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Title:
AN APPARATUS, A METHOD AND A COMPUTER PROGRAM FOR VOLUMETRIC VIDEO
Document Type and Number:
WIPO Patent Application WO/2019/158821
Kind Code:
A1
Abstract:
There are disclosed various methods, apparatuses and computer program products for video encoding.The method comprises inputting a point cloud frame in an encoder; projecting a3D object represented by the point cloud frame onto a 2D patch; generating a geometry image, a texture image and a occupancy map from the 2D patch;partitioning the occupancy map into image blocks of a predetermined size along a predetermined block grid;assigning, on the basis of binary values of the image block, a codeword for each image block;mapping the codeword of each image block according to a mapping scheme to sample values of a multi-level occupancy map; andmultiplexing the geometry image and the multi-level occupancy map into sample arrays of an image for compression. Fig. 10

Inventors:
HANNUKSELA MISKA (FI)
Application Number:
PCT/FI2019/050115
Publication Date:
August 22, 2019
Filing Date:
February 14, 2019
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
NOKIA TECHNOLOGIES OY (FI)
International Classes:
G06T15/20; H04N19/597; H04N13/268; H04N13/161
Other References:
JANTET, V.: "Layered Depth Images for Multi-View Coding", HAL ARCHIVES-OUVERTES.FR, 14 February 2013 (2013-02-14), pages 1 - 137, XP055501178, Retrieved from the Internet [retrieved on 20190430]
MAMMOU, K.: "PCC Test Model Category 2 v0", MPEG 120TH MEETING MACAU OUTPUT DOCUMENT W17248, 14 December 2017 (2017-12-14), Retrieved from the Internet [retrieved on 20190426]
SCHWARZ, S. ET AL.: "Nokia's response to CfP for Point Cloud Compression (Category 2)", MPEG 120TH MEETING MACAU INPUT DOCUMENT M41779, 17 October 2017 (2017-10-17), Retrieved from the Internet [retrieved on 20190430]
HE, L. ET AL.: "Best-effort projection based attribute compression for 3D point cloud", 2017 23RD ASIA-PACIFIC CONFERENCE ON COMMUNICATIONS (APCC, 11 December 2017 (2017-12-11), XP033324865, Retrieved from the Internet [retrieved on 20190430]
Attorney, Agent or Firm:
NOKIA TECHNOLOGIES OY et al. (FI)
Download PDF:
Claims:
CLAIMS

1. A method comprising:

inputting a point cloud frame in an encoder;

projecting a 3D object represented by the point cloud frame onto a 2D near- layer patch and a 2D far- layer patch, wherein the far-layer patch comprises points that are projected onto pixel locations for which the 2D near-layer patch comprises points with a smaller distance relative to a projection surface;

generating a near- layer geometry patch for the 2D near-layer patch, and a far- layer geometry patch and a far-layer occupancy patch for the 2D far-layer patch;

partitioning the far-layer geometry patch and the far-layer occupancy patch into blocks of a predetermined size along a predetermined block grid;

assigning a codeword for each pair of collocated blocks of the far-layer geometry patch and the far-layer occupancy patch;

mapping the codeword to a sample value according to a mapping scheme for each block;

multiplexing the near-layer geometry patch into a first sample array of an image for compression and the sample values into a second sample array of the image for compression; and

encoding a picture comprising the first sample array and the second sample array into a bitstream.

2. An apparatus comprising:

means for inputting a point cloud frame in an encoder;

means for projecting a 3D object represented by the point cloud frame onto a 2D near-layer patch and a 2D far-layer patch, wherein the far-layer patch comprises points that are projected onto pixel locations for which the 2D near-layer patch comprises points with a smaller distance relative to a projection surface;

means for generating a near-layer geometry patch for the 2D near-layer patch, and a far-layer geometry patch and a far-layer occupancy patch for the 2D far-layer patch;

means for partitioning the far-layer geometry patch and the far-layer occupancy patch into blocks of a predetermined size along a predetermined block grid;

means for assigning a codeword for each pair of collocated blocks of the far-layer geometry patch and the far-layer occupancy patch; means for mapping the codeword to a sample value according to a mapping scheme for each block;

means for multiplexing the near-layer geometry patch into a first sample array of an image for compression and the sample values into a second sample array of the image for compression; and

means for encoding a picture comprising the first sample array and the second sample array into a bitstream.

