VLDB 2026 Research / reviewers in the wild / expert
Keisuke Nonaka
dblp:142/0019
· DBLP profile ↗
30ranked-venue papers
5as first author
22since 2021 · last 2026
0000-0002-9701-2862ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 29 · 5 first-author · 22 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Systems, architecture and hardware · 1Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TS-PCI: Point Cloud Frame Interpolation with Time-Aware Point Cloud Sampling and Self-Supervised Learning StrategyabstractRecent point cloud frame interpolation methods predict an interpolated frame through the merging of two intermediate frames constructed by scene flow estimation. However, these methods introduce errors due to generation since they adopt a generative approach to merge the frames, degrading frame interpolation performance. In this paper, we propose a point cloud frame interpolation method with time-aware point cloud sampling and a self-supervised learning strategy, termed TS-PCI. The proposed method introduces a time-aware learning-based point cloud sampling model to merge the two frames into a single frame in a non-generative approach. The proposed method also introduces an attention-based geometry refinement model to improve the geometric quality of the sampled point clouds. Furthermore, the proposed method adopts a self-supervised strategy that dynamically creates ground truth labels for point cloud sampling, allowing the models to be trained in an end-to-end manner. Experimental results on three large-scale datasets show that the proposed method achieves superior performance compared to state-of-the-art methods. Kohei Matsuzaki, Keisuke Nonaka |
WACV | 2 |
| 2025 | Lossless Phase Conversion Method for Object Wave-based Hologram CompressionabstractAn object wave is a suitable intermediate representation format for transmitting holographic application data because it is compatible with various playback devices. However, compressing the phase component of the object wave presents challenges due to its unique signal characteristics, i.e., periodicity and randomness. Hence, object waves significantly differ from ordinary 2D images such as camera-captured and screen pictures. To overcome the challenges, we propose a conversion method for lossless phase image coding using differential pulse-code modulation. Specifically, we calculate phase differences using adjacent pixels in two directions, considering periodic cycles of 2π, and then input them into the existing image coding. This method ensures robustness against randomness by smoothing the phase difference using the average of adjacent pixels. Experimental results show that lossless phase coding with the proposed conversion method achieves coding efficiency improvements of 6.50% over lossless phase coding without the proposed method. Hiroki Kojima, Ryota Koiso, Ryosuke Watanabe, Keisuke Nonaka |
ICASSP | 4 |
| 2025 | No-Reference Point Cloud Quality Assessment Based on Graph Signal VariationabstractIn real-time applications utilizing point clouds, no-reference point cloud quality assessment (NR-PCQA) methods are essential to improve the accuracy of downstream tasks. For example, in point cloud denoising, NR-PCQA results can be benchmarks for determining the optimal parameters when reference data are unavailable. This paper presents an accurate and fast NR-PCQA method based on graph signal processing. First, we propose new features derived from graph signal variation (GSV) to train a support vector regression model. These features improve the correlation with subjective scores and the robustness against inaccurate graph construction. Second, we present a point selection technique based on graph edge weights that allows us to exclude less relevant points, which results in a precise PCQA. Third, we propose a diagonal scan-line graph (DSLG) construction with a superior tradeoff between accurate and fast graph construction. Our experiments demonstrate improved accuracy and computation time compared with conventional methods with three types of open datasets. Ryosuke Watanabe, Keisuke Nonaka, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICASSP | 2 |
| 2025 | Research and Standardization Trends in Compression and Transmission Technologies for 3D Point CloudabstractThe demand for 3D spatial information is rapidly increasing across a wide range of industrial fields. For instance, 3D point cloud data is being actively adopted in sectors such as construction, civil engineering, and disaster prevention to enhance work efficiency and safety. However, 3D point cloud data typically involves extremely large data volumes, which presents a significant challenge; as a result, rapid sharing and utilization over public networks has yet to be fully realized. To address these issues, we are engaged in research and development of compression and transmission technologies for 3D point clouds, as well as contributing to international standardization. In this talk, as part of our initiatives aimed at industrial applications, we will present the latest trends in the international standardization of 3D point cloud compression technologies, such as Geometry-based Point Cloud Compression, and introduce case studies from demonstration experiments utilizing these technologies. Keisuke Nonaka |
