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Ismaël Daribo

dblp:70/3137 · DBLP profile ↗
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13ranked-venue papers
12as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 13 · 12 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Image and video coding · 57% Rendering · 23% Computer animation and physical simulation · 20%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding › video compression › 3d video coding
depth video coding
0.212014
Arbitrarily Shaped Motion Prediction for Depth Video Compression Using Arithmetic Edge Coding · IEEE Trans. Image Process. 2014
Image and video coding
edge encoding
0.212014
Arbitrarily Shaped Motion Prediction for Depth Video Compression Using Arithmetic Edge Coding · IEEE Trans. Image Process. 2014
Computer animation and physical simulation › motion modeling
motion prediction
0.212014
Arbitrarily Shaped Motion Prediction for Depth Video Compression Using Arithmetic Edge Coding · IEEE Trans. Image Process. 2014
Image and video coding
multiview video coding
0.212013
Navigation Domain Representation For Interactive Multiview Imaging · IEEE Trans. Image Process. 2013
Rendering
novel view synthesis
0.212013
Navigation Domain Representation For Interactive Multiview Imaging · IEEE Trans. Image Process. 2013
Rendering › image-based rendering
depth-image-based rendering
0.112014
Arbitrarily Shaped Motion Prediction for Depth Video Compression Using Arithmetic Edge Coding · IEEE Trans. Image Process. 2014

Methods — techniques the papers use, named apart from their topics

rate-distortion optimization · 0.4arithmetic coding · 0.2view synthesis · 0.2
YearPublicationVenuePosition
2014 Arbitrarily Shaped Motion Prediction for Depth Video Compression Using Arithmetic Edge Coding
abstract
Depth image compression is important for compact representation of 3D visual data in texture-plus-depth format, where texture and depth maps from one or more viewpoints are encoded and transmitted. A decoder can then synthesize a freely chosen virtual view via depth-image-based rendering using nearby coded texture and depth maps as reference. Further, depth information can be used in other image processing applications beyond view synthesis, such as object identification, segmentation, and so on. In this paper, we leverage on the observation that neighboring pixels of similar depth have similar motion to efficiently encode depth video. Specifically, we divide a depth block containing two zones of distinct values (e.g., foreground and background) into two arbitrarily shaped regions (sub-blocks) along the dividing boundary before performing separate motion prediction (MP). While such arbitrarily shaped sub-block MP can lead to very small prediction residuals (resulting in few bits required for residual coding), it incurs an overhead to transmit the dividing boundaries for sub-block identification at decoder. To minimize this overhead, we first devise a scheme called arithmetic edge coding (AEC) to efficiently code boundaries that divide blocks into sub-blocks. Specifically, we propose to incorporate the boundary geometrical correlation in an adaptive arithmetic coder in the form of a statistical model. Then, we propose two optimization procedures to further improve the edge coding performance of AEC for a given depth image. The first procedure operates within a code block, and allows lossy compression of the detected block boundary to lower the cost of AEC, with an option to augment boundary depth pixel values matching the new boundary, given the augmented pixels do not adversely affect synthesized view distortion. The second procedure operates across code blocks, and systematically identifies blocks along an object contour that should be coded using sub-block MP via a rate-distortion optimized trellis. Experimental results show an average overall bitrate reduction of up to 33% over classical H.264/AVC.
Ismaël Daribo, Dinei A. F. Florêncio, Gene Cheung
IEEE Trans. Image Process.1
2013 Navigation Domain Representation For Interactive Multiview Imaging
abstract
Enabling users to interactively navigate through different viewpoints of a static scene is a new interesting functionality in 3D streaming systems. While it opens exciting perspectives toward rich multimedia applications, it requires the design of novel representations and coding techniques to solve the new challenges imposed by the interactive navigation. In particular, the encoder must prepare a priori a compressed media stream that is flexible enough to enable the free selection of multiview navigation paths by different streaming media clients. Interactivity clearly brings new design constraints: the encoder is unaware of the exact decoding process, while the decoder has to reconstruct information from incomplete subsets of data since the server generally cannot transmit images for all possible viewpoints due to resource constrains. In this paper, we propose a novel multiview data representation that permits us to satisfy bandwidth and storage constraints in an interactive multiview streaming system. In particular, we partition the multiview navigation domain into segments, each of which is described by a reference image (color and depth data) and some auxiliary information. The auxiliary information enables the client to recreate any viewpoint in the navigation segment via view synthesis. The decoder is then able to navigate freely in the segment without further data request to the server; it requests additional data only when it moves to a different segment. We discuss the benefits of this novel representation in interactive navigation systems and further propose a method to optimize the partitioning of the navigation domain into independent segments, under bandwidth and storage constraints. Experimental results confirm the potential of the proposed representation; namely, our system leads to similar compression performance as classical inter-view coding, while it provides the high level of flexibility that is required for interactive streaming. Because of these unique properties, our new framework represents a promising solution for 3D data representation in novel interactive multimedia services.