3. The apparatus according to claim 2, further comprising

means for encoding information about the mapping scheme for each block in or along the bitstream.

4. The apparatus according to claim 2 or 3, further comprising,

means for forming a K-level delta depth image for the collocated blocks of the far- layer, where K is an integer greater than two;

means for setting unoccupied pixels in the K-level delta depth image to a selected value among the specific set of values of Z, where Z is an integer smaller than K; and

means for quantizing depth values of the far-layer K - Z quantization levels.

5. The apparatus according to any of claims 2 - 4, further comprising

means for inpainting samples of the K-level delta depth image that are not occupied in the near layer prior to or as part of encoding.

6. A method comprising:

receiving a bitstream in a decoder;

decoding a coded picture from the bitstream into a decoded picture;

demultiplexing, from a first sample array of the decoded picture, a 2D near-layer geometry patch and, from a second sample array, a 2D far-layer geometry-occupancy patch corresponding to the near-layer geometry patch;

inverse mapping sample values of the 2D far-layer geometry-occupancy patch into codewords; and

decoding the codewords into far-layer occupancy patch and 2D far-layer geometry patch, both corresponding to the near-layer geometry patch.

7. The method according to claim 6, further comprising:

obtaining information identifying a mapping scheme used for mapping codewords and variables used for applying the mapping scheme for generating a 2D far-layer geometry- occupancy patch.

8. The method according to claim 6 or 7, further comprising:

obtaining information identifying an inverse mapping scheme used for inverse mapping sample values of a 2D far-layer geometry-occupancy patch to codewords and variables used for applying the inverse mapping scheme of a 2D far-layer geometry- occupancy patch.

9. The method according to any of claims 6 - 8, further comprising: processing the 2D far-layer geometry-occupancy patch sample-wise for generating a block of samples into the far-layer occupancy patch and/or the 2D far layer geometry patch, the block of samples having a predetermined size along a predetermined block grid.

10. The method according to any of claims 6 - 9, further comprising: decoding a near-layer occupancy patch corresponding to the 2D near-layer geometry patch; and

concluding from the near-layer occupancy patch whether the collocating sample values in the 2D far-layer geometry-occupancy patch are occupied.

11. An apparatus comprising:

means for receiving a bitstream in a decoder;

means for decoding a coded picture from the bitstream into a decoded picture; means for demultiplexing, from a first sample array of the decoded picture, a 2D near-layer geometry patch and, from a second sample array, a 2D far-layer geometry- occupancy patch corresponding to the near-layer geometry patch;

means for inverse mapping sample values of the 2D far-layer geometry- occupancy patch into codewords; and

means for decoding the codewords into far-layer occupancy patch and 2D far- layer geometry patch, both corresponding to the near-layer geometry patch.

12. The apparatus according to claim 11, further comprising: means for obtaining information identifying a mapping scheme used for mapping codewords and variables used for applying the mapping scheme for generating a 2D far-layer geometry-occupancy patch. 13. The apparatus according to claim 11 or 12, further comprising: means for obtaining information identifying an inverse mapping scheme used for inverse mapping sample values of a 2D far-layer geometry-occupancy patch to codewords and variables used for applying the inverse mapping scheme of a 2D far-layer geometry- occupancy patch.

14. The apparatus according to any of claims 11 - 13, further comprising:

means for processing the 2D far-layer geometry-occupancy patch sample-wise for generating a block of samples into the far-layer occupancy patch and/or the 2D far layer geometry patch, the block of samples having a predetermined size along a predetermined block grid.

15. The apparatus according to any of claims 11 - 14, further comprising:

means for decoding a near-layer occupancy patch corresponding to the 2D near layer geometry patch; and

means for concluding from the near-layer occupancy patch whether the collocating sample values in the 2D far-layer geometry-occupancy patch are occupied.

Description:
AN APPARATUS, A METHOD AND A COMPUTER PROGRAM FOR

VOLUMETRIC VIDEO

TECHNICAL FIELD

[0001] The present invention relates to an apparatus, a method and a computer program for content dependent projection for volumetric video coding and decoding.