ACM Multimedia | 1 |
| 2025 | Enhancing Inter Basemesh Coding in V-DMC by Leveraging Duplicated Vertices
Keisuke Nonaka, Kei Kawamura |
PCS | 2 |
| 2025 | Point Cloud Color Upsampling with Attention-Based Coarse Colorization and RefinementabstractPoint cloud color upsampling is an important and less explored research topic. State-of-the-art methods colorize points based on the colors of neighboring points and geometric distances. However, these methods often suffer from blurring and noise at color boundaries since object textures can have large color variations even between geometrically neighboring positions. In this paper, we propose a point cloud color upsampling method with attention weights for neighboring points. The proposed method first performs coarse colorization with the colors of low-resolution points neighboring the high-resolution points and predicted weights. Then, it refines the colors by predicting offsets for high-resolution points with aggregate features obtained from the low-resolution points. Both quantitative and qualitative experimental results on datasets acquired in real-world environments demonstrate that the proposed method achieves significantly superior color upsampling performance compared to state-of-the-art methods. Kohei Matsuzaki, Keisuke Nonaka |
WACV | 2 |
| 2025 | Storage-and-Memory-Efficient Learned Image Compression With Quality-Aware Hyperprior PruningabstractABSTRACT Learned image compression (LIC) has become more and more important in recent years. The hyperprior‐module‐based LIC models, which use hyperprior module to predict the distribution of image features and improve entropy coder performance, have achieved remarkable rate‐distortion (RD) performance. However, the storage and memory costs of these LIC models are too high, resulting in higher difficulty to be applied to various devices, especially portable or edge devices. The storage and memory cost are directly linked to the parameter number. As a preliminary experiment, we manually assigned half channels for the hyperprior module in LIC models, reducing about 30% parameters in the model. The pruned models still kept similar RD performance to the original ones. This reveals that the hyperprior module in LIC models is highly redundant. In the meanwhile, LIC models with different reconstruction qualities require different amounts of parameters for the hyperprior module. Based on these phenomena, we propose a quality‐aware hyperprior pruning method that efficiently reduces the storage and memory cost of the hyperprior module and various context models. It consists of two parts. The first part is the pruning method itself, called enhanced ResRep on hyper path (ERHP). The second part is a quality‐aware threshold searching method, called pruning threshold searching (PTS), which prunes the hyperprior module based on the reconstruction qualities of LIC models. The experiments on various LIC models show that our methods reduce large volumes of storage cost (up to 74.6%) and memory cost (up to 41.5%), while keeping the performance the same before pruning. Ao Luo, Diego Fujii, Keisuke Nonaka, Heming Sun, Jiro Katto |
IET Image Process. | 3 |
| 2025 | MDLPCC: Misalignment-aware dynamic LiDAR point cloud compressionabstractLiDAR point cloud plays an important role in various real-world areas. It is usually generated as sequences by LiDAR on moving vehicles. Regarding the large data size of LiDAR point clouds, Dynamic Point Cloud Compression (DPCC) methods are developed to reduce transmission and storage data costs. However, most existing DPCC methods neglect the intrinsic misalignment in LiDAR point cloud sequences, limiting the rate–distortion (RD) performance. This paper proposes a Misalignment-aware Dynamic LiDAR Point Cloud Compression method (MDLPCC), which alleviates the misalignment problem in both macroscope and microscope. MDLPCC exploits a global transformation (GlobTrans) method to eliminate the macroscopic misalignment problem, which is the obvious gap between two continuous point cloud frames. MDLPCC also uses a spatial–temporal mixed structure to alleviate the microscopic misalignment, which still exists in the detailed parts of two point clouds after GlobTrans. The experiments on our MDLPCC show superior performance over existing point cloud compression methods. Ao Luo, Linxin Song, Keisuke Nonaka, Jinming Liu 0001, Kyohei Unno, Kohei Matsuzaki, Heming Sun, Jiro Katto |
J. Vis. Commun. Image Represent. | 3 |
| 2025 | Full reference point cloud quality assessment using support vector regression
Ryosuke Watanabe, Shashank N. Sridhara, Haoran Hong, Eduardo Pavez, Keisuke Nonaka, Tatsuya Kobayashi, Antonio Ortega |
Signal Process. Image Commun. | 5 |
