The GPU used for our tests is a NVIDIA Quadro
FX 3450/4000 SDI with 256 MB of memory. De-
pending on the viewpoint, our GPU program gener-
ates between 25 and 65 images per second with 20
light fields together.
Table 7: PSNR comparison without background pixels for
the Dragon. object between the Light Field Rendering com-
pression scheme and our method. The size provided for our
method does not include the binary mask. PSNR vc cor-
responds to the PSNR variation coefficient. Note that this
coefficient is much lower with our method.
Dragon LF Rendering Our Method
PSNR vc 1.20 dB 0.25 dB 0.26 dB
PSNR min 30.0 dB 30.4 dB 32.3 dB
PSNR max 36.8 dB 31.6 dB 33.6 dB
PSNR avg 31.1 dB 30.8 dB 32.9 dB
MOS avg 55 % 51% 74 %
Mem. size 9.5 MB 9.6 MB 10.6 MB
Table 7 shows results obtained by our compres-
sion method and the approach proposed in (Levoy
and Hanrahan, 1996) with the original images of the
Dragon. With equivalent PSNR and without masks,
compression rates are equivalents though it is the
worst case for our compression scheme. However, the
variation coefficient is much lower with our method
(due to the use of several dictionaries), implying a
better visual quality during rendering. Using binary
masks increases further the object silhouette quality
as shown in Figure 1. Unfortunately, this parameter
is difficult to estimate in terms of PSNR. Another ad-
vantage of our method concerns the automatic choice
of compression rate that provides an average PSNR
greater than 32.5 dB. It generally increases the PSNR
of 2 dB at the expense of 10% on the the light field
size. In average, our method gives a PSNR high
enough to ensure that most observers do not notice
any loss in quality (MOS > 70%) while the previous
method does not.
10 CONCLUSION
This paper presents an improved compression method
relying on quantization dedicated to interactive qual-
ity rendering. Compression time and visual quality
have been improved with the help of object bounding
boxes and silhouette masks for each light field image.
The introduction of a PSNR threshold has allowed to
tune directly the visual quality of the compressed ob-
jects with regards to human judgment. As shown in
the results, our method provides efficient random ac-
cess to uvst samples during the rendering phase. We
wish to integrate depth to the binary masks so as to
reduce aliasing artifacts due to uv sampling, also val-
idated by visual experiments.
ACKNOWLEDGEMENTS
We wish to thank Stanford University for providing
the original and compressed Dragon images. We also
aknowledge James Cowley for the Quad model.
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