BACKGROUND

[0002] Volumetric video data represents a three-dimensional scene or object and can be used as input for virtual reality (VR), augmented reality (AR) and mixed reality (MR) applications. Such data describes the geometry, e.g. shape, size, position in three-dimensional (3D) space, and respective attributes, e.g. colour, opacity, reflectance and any possible temporal changes of the geometry and attributes at given time instances. Volumetric video is either generated from 3D models through computer-generated imagery (CGI), or captured from real-world scenes using a variety of capture solutions, e.g. multi-camera, laser scan, combination of video and dedicated depth sensors, and more. Also, a combination of CGI and real-world data is possible.

[0003] Typical representation formats for such volumetric data are triangle meshes, point clouds (PCs), or voxel arrays. Representation of the 3D data depends on how the 3D data is used. Dense Voxel arrays have been used to represent volumetric medical data. In 3D graphics, polygonal meshes are extensively used. Point clouds on the other hand are well suited for applications such as capturing real world 3D scenes where the topology is not necessarily a 2D manifold. A point cloud frame may be defined as a point cloud

corresponding to a particular time instant; for example, the point cloud may have been captured at that time instant. Successive point cloud frames may be considered to form a point cloud sequence or point cloud video.

[0004] In dense point clouds or voxel arrays, the reconstructed 3D scene may contain tens or even hundreds of millions of points. One way to compress a time- varying volumetric scene/object is to project 3D surfaces on to some number of pre-defined 2D planes. Regular 2D video compression algorithms can then be used to compress various aspects of the projected surfaces. For e.g. a time-varying 3D point cloud, with spatial and texture coordinates, can be mapped into a sequence of at least three sets of planes, where a first set carries the temporal motion image data, a second set carries the texture data and a third set carries the depth data, i.e. the distance of the mapped 3D surface points from the projection surfaces.

[0005] For the MPEG standardization, there has been developed a test model for point cloud compression. MPEG W17248 discloses a projection-based approach for a test model for standardisation of dynamic point cloud compression. In MPEG W17248, projected texture and geometry data is accompanied with an additional binary occupancy map to signal if a 2D pixel should be reconstructed to 3D space at the decoder side.

[0006] However, transmitting the additional occupancy map is costly in terms of the bit rate budget. The coding and decoding of the occupancy map information also require significant computational, memory, and memory access resources. Moreover, while MPEG W17248 distinguishes the depth data in terms of near- and far- layers, the far- layer geometry and occupancy information nevertheless treated identically to those for the near layer.

SUMMARY

[0007] Now, an improved method and technical equipment implementing the method has been invented, by which the above problems are alleviated. Various aspects include a method, an apparatus and a computer readable medium comprising a computer program or a signal stored therein, which are characterized by what is stated in the independent claims. Various details of the embodiments are disclosed in the dependent claims and in the corresponding images and description.

[0008] According to a first aspect, there is provided a method comprising inputting a point cloud frame in an encoder; projecting a 3D object represented by the point cloud frame onto a 2D near-layer patch and a 2D far-layer patch, wherein the far-layer patch comprises points that are projected onto pixel locations for which the 2D near-layer patch comprises points with a smaller distance relative to a projection surface; generating a near-layer geometry patch for the 2D near-layer patch, and a far-layer geometry patch and a far-layer occupancy patch for the 2D far-layer patch; partitioning the far-layer geometry patch and the far-layer occupancy patch into blocks of a predetermined size along a predetermined block grid;

assigning a codeword for each pair of collocated blocks of the far-layer geometry patch and the far-layer occupancy patch; mapping the codeword to a sample value according to a mapping scheme for each block; multiplexing the near-layer geometry patch into a first sample array of an image for compression and the sample values into a second sample array of the image for compression; and encoding a picture comprising the first sample array and the second sample array into a bitstream. [0009] According to an embodiment, the method further comprises encoding information about the mapping scheme for each block in or along the bitstream.

[0010] According to an embodiment, the method further comprises forming a K-level delta depth image for the collocated blocks of the far-layer, where K is an integer greater than two; setting unoccupied pixels in the K-level delta depth image to a selected value among the specific set of values of Z, where Z is an integer smaller than K; and quantizing depth values of the far- layer K - Z quantization levels.

[0011 ] According to an embodiment, the method further comprises inpainting samples of the K-level delta depth image that are not occupied in the near layer prior to or as part of encoding.

