Synchronization of texture and depth map by data hiding for 3D H.264 video
Summary (2 min read)
- There exist several methods to generate 3D content.
- It can be in form of stereoscopic video, which consists of two separate video bitstreams: one for the left eye and one for the right eye.
- Another example of 3D content generation is proposed in , which consists of monoscopic color video (also known as texture) and associated per-pixel depth information.
- Using this data representation, 3D view of a real-world scene can then be generated at the receiver side by means of depth image based rendering (DIBR) techniques.
- Second, they infer approximate depth information from the relative movements of automatically tracked image segments.
- It is accompanied by depth-image sequence with the same spatio-temporal resolution.
- Depth information is an 8-bit gray value with the gray level 0 specifying the furthest value and the gray level 255 defining the closest value as shown in Fig.
- First of all, x(i, j) is predicted from its neighboring blocks and the authors get the residual block.
- Both Aq(u, v) and Eq(u, v) are indexed by QP. Fq(u, v) is the rounding factor from the quantization rounding factor matrix.
- This ŷ(u, v) is entropy coded and sent to the decoder side.
3. THE PROPOSED ALGORITHM
- The authors propose to embed the depth information in texture data during H.264/AVC encoding process for 3D video data.
- Embedding is performed in the QTCs while taking into account the reconstruction loop to avoid mismatch on encoder and decoder side.
- Moreover, hidden message is embedded in only those QTCs which are above a certain threshold.
- For ’1’ LSB watermark embedding, f can be given as shown in Algorithm 1: Algorithm 1.
- In third and final step, this subsampled and compressed depth information is embedded in the texture data during the encoding process of texture data.
4. EXPERIMENTAL RESULTS
- For the experimental results, three benchmark 3D video sequences , namely interview, orbi and cg, have been used for the analysis in resolution of 720 × 576 .
- Table 1 contains a comparison of PSNR of original compressed video and those, which contains depth information for three video sequences at QP value of 18.
- Framewise analysis of decoded and up-scaled depth infor- mation is presented in Fig.
- Generally, RMSE is lower for simple scences, but it is relatively higher for complex scences.
- For visual analysis, Fig. 4 shows the watermarked video frames along with the depth information which was embedded in them.
- The experimental results have shown that the authors can embed the depth information in texture data of respective frame in a synchronous manner, while maintaining a good value of RMSE for depth data, under a minimal set of RD trade-off.
- First, the present algorithm will be extended for inter (P and B frames).
- Second, the depth data will be compressed in a scalable manner to embed the highest possible amount of depth information.
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Cites background or methods from "Synchronization of texture and dept..."
...’s scheme  is used for data embedding and bilinear interpolation is used for depth reconstruction....
... proposed to embed the depth video bitstream obtained by depth down-sampling and compression in quantized DCT coefficients of corresponding texture video using LSB replacement....
...’s scheme  and our proposed scheme respectively....
...’s scheme , the decoded down-sampled depth maps are reconstructed using nearest-neighbor interpolation, bilinear interpolation, Wildeboer et al....
...’s scheme  and our proposed scheme is listed in Table 2, in which bold digits mean that the corresponding scheme can achieve the smallest video bit rate increment....
...For example, 2D video can also be converted into 3D video using structure from motion techniques ....
"Synchronization of texture and dept..." refers methods in this paper
...Depth image based rendering (DIBR) is used for creating virtual scenes using a still or moving frame along with associated depth information ....
"Synchronization of texture and dept..." refers background in this paper
...Another example of 3D content generation is proposed in , which consists of monoscopic color video (also known as texture) and associated per-pixel depth information....
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Frequently Asked Questions (2)
Q1. What are the contributions mentioned in the paper "Synchronization of texture and depth map by data hiding for 3d h. 264 video" ?
In this paper, a novel data hiding strategy is proposed to integrate disparity data, needed for 3D visualization based on depth image based rendering, into a single H. 264 format video bitstream. This provides us with a high payload for embedding of depth information in the texture data, with a negligible decrease in PSNR. The proposed method has the potential of being imperceptible and efficient in terms of rate distortion trade-off.
Q2. What have the authors stated for future works in "Synchronization of texture and depth map by data hiding for 3d h. 264 video" ?
In future the authors will extend their work in two aspects. Second, the depth data will be compressed in a scalable manner to embed the highest possible amount of depth information.