| 2024 | SCP: Spherical-Coordinate-Based Learned Point Cloud CompressionabstractIn recent years, the task of learned point cloud compression has gained prominence. An important type of point cloud, LiDAR point cloud, is generated by spinning LiDAR on vehicles. This process results in numerous circular shapes and azimuthal angle invariance features within the point clouds. However, these two features have been largely overlooked by previous methodologies. In this paper, we introduce a model-agnostic method called Spherical-Coordinate-based learned Point cloud compression (SCP), designed to fully leverage the features of circular shapes and azimuthal angle invariance. Additionally, we propose a multi-level Octree for SCP to mitigate the reconstruction error for distant areas within the Spherical-coordinate-based Octree. SCP exhibits excellent universality, making it applicable to various learned point cloud compression techniques. Experimental results demonstrate that SCP surpasses previous state-of-the-art methods by up to 29.14% in point-to-point PSNR BD-Rate. Ao Luo, Linxin Song, Keisuke Nonaka, Kyohei Unno, Heming Sun, Masayuki Goto, Jiro Katto |
AAAI | 3 |
| 2024 | Fast Graph-Based Denoising For Point Cloud Color InformationabstractPoint clouds are utilized in various 3D applications such as cross-reality (XR) and realistic 3D displays. In some applications, e.g., for live streaming using a 3D point cloud, real-time point cloud denoising methods are required to enhance the visual quality. However, conventional high-precision denoising methods cannot be executed in real time for large-scale point clouds owing to the complexity of graph constructions with K nearest neighbors and noise level estimation. This paper proposes a fast graph-based denoising (FGBD) for a large-scale point cloud. First, high-speed graph construction is achieved by scanning a point cloud in various directions and searching adjacent neighborhoods on the scanning lines. Second, we propose a fast noise level estimation method using eigenvalues of the covariance matrix on a graph. Finally, we also propose a new low-cost filter selection method to enhance denoising accuracy to compensate for the degradation caused by the acceleration algorithms. In our experiments, we succeeded in reducing the processing time dramatically while maintaining accuracy relative to conventional denoising methods. Denoising was performed at 30fps, with frames containing approximately 1 million points. Ryosuke Watanabe, Keisuke Nonaka, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICASSP | 2 |
| 2024 | Full-Reference Point Cloud Quality Assessment Using Spectral Graph WaveletsabstractPoint clouds in 3D applications frequently experience quality degradation during processing, e.g., scanning and compression. Reliable point cloud quality assessment (PCQA) is important for developing compression algorithms with good bitrate-quality trade-offs and techniques for quality improvement (e.g., denoising). This paper introduces a full-reference (FR) PCQA method utilizing spectral graph wavelets (SGWs). First, we propose novel SGW-based PCQA metrics that compare SGW coefficients of coordinate and color signals between reference and distorted point clouds. Second, we achieve accurate PCQA by integrating several conventional FR metrics and our SGW-based metrics using support vector regression. To our knowledge, this is the first study to introduce SGWs for PCQA. Experimental results demonstrate the proposed PCQA metric is more accurately correlated with subjective quality scores compared to conventional PCQA metrics. Ryosuke Watanabe, Keisuke Nonaka, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICIP | 2 |
| 2023 | Point Cloud Sampling Preserving Local Geometry for Surface Reconstruction
Kohei Matsuzaki, Keisuke Nonaka |
BMVC | 2 |
| 2023 | Graph-Based Point Cloud Color Denoising with 3-Dimensional Patch-Based SimilarityabstractPoint clouds are utilized in many 3-D applications such as cross-reality (XR) and realistic 3-D display. They consist of a set of points with 3-D coordinates and associated color signals. These color signals are often perturbed by noise induced by the measurement errors of scanning devices. In this paper, we propose a point cloud denoising method for color signals. Since many conventional methods for point cloud color denoising are based on a low-pass filter in the graph spectral domain, denoising accuracy is affected by the choice of graph. We propose a graph construction method using 3-D patch-based similarity, in which the similarity is calculated with small 3-D patches around the connected points. This is in contrast with conventional graph construction methods for denoising, which are based on point properties such as pairwise point distances and differences in color. Second, we propose a low-pass filtering method where the frequency response is chosen automatically depending on the estimated noise level. Our experimental results show that our proposed method, 3-D patch-based similarity (3DPBS), achieves the best denoising accuracy compared with graph-based state-of-the-art methods. Ryosuke Watanabe, Keisuke Nonaka, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICASSP | 2 |
