Saliency Computation for Virtual Cinematography in 360° Videos
Recent advances in virtual reality cameras have contributed to a phenomenal growth of 360$^{\circ }$∘ videos. Estimating regions likely to attract user attention is critical for efficiently streaming and rendering 360$^{\circ }$∘ videos. In this article, we present a simple, novel, GPU-driven pipeli...
Veröffentlicht in: | IEEE computer graphics and applications. - 1991. - 41(2021), 4 vom: 15. Juli, Seite 99-106 |
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Weitere Verfasser: | , |
Format: | Online-Aufsatz |
Sprache: | English |
Veröffentlicht: |
2021
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Zugriff auf das übergeordnete Werk: | IEEE computer graphics and applications |
Schlagworte: | Journal Article |
Zusammenfassung: | Recent advances in virtual reality cameras have contributed to a phenomenal growth of 360$^{\circ }$∘ videos. Estimating regions likely to attract user attention is critical for efficiently streaming and rendering 360$^{\circ }$∘ videos. In this article, we present a simple, novel, GPU-driven pipeline for saliency computation and virtual cinematography in 360$^{\circ }$∘ videos using spherical harmonics (SH). We efficiently compute the 360$^{\circ }$∘ video saliency through the spectral residual of the SH coefficients between multiple bands at over 60FPS for 4K resolution videos. Further, our interactive computation of spherical saliency can be used for saliency-guided virtual cinematography in 360$^{\circ }$∘ videos |
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Beschreibung: | Date Revised 15.07.2021 published: Print Citation Status PubMed-not-MEDLINE |
ISSN: | 1558-1756 |
DOI: | 10.1109/MCG.2021.3080320 |