

National Taiwan University, National Cheng Kung University,

Tainan, Taiwan, National Chung Cheng University, Chiayi,

Taiwan, National Sun Yat-sen University, Kaohsiung, Taiwan,

the Hong Kong University of Science and Technology,

Kowloon, Hong Kong, and National Tsing Hua University,

Hsinchu, Taiwan. He holds 13 patents and has published over

200 technical papers, including 17 book chapters in video and

multimedia technologies. He is the co-editor of the book

Compressed Video Over Networks. His current research

interests include video and multimedia signal processing,

transport of video over networks, and very large-scale

integration architecture and implementation.

Dr. Sun is currently the Editor-in-Chief of JOURNAL OF

VISUAL COMMUNICATIONS AND IMAGE REPRESENTATION. He

was the Guest Editor of 11 special issues for various journals.

He has given keynotes for several international conferences.

He was a member of many prestigious award committees. He

was a Technical Program Co-Chair of several conferences

including International Conference on Multimedia and Expo

2010. He was the Editor-in-Chief of the IEEE TRANSACTIONS

ON MULTIMEDIA and a Distinguished Lecturer of the Circuits

and Systems Society from 2000 to 2001. He received the IEEE

CASS Golden Jubilee Medal in 2000. He was the

Editor-in-Chief of the IEEE TRANSACTIONS ON CIRCUITS AND

SYSTEMS FOR VIDEO TECHNOLOGY from 1995 to 1997. He

received the IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS

FOR VIDEO TECHNOLOGY Best Paper Award in 1993. From

1988 to 1991, he was the Chairman of the IEEE CAS Standards

Committee, and established the IEEE Inverse Discrete Cosine

Transform Standard. He received the Award of Excellence

from Bellcore for his work on the digital subscriber line in

1987.

Chunping Hou received the M.Eng. and

Ph.D. degrees, both in electronic

engineering, from Tianjin University,

Tianjin, China, in 1986 and 1998,

respectively.

Since 1986, she has been the faculty of

the School of Electronic and Information

Engineering, Tianjin University, where

she is currently a Full Professor and the Director of the

Broadband Wireless Communications and 3D Imaging

Institute.

Her current research interests include 3D image processing,

3D display, wireless communication, and the design and

applications of communication systems.