[0012] An apparatus according to a second aspect comprises means for inputting a point cloud frame in an encoder; means for projecting a 3D object represented by the point cloud frame onto a 2D near-layer patch and a 2D far-layer patch, wherein the far-layer patch comprises points that are projected onto pixel locations for which the 2D near- layer patch comprises points with a smaller distance relative to a projection surface; means for generating a near-layer geometry patch for the 2D near-layer patch, and a far-layer geometry patch and a far-layer occupancy patch for the 2D far-layer patch; means for partitioning the far-layer geometry patch and the far-layer occupancy patch into blocks of a predetermined size along a predetermined block grid; means for assigning a codeword for each pair of collocated blocks of the far-layer geometry patch and the far-layer occupancy patch; means for mapping the codeword to a sample value according to a mapping scheme for each block; means for multiplexing the near-layer geometry patch into a first sample array of an image for compression and the sample values into a second sample array of the image for compression; and means for encoding a picture comprising the first sample array and the second sample array into a bitstream.

[0013] A method according to a third aspect comprises receiving a bitstream in a decoder; decoding a coded picture from the bitstream into a decoded picture; demultiplexing, from a first sample array of the decoded picture, a 2D near-layer geometry patch and, from a second sample array, a 2D far-layer geometry-occupancy patch corresponding to the near-layer geometry patch; inverse mapping sample values of the 2D far-layer geometry-occupancy patch into codewords; and decoding the codewords into far-layer occupancy patch and 2D far- layer geometry patch, both corresponding to the near-layer geometry patch. [0014] According to an embodiment, the method further comprises obtaining information identifying a mapping scheme used for mapping codewords and variables used for applying the mapping scheme for generating a 2D far-layer geometry-occupancy patch.

[0015] According to an embodiment, the method further comprises obtaining information identifying an inverse mapping scheme used for inverse mapping sample values of a 2D far- layer geometry-occupancy patch to codewords and variables used for applying the inverse mapping scheme of a 2D far-layer geometry-occupancy patch.

[0016] According to an embodiment, the method further comprises processing the 2D far- layer geometry-occupancy patch sample-wise for generating a block of samples into the far- layer occupancy patch and/or the 2D far layer geometry patch, the block of samples having a predetermined size along a predetermined block grid.

[0017] According to an embodiment, the method further comprises decoding a near- layer occupancy patch corresponding to the 2D near-layer geometry patch; and concluding from the near-layer occupancy patch whether the collocating sample values in the 2D far-layer geometry-occupancy patch are occupied.

[0018] An apparatus according to a fourth aspect comprises means for receiving a bitstream in a decoder; means for decoding a coded picture from the bitstream into a decoded picture; means for demultiplexing, from a first sample array of the decoded picture, a 2D near-layer geometry patch and, from a second sample array, a 2D far-layer geometry- occupancy patch corresponding to the near-layer geometry patch; means for inverse mapping sample values of the 2D far-layer geometry-occupancy patch into codewords; and means for decoding the codewords into far-layer occupancy patch and 2D far-layer geometry patch, both corresponding to the near-layer geometry patch.

[0019] Apparatuses according to further aspects comprise at least one processor and at least one memory, said at least one memory stored with code thereon, when executed by said at least one processor, causes the apparatus to perform the above methods.

[0020] Computer readable storage media according to further aspects comprise code for use by an apparatus, which when executed by a processor, causes the apparatus to perform the above methods.

[0021] Further aspects relate at least to an apparatus and computer readable storage medium with computer program code comprising means for performing the above methods and embodiments related thereto. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] For a more complete understanding of the example embodiments, reference is now made to the following descriptions taken in connection with the accompanying drawings in which:

[0023] Fig. 1 shows a system for capturing, encoding, decoding, reconstructing and viewing a three-dimensional scheme;

[0024] Figs. 2a and 2b show a capture device and a viewing device;

[0025] Figs. 3a and 3b show an encoder and decoder for encoding and decoding texture pictures, geometry pictures and/or auxiliary pictures;

[0026] Figs. 4a, 4b, 4c and 4d show a setup for forming a stereo image of a scene to a user;

[0027] Figs. 5a illustrates projection of source volumes in a scene and parts of an object to projection surfaces, as well as determining depth information;

[0028] Fig. 5b shows an example of projecting an object using a cube map projection format;