| 2023 | Graph Wavelet-Based Point Cloud Geometric Denoising with Surface-Consistent Non-Negative Kernel RegressionabstractPoint cloud applications suffer from geometric noise caused by measurement errors induced by the point cloud acquisition system. We propose a novel graph construction method, surface-consistent non-negative kernel regression (SC-NNK), that can achieve more accurate denoising of geometry information in combination with spectral graph wavelet transforms (SGWTs). Unlike conventional graph construction methods such as the K-nearest neighbor (KNN), which have been adopted in previous SGWT-based geometry denoising methods, SC-NNK graphs consider geometrical and frequency characteristics to remove redundant edge connections from a KNN graph. In addition, we propose a novel noise level estimation method that achieves improved accuracy by detecting flat surfaces in point clouds, resulting in better wavelet shrinkage thresholds for denoising. Our experimental results show that the proposed method outperforms recent deep-learning-based and graph-based state-of-the-art denoising methods. Ryosuke Watanabe, Keisuke Nonaka, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICASSP | 2 |
| 2022 | Fractional Motion Estimation for Point Cloud CompressionabstractMotivated by the success of fractional pixel motion in video coding, we explore the design of motion estimation with fractional-voxel resolution for compression of color attributes of dynamic 3D point clouds. Our proposed block-based fractional-voxel motion estimation scheme takes into account the fundamental differences between point clouds and videos, i.e., the irregularity of the distribution of voxels within a frame and across frames. We show that motion compensation can benefit from the higher resolution reference and more accurate displacements provided by fractional precision. Our proposed scheme significantly outperforms comparable methods that only use integer motion. The proposed scheme can be combined with and add sizeable gains to state-of-the-art systems that use transforms such as Region Adaptive Graph Fourier Transform and Region Adaptive Haar Transform. Haoran Hong, Eduardo Pavez, Antonio Ortega, Ryosuke Watanabe, Keisuke Nonaka |
DCC | 5 |
| 2022 | Graph-Based Point Cloud Denoising Using Shape-Aware Consistency For Free-Viewpoint VideoabstractWe propose a novel graph-based denoising method to correct the quantization error (step noise) arising in the process of generating the visual hull, a commonly used technique to synthesize free-viewpoint video. To reduce this step noise effectively, we propose two new notions of consistency, pixel value consistency and normal vector consistency. The resulting denoising method involves a first step of graph construction using the proposed consistency metrics, followed by graph filtering of the 3D point cloud coordinates. Our experiments show that our approach provides visually and quantitatively better performance than state-of-the-art methods. Keisuke Nonaka, Ryosuke Watanabe, Haruhisa Kato, Tatsuya Kobayashi, Eduardo Pavez, Antonio Ortega |
ICASSP | 1 |
| 2022 | Point Cloud Attribute Compression Via Chroma SubsamplingabstractWe introduce chroma subsampling for 3D point cloud attribute compression by proposing a novel technique to sample points irregularly placed in 3D space. While most current video compression standards use chroma subsampling, these chroma subsampling methods cannot be directly applied to 3D point clouds, given their irregularity and sparsity. In this work, we develop a framework to incorporate chroma subsampling into geometry-based point cloud encoders, such as region adaptive hierarchical transform (RAHT) and region adaptive graph Fourier transform (RAGFT). We propose different sampling patterns on a regular 3D grid to sample the points at different rates. We use a simple graph-based nearest neighbor interpolation technique to reconstruct the full resolution point cloud at the decoder end. Experimental results demonstrate that our proposed method provides significant coding gains with negligible impact on the reconstruction quality. For some sequences, we observe a bitrate reduction of 10-15% under the Bjontegaard metric. More generally, perceptual masking makes it possible to achieve larger bitrate reductions without visible changes in quality. Shashank N. Sridhara, Eduardo Pavez, Antonio Ortega, Ryosuke Watanabe, Keisuke Nonaka |
ICASSP | 5 |
| 2022 | Point Cloud Denoising Using Normal Vector-Based Graph Wavelet ShrinkageabstractMany applications that use point clouds, such as 3D immersive telepresence, suffer from geometric quality degradation. This noise may be caused by measurement errors of the capturing device or by the point cloud estimation method. In this paper, we propose a novel graph-based point cloud denoising approach using the spectral graph wavelet transform (SGWT) and graph wavelet shrinkage. Unlike conventional SGWT-based denoising methods, the proposed wavelet shrinkage thresholds are determined based on the normal vector at each point and are thus based on the local geometric structure of the point cloud. This approach avoids excessive wavelet shrinkage, which can lead to the loss of complex geometric structure. Experimental results show that the proposed method achieves the best accuracy as compared with recent deep-learning-based and graph-based state-of-the-art denoising methods. Ryosuke Watanabe, Keisuke Nonaka, Haruhisa Kato, Eduardo Pavez, Tatsuya Kobayashi, Antonio Ortega |