Thomas Maugey, Ismaël Daribo, Gene Cheung, Pascal Frossard
IEEE Trans. Image Process.2
2012 Arithmetic edge coding for arbitrarily shaped sub-block motion prediction in depth video compression
abstract
Depth map compression is important for compact representation of 3D visual data in “texture-plus-depth” format, where texture and depth maps of multiple closely spaced viewpoints are encoded and transmitted. A decoder can then freely synthesize any chosen inter-mediate view via depth-image-based rendering (DIBR) using neighboring coded texture and depth maps as anchors. In this work, we leverage on the observation that “pixels of similar depth have similar motion” to efficiently encode depth video. Specifically, we divide a depth block containing two zones of distinct values (e.g., foreground and background) into two sub-blocks along the dividing edge before performing separate motion prediction. While doing such arbitrarily shaped sub-block motion prediction can lead to very small prediction residuals (resulting in few bits required to code them), it incurs an overhead to losslessly encode dividing edges for sub-block identification. To minimize this overhead, we first devise an edge prediction scheme based on linear regression to predict the next edge direction in a contiguous contour. From the predicted edge direction, we assign probabilities to each possible edge direction using the von Mises distribution, which are subsequently inputted to a conditional arithmetic codec for entropy coding. Experimental results show an average overall bitrate reduction of up to 30% over classical H.264 implementation.
Ismaël Daribo, Gene Cheung, Dinei A. F. Florêncio
ICIP1
2012 Arbitrarily shaped sub-block motion prediction in texture map compression using depth information
abstract
When transmitting the so-called “texture-plus-depth” video format, texture and depth maps from the same viewpoint exhibit high correlation. Coded bits from one map can then be used as side information to encode the other. In this paper, we propose to use the depth information to divide the corresponding block in texture map into arbitrarily shaped regions (sub-blocks) for separate motion estimation (ME) and motion compensation (MC). We implemented our proposed sub-block motion prediction (MP) method for texture map coding using depth information as a new coding mode (z-mode) in H.264. Nonetheless, in practical experiments one can observe either a misalignment between texture and depth edges, or an aliasing effect at the texture boundaries. To overcome this issue, z-mode offers two MC types: i) non-overlapping MC, and ii) overlapping MC. In the latter case, overlapped sub-blocks after ME are alpha-blended using a properly designed filter. Moreover, the MV of each sub-block in z-mode is predicted using a Laplacian-weighted average of MVs of neighboring blocks of similar depth. Experimental results show that using z-mode, coding performance of the texture map can be improved by up to 0.7dB compared to native H.264 implementation at high bitrate.
Ismaël Daribo, Dinei A. F. Florêncio, Gene Cheung
PCS1
2011 Dynamic Compression of Curve-Based Point Cloud
Ismaël Daribo, Ryo Furukawa 0001, Ryusuke Sagawa, Hiroshi Kawasaki, Shinsaku Hiura, Naoki Asada
PSIVT (2)1
2011 Point cloud compression for grid-pattern-based 3D scanning system
abstract
Recently it is relatively easy to produce digital point sampled 3D geometric models. In sight of the increasing capability of 3D scanning systems to produce models with millions of points, compression efficiency is of paramount importance. In this paper, we propose a novel competition-based predictive method for single-rate compression of 3D models represented as point cloud. In particular we aim at 3D scanning methods based on grid pattern. The proposed method takes advantage of the pattern characteristic made of vertical and horizontal lines, by assuming that the object surface is sampled in curve of points. We then designed and implemented a predictive coder driven by this curve-based point representation. Novel prediction techniques are specifically designed for a curve-based cloud of points, and been competing between them to achieve high quality 3D reconstruction. Experimental results demonstrate the effectiveness of the proposed method.
Ismaël Daribo, Ryo Furukawa 0001, Ryusuke Sagawa, Hiroshi Kawasaki, Shinsaku Hiura, Naoki Asada
VCIP1
2010 Depth-aided image inpainting for novel view synthesis
abstract
Depth Image Based Rendering (DIBR) technique has been recognized as a promising tool for supporting advanced 3D video services required in MultiView Video (MVV) systems. However, an inherent problem with DIBR is to fill newly exposed areas (holes) caused by disocclusions. This paper addresses the disocclusion problem. To deal with small disocclusions, hole-filling strategies have been designed by the state-of-the-art through pre-processing techniques of the depth video. For larger disocclusions, where depth pre-processing has some limitations, we propose an inpainting approach to retrieve missing pixels. Specifically, we propose in the texture and structure propagation process to take into account the depth information by distinguishing foreground and background parts of the scene. Experimental results illustrate the efficiency of the proposed method.