[0029] Fig. 6 shows a projection of a source volume to a projection surface, and inpainting of a sparse projection;

[0030] Fig. 7 shows an example of occlusion of surfaces;

[0031] Figs. 8a and 8b show a compression and a decompression process for a known test model for standardized validating of a point cloud frame encoding;

[0032] Fig. 9 shows different transversal order for sub-blocks of an occupancy map;

[0033] Fig. 10 shows a flow chart for the point cloud frame coding according to an embodiment;

[0034] Figures 1 la and 1 lb show examples of mapping codewords for blocks of an occupancy map according to an embodiment; and

[0035] Fig. 12 shows a flow chart for the point cloud frame coding according to an embodiment.

DETAILED DESCRIPTON OF SOME EXAMPLE EMBODIMENTS

[0036] In the following, several embodiments of the invention will be described in the context of point cloud, voxel or mesh scene models for three-dimensional volumetric video and pixel and picture based two-dimensional video coding. It is to be noted, however, that the invention is not limited to specific scene models or specific coding technologies. In fact, the different embodiments have applications in any environment where coding of volumetric scene data is required. [0037] It has been noticed here that identifying correspondences for motion-compensation in three-dimensional space is an ill-defined problem, as both the geometry and the respective attributes of the objects to be coded may change. For example, temporal successive“frames” do not necessarily have the same number of meshes, points or voxel. Therefore, compression of dynamic 3D scenes is inefficient.

[0038] “Voxel” of a three-dimensional world corresponds to a pixel of a two-dimensional world. Voxels exist in a three-dimensional grid layout. An octree is a tree data structure used to partition a three-dimensional space. Octrees are the three-dimensional analog of quadtrees. A sparse voxel octree (SVO) describes a volume of a space containing a set of solid voxels of varying sizes. Empty areas within the volume are absent from the tree, which is why it is called“sparse”.

[0039] A three-dimensional volumetric representation of a scene is determined as a plurality of voxels on the basis of input streams of at least one multicamera device. Thus, at least one but preferably a plurality (i.e. 2, 3, 4, 5 or more) of multicamera devices are used to capture 3D video representation of a scene. The multicamera devices are distributed in different locations in respect to the scene, and therefore each multicamera device captures a different 3D video representation of the scene. The 3D video representations captured by each multicamera device may be used as input streams for creating a 3D volumetric representation of the scene, said 3D volumetric representation comprising a plurality of voxels. Voxels may be formed from the captured 3D points e.g. by merging the 3D points into voxels comprising a plurality of 3D points such that for a selected 3D point, all neighbouring 3D points within a predefined threshold from the selected 3D point are merged into a voxel without exceeding a maximum number of 3D points in a voxel.

[0040] Voxels may also be formed through the construction of the sparse voxel octree. Each leaf of such a tree represents a solid voxel in world space; the root node of the tree represents the bounds of the world. The sparse voxel octree construction may have the following steps: 1) map each input depth map to a world space point cloud, where each pixel of the depth map is mapped to one or more 3D points; 2) determine voxel attributes such as colour and surface normal vector by examining the neighbourhood of the source pixel(s) in the camera images and the depth map; 3) determine the size of the voxel based on the depth value from the depth map and the resolution of the depth map; 4) determine the SVO level for the solid voxel as a function of its size relative to the world bounds; 5) determine the voxel coordinates on that level relative to the world bounds; 6) create new and/or traversing existing SVO nodes until arriving at the determined voxel coordinates; 7) insert the solid voxel as a leaf of the tree, possibly replacing or merging attributes from a previously existing voxel at those coordinates. Nevertheless, the size of voxel within the 3D volumetric representation of the scene may differ from each other. The voxels of the 3D volumetric representation thus represent the spatial locations within the scene.

[0041] A volumetric video frame is a complete sparse voxel octree that models the world at a specific point in time in a video sequence. Voxel attributes contain information like colour, opacity, surface normal vectors, and surface material properties. These are referenced in the sparse voxel octrees (e.g. colour of a solid voxel), but can also be stored separately.

[0042] Point clouds are commonly used data structures for storing volumetric content. Compared to point clouds, sparse voxel octrees describe a recursive subdivision of a finite volume with solid voxels of varying sizes, while point clouds describe an unorganized set of separate points limited only by the precision of the used coordinate values.