ICASSP | 2 |
| 2022 | Memory Reduction Of Cgh Calculation Based On Integrating Point Light SourcesabstractWe propose a novel rendering method for computer-generated holograms (CGHs) which enables low memory usage and low computational complexity. Although the conventional elementary hologram (EH) method realizes smooth motion parallax and rendering for realistic expressions with low complexity, it incurs large memory usage. This is because point light sources (PLSs) must be acquired and stored independently for different perspectives to reconstruct multi-view images. Our method effectively reduces memory usage by integrating PLSs whose 3D coordinates are extremely close to each other. Furthermore, to reduce the complexity of this integration, our method skips some of the PLS acquisition processes under the assumption that the loss of PLSs for the EH does not significantly affect the final reconstructed image quality. Our experimental results show a reduction in memory usage of 93% with a calculation time only 1.2-fold longer than compared with the EH method. Ryota Koiso, Ryosuke Watanabe, Keisuke Nonaka, Tatsuya Kobayashi |
ICIP | 3 |
| 2022 | Motion Estimation And Filtered Prediction For Dynamic Point Cloud Attribute CompressionabstractIn point cloud compression, exploiting temporal redundancy for inter predictive coding is challenging because of the irregular geometry. This paper proposes an efficient block-based inter-coding scheme for color attribute compression. The scheme includes integer-precision motion estimation and an adaptive graph based in-loop filtering scheme for improved attribute prediction. The proposed block-based motion estimation scheme consists of an initial motion search that exploits geometric and color attributes, followed by a motion refinement that only minimizes color prediction error. To further improve color prediction, we propose a vertex-domain low-pass graph filtering scheme that can adaptively remove noise from predictors computed from motion estimation with different accuracy. Our experiments demonstrate significant coding gain over state-of-the-art coding methods. Haoran Hong, Eduardo Pavez, Antonio Ortega, Ryosuke Watanabe, Keisuke Nonaka |
PCS | 5 |
| 2021 | Facial Action Unit-based Deep Learning Framework for Spotting Macro- and Micro-expressions in Long Video SequencesabstractIn this paper, we utilize facial action units (AUs) detection to construct an end-to-end deep learning framework for the macro- and micro-expressions spotting task in long video sequences. The proposed framework focuses on individual components of facial muscle movement rather than processing the whole image, which eliminates the influence of image change caused by noises, such as body or head movement. Compared with existing models deploying deep learning methods with classical Convolutional Neural Network (CNN) models, the proposed framework utilizes Gated Recurrent Unit (GRU) or Long Short-term Memory (LSTM) or our proposed Concat-CNN models to learn the characteristic correlation between AUs of distinctive frames. The Concat-CNN uses three convolutional kernels with different sizes to observe features of different duration and emphasizes both local and global mutation features by changing dimensionality (max-pooling size) of the output space. Our proposal achieves state-of-the-art performance from the aspect of overall F1-scores: 0.2019 on CAS(ME)2-cropped, 0.2736 on SAMM Long Video, and 0.2118 on CAS(ME)2, which not only outperforms the baseline but is also ranked the 3rd of FME challenge 2021 for combined datasets of CAS(ME)2-cropped and SAMM-LV. Zhiguang Zhou, Megumi Komiya, Koki Kishimoto, Keisuke Nonaka, Toshiharu Horiuchi, Satoshi Komorita, Gen Hattori, Sei Naito, Yasuhiro Takishima |
ACM Multimedia | 7 |
| 2020 | Graph-based Deep Learning Analysis and Instance SelectionabstractWhile deep learning is a powerful tool for many applications, there has been only limited research about selection of data for training, i.e., instance selection, which enhances deep learning scalability by saving computational resources. This can be attributed in part to the difficulty of interpreting deep learning models. While some graph-based methods have been proposed to improve performance and interpret behavior of deep learning, the instance selection problem has not been addressed from a graph perspective. In this paper, we analyze the behavior of deep learning outputs by using the K-nearest neighbor (KNN) graph construction. We observe that when a directed KNN graph is constructed, instead of the more conventional undirected KNN, a large number of instances become isolated nodes, i.e., they do not belong to the directed neighborhoods of any other nodes. Based on this, we propose two new instance selection methods, that both lead to fewer isolated nodes, by either directly eliminating them (minimization approach) or by connecting them more strongly to other points (maximization). Our experiments show that our proposed maximization method leads to better performance than random selection and recent methods for instance selection. Keisuke Nonaka, Sarath Shekkizhar, Antonio Ortega |