Ismaël Daribo, Béatrice Pesquet-Popescu
MMSP1
2010 Bilateral depth-discontinuity filter for novel view synthesis
abstract
In this paper, a new filtering technique addresses the disocclusions problem issued from the depth image based rendering (DIBR) technique within 3DTV framework. An inherent problem with DIBR is to fill in the newly exposed areas (holes) caused by the image warping process. In opposition with multiview video (MVV) systems, such as free viewpoint television (FTV), where multiple reference views are used for recovering the disocclusions, we consider in this paper a 3DTV system based on a video-plus-depth sequence which provides only one reference view of the scene. To overcome this issue, disocclusion removal can be achieved by pre-processing the depth video and/or post-processing the warped image through hole-filling techniques. Specifically, we propose in this paper a pre-processing of the depth video based on a bilateral filtering according to the strength of the depth discontinuity. Experimental results are shown to illustrate the efficiency of the proposed method compared to the traditional methods.
Ismaël Daribo, Hideo Saito 0001
MMSP1
2010 Influence of wavelet-based depth coding in multiview video systems
abstract
Multiview video representation based on depth data, such as multiview video-plus-depth (MVD), is emerging 3D video communication services raising in the meantime the problem of coding and transmitting depth video in addition to classical texture video. Depth video is considered as a key side information in novel view synthesis within multiview video systems, such as three-dimensional television (3 DTV) or free viewpoint television (FTV), wherein the influence of depth compression on the novel synthesized view is still a contentious issue. In this paper, we propose to discuss and investigate the impact of wavelet-based compression of the depth video on the quality of the view synthesis. Experimental results show that significant gains can be obtained by improving depth edge preservation through shorter wavelet-based filtering on depth edges.
Ismaël Daribo, Hideo Saito 0001
PCS1
2010 Joint depth-motion dense estimation for multiview video coding
Ismaël Daribo, Wided Miled, Béatrice Pesquet-Popescu
J. Vis. Commun. Image Represent.1
2009 Dense disparity estimation in multiview video coding
abstract
Multiview video coding is an emerging application where, in addition to classical temporal prediction, an efficient disparity prediction should be performed in order to achieve the best compression performance. A popular coder is the multiview video coding (MVC) extension of H.264/AVC, which uses a block-based disparity estimation (just like temporal prediction in H.264/AVC). In this paper, we propose to improve the MVC extension by using a dense estimation method that generates a smooth disparity map with ideally infinite precision. The obtained disparity is then segmented and efficiently encoded by using a rate-distortion optimization technique. Experimental results show that significant gains can be obtained compared to the block-based disparity estimation technique used in the MVC extension.
Ismaël Daribo, Mounir Kaaniche, Wided Miled, Marco Cagnazzo, Béatrice Pesquet-Popescu
MMSP1
2008 Adaptive wavelet coding of the depth map for stereoscopic view synthesis
abstract
Multi-view video and 3D television are emerging applications raising the problem of efficient encoding of a depth map, in addition to classical texture images. This paper investigates depth image coding via an adaptive wavelet lifting scheme. Switching between long filters in homogeneous areas and short filters over the edges of the depth map is decided based on the contours detected in the texture image. The method takes thus into consideration the correlation existing between the edges in the texture and in the depth image, leading to an improved encoding of the latter one.
Ismaël Daribo, Christophe Tillier, Béatrice Pesquet-Popescu
MMSP1
2007 Distance Dependent Depth Filtering in 3D Warping for 3DTV
abstract
Depth image-based rendering (DIBR) is the process of synthesizing some new "virtual" views from one "real" view and the associated per-pixel depth information. The most important problem in this process is to deal with the newly exposed areas (holes) appearing in the virtual images. One common solution to decrease the number of holes is to pre-process the depth map, before the warping. In this paper, we present a new filtering technique for depth image-based rendering. In order to reduce or completely remove the newly exposed areas an efficient smoothing is necessary for the sharp depth changes near object boundaries. In the meantime it is useless to filter the smooth areas in the depth map. Our solution is based on a weighted Gaussian filter taking into account the distance to the contours. By this way, the geometric distortions and the computation time are reduced compared to a uniform filtering of the depth map. We present some results in the context of creation of stereoscopic views for 3D TV.
Ismaël Daribo, Christophe Tillier, Béatrice Pesquet-Popescu
MMSP1