Depth maps are needed by various graphics rendering and processing operations. Depth map streaming is often necessary when such operations are performed in a distributed system and it requires in most cases fast performing compression, which is why video codecs are often used. Hardware implementations of standard video codecs enable relatively high resolution and framerate combinations, even on resource constrained devices, but unfortunately those implementations do not currently support RGB+depth extensions. However, they can be used for depth compression by first packing the depth maps into RGB or YUV frames. We investigate depth map compression using a combination of depth map packing followed by encoding with a standard video codec. We show that the precision at which depth maps are packed has a large and nontrivial impact on the resulting error caused by the combination of the packing scheme and lossy compression when bitrate is constrained. Consequently, we propose a variable precision packing scheme assisted by a neural network model that predicts the optimal precision for each depth map given a bitrate constraint. We demonstrate that the model yields near optimal predictions and that it can be integrated into a game engine with very low overhead using modern hardware.
翻译:深度图流流通常是必要的,当这种操作在一个分布式系统中进行时,在多数情况下需要快速压缩,这也是为什么经常使用视频解码器的原因。 标准视频解码器的硬件应用可以使分辨率和框架速率的组合相对较高,即使是在资源限制装置上,但不幸的是,这些应用目前并不支持 RGB+深度扩展。 但是,它们可以首先将深度图包装到 RGB 或 YUV 框架中进行深度压缩。 我们使用深度图的组合进行深度压缩调查,然后用标准视频编码进行编码。 我们表明,深度图的精密度对包装办法和比特拉特受限制时的损压缩组合所造成的错误产生巨大和无边影响。 因此,我们提出一个可变精密的包装计划,由神经网络模型协助,该模型预测每个深度图的最佳精确度,并带有比特节率限制。 我们证明,模型产生接近最佳的预测值,并且可以用现代硬件与非常低的顶部并入游戏引擎。