MMSP | 1 |
| 2019 | Fast Free-viewpoint Video Synthesis Algorithm for Sports ScenesabstractIn this paper, we report on a parallel free-viewpoint video synthesis algorithm that can efficiently reconstruct a high-quality 3D scene representation of sports scenes. The proposed method focuses on a scene that is captured by multiple synchronized cameras featuring wide-baselines. The following strategies are introduced to accelerate the production of a free-viewpoint video taking the improvement of visual quality into account: (1) a sparse point cloud is reconstructed using a volumetric visual hull approach, and an exact 3D ROI is found for each object using an efficient connected components labeling algorithm. Next, the reconstruction of a dense point cloud is accelerated by implementing visual hull only in the ROIs; (2) an accurate polyhedral surface mesh is built by estimating the exact intersections between grid cells and the visual hull; (3) the appearance of the reconstructed presentation is reproduced in a view-dependent manner that respectively renders the non-occluded and occluded region with the nearest camera and its neighboring cameras. The production for volleyball and judo sequences demonstrates the effectiveness of our method in terms of both execution time and visual quality. Jun Chen 0017, Ryosuke Watanabe, Keisuke Nonaka, Tomoaki Konno, Hiroshi Sankoh, Sei Naito |
IROS | 3 |
| 2018 | Robust Billboard-based, Free-viewpoint Video Synthesis Algorithm to Overcome Occlusions under Challenging Outdoor Sport ScenesabstractThe paper proposes an algorithm to robustly reconstruct an accurate billboard model of an individual object including an occluded one in each camera. Each billboard model is utilized to synthesize high-quality, free-viewpoint video especially for outdoor sport scenes in which roughly calibrated cameras are sparsely placed. The two main contributions of the proposed algorithm are (1) robustness to occlusions caused by overlaps of multiple objects in every camera, that is one of the biggest issues for billboard-based method, and (2) applicability to challenging shooting conditions in which accurate 3D model cannot be reconstructed because of calibration errors, small number of cameras and so on. In order to achieve the contributions above, the algorithm does not try to reproduce an accurate 3D model of each object but utilize a "rough 3D model". The algorithm precisely extracts an individual object region in every camera by reconstructing a "rough 3D model" of each object and back-projecting it to every camera. The 3D coordinate for each billboard to be located is calculated based on the position of a rough 3D model. Experimental results compare the visual quality of free-viewpoint videos synthesized with our proposed method and conventional methods and show the effectiveness of our proposed method in terms of the naturalness of positional relationships and the fineness of the surface textures of all the objects. Hiroshi Sankoh, Sei Naito, Keisuke Nonaka, M. S. Houari Sabirin, Jun Chen 0017 |
ACM Multimedia | 3 |
| 2018 | Fast Plane-Based Free-viewpoint Synthesis for Real-time Live StreamingabstractFree viewpoint technologies that synthesize virtual viewpoint by using multiple actual videos are one of the hottest topics in the video processing field, and would provide immersive experiences for users. To realize this concept, many conventional methods have been proposed. However, these methods require high computational cost to synthesize a virtual viewpoint because they have to calculate huge data to express three-dimensional information, e.g. the shapes of objects, only by using two-dimensional video. This makes them inadequate for end-to-end (from video capture to virtual view rendering) live streaming. To overcome this problem, we propose a simple and fast free-viewpoint synthesis method based on a visual hull, which is a general concept in this field. We calculate the silhouette of an object along planes in virtual space by simple projection from video images to the 3D space, and express the whole shape of the object by integrating the planes. This scheme works very quickly while providing fine quality because it consists of standard functions in general GPU architecture. The experimental results show our method can generate a fine virtual view of an object by using multiple videos in real time. Keisuke Nonaka, Ryosuke Watanabe, Jun Chen 0017, M. S. Houari Sabirin, Sei Naito |
VCIP | 1 |
| 2017 | Fast camera self-calibration for synthesizing Free Viewpoint soccer VideoabstractRecently, non-fixed camera-based free viewpoint sports video synthesis has become very popular. Camera calibration is an indispensable step in free viewpoint video synthesis, and the calibration has to be done frame by frame for a non-fixed camera. Thus, calibration speed is of great significance in real-time application. In this paper, a fast self-calibration method for a non-fixed camera is proposed to estimate the homography matrix between a camera image and a soccer field model. As far as we know, it is the first time to propose constructing feature vectors by analyzing crossing points of field lines in both camera image and field model. Therefore, different from previous methods that evaluate all the possible homography matrices and select the best one, our proposed method only evaluates a small number of homography matrices based on the matching result of the constructed feature vectors. Experimental results show that the proposed method is much faster than other methods with only a slight loss of calibration accuracy that is negligible in final synthesized videos. Akira Kubota, Kaoru Kawakita, Keisuke Nonaka, Hiroshi Sankoh, Sei Naito |
ICASSP | 4 |
| 2016 | Robust moving camera calibration for synthesizing free viewpoint soccer videoabstractIn this paper, a robust moving camera calibration method is proposed in order to synthesize a free viewpoint soccer video with a high degree of accuracy. The main problem in video registration-based moving camera calibration is that the calibration accuracy is very low if the detected feature points are from moving objects. In order to solve this problem, the proposed method tracks the feature points along video frames to construct a trajectory matrix of feature points, and the trajectory matrix is decomposed into a low-rank matrix representing global camera motion and a sparse matrix representing local individual motion. Therefore, according to such decomposition, the individual motions of dynamic feature points that are from moving objects could be suppressed and removed. Experimental results show that the proposed method achieves more accurate calibration result and the visual quality of a synthesized free viewpoint soccer video is also improved by the proposed method. Keisuke Nonaka, Hiroshi Sankoh, Sei Naito |
ICIP | 2 |
| 2016 | Automatic camera self-calibration for immersive navigation of free viewpoint sports videoabstractIn recent years, the demand of immersive experience has triggered a great revolution in the applications and formats of multimedia. Particularly, immersive navigation of free viewpoint sports video has become increasingly popular, and people would like to be able to actively select different viewpoints when watching sports videos to enhance the ultra realistic experience. In the practical realization of immersive navigation of free viewpoint video, the camera calibration is of vital importance. Especially, automatic camera calibration is very significant in real-time implementation and the accuracy of camera parameter directly determines the final experience of free viewpoint navigation. In this paper, we propose an automatic camera self-calibration method based on a field model for free viewpoint navigation in sports events. The proposed method is composed of three parts, namely, extraction of field lines in a camera image, calculation of crossing points, determination of the optimal camera parameter. Experimental results show that the camera parameter can be automatically estimated by the proposed method for a fixed camera, dynamic camera and multi-view cameras with high accuracy. Furthermore, immersive free viewpoint navigation in sports events can also be completely realized based on the camera parameter estimated by the proposed method. Hiroshi Sankoh, Keisuke Nonaka, Sei Naito |
MMSP | 3 |
| 2013 | Generalized image retargeting via convex optimizationabstractImage retargeting is a technique for displaying an image on various devices adaptively. However, the conventional retargeting methods restrict target display's shape as rectangular. For expanding their application field, generalization of the shape of target display is useful. Yet, generalization of the existing methods is non-trivial due to the fact that the basic idea of their algorithm deeply rooted in this shape restriction. On the other hand, one of the retargeting approaches, so called warping based method that have high affinity with optimization problem, is proposed. In this paper, we propose a warping based generalized image retargeting. For generalizing the warping method, the main problem is to solve a repositioning problem of regions of interest (ROIs) in input image. By restricting their movable regions, we convexificate this problem and it allows us to use a conventional convex optimization algorithm. The obtained result shows that our method outperforms the conventional method. Keisuke Nonaka, Takamichi Miyata, Yoshinori Hatori |
ICIP | 1 |