[0043] When encoding a volumetric video, each frame may produce several hundred megabytes or several gigabytes of voxel data which needs to be converted to a format that can be streamed to the viewer, and rendered in real-time. The amount of data depends on the world complexity and volume. The larger impact comes in a multi-device recording setup with a number of separate locations where the cameras are recording. Such a setup produces more information than a camera at a single location.

[0044] Fig. 1 shows a system for capturing, encoding, decoding, reconstructing and viewing a three-dimensional scheme, that is, for 3D video and 3D audio digital creation and playback. The task of the system is that of capturing sufficient visual and auditory

information from a specific scene to be able to create a scene model such that a convincing reproduction of the experience, or presence, of being in that location can be achieved by one or more viewers physically located in different locations and optionally at a time later in the future. Such reproduction requires more information that can be captured by a single camera or microphone, in order that a viewer can determine the distance and location of objects within the scene using their eyes and their ears. To create a pair of images with disparity, two camera sources are used. In a similar manner, for the human auditory system to be able to sense the direction of sound, at least two microphones are used (the commonly known stereo sound is created by recording two audio channels). The human auditory system can detect the cues, e.g. in timing difference of the audio signals to detect the direction of sound.

[0045] The system of Fig. 1 may consist of three main parts: image sources, a server and a rendering device. A video source SRC 1 may comprise multiple cameras CAM 1 , CAM2, ... , CAMN with overlapping field of view so that regions of the view around the video capture device is captured from at least two cameras. The video source SRC1 may comprise multiple microphones to capture the timing and phase differences of audio originating from different directions. The video source SRC1 may comprise a high-resolution orientation sensor so that the orientation (direction of view) of the plurality of cameras CAM1, CAM2, ..., CAMN can be detected and recorded. The cameras or the computers may also comprise or be functionally connected to means for forming distance information corresponding to the captured images, for example so that the pixels have corresponding depth data. Such depth data may be formed by scanning the depth or it may be computed from the different images captured by the cameras. The video source SRC1 comprises or is functionally connected to, or each of the plurality of cameras CAM1, CAM2, ..., CAMN comprises or is functionally connected to a computer processor and memory, the memory comprising computer program code for controlling the source and/or the plurality of cameras. The image stream captured by the video source, i.e. the plurality of the cameras, may be stored on a memory device for use in another device, e.g. a viewer, and/or transmitted to a server using a communication interface. It needs to be understood that although a video source comprising three cameras is described here as part of the system, another amount of camera devices may be used instead as part of the system.

[0046] Alternatively or in addition to the source device SRC1 creating information for forming a scene model, one or more sources SRC2 of synthetic imagery may be present in the system, comprising a scene model. Such sources may be used to create and transmit the scene model and its development over time, e.g. instantaneous states of the model. The model can be created or provided by the source SRC1 and/or SRC2, or by the server SERVER. Such sources may also use the model of the scene to compute various video bitstreams for transmission.

[0047] One or more two-dimensional video bitstreams may be computed at the server SERVER or a device RENDERER used for rendering, or another device at the receiving end. When such computed video streams are used for viewing, the viewer may see a three- dimensional virtual world as described in the context of Figs 4a— 4d. The devices SRC1 and SRC2 may comprise or be functionally connected to one or more computer processors (PROC2 shown) and memory (MEM2 shown), the memory comprising computer program (PROGR2 shown) code for controlling the source device SRC1/SRC2. The image stream captured by the device and the scene model may be stored on a memory device for use in another device, e.g. a viewer, or transmitted to a server or the viewer using a communication interface COMM2. There may be a storage, processing and data stream serving network in addition to the capture device SRC1. For example, there may be a server SERVER or a plurality of servers storing the output from the capture device SRC1 or device SRC2 and/or to form a scene model from the data from devices SRC1, SRC2. The device SERVER comprises or is functionally connected to a computer processor PROC3 and memory MEM3, the memory comprising computer program PROGR3 code for controlling the server. The device SERVER may be connected by a wired or wireless network connection, or both, to sources SRC1 and/or SRC2, as well as the viewer devices VIEWER1 and VIEWER2 over the communication interface COMM3.

[0048] The creation of a three-dimensional scene model may take place at the server SERVER or another device by using the images captured by the devices SRC1. The scene model may be a model created from captured image data (a real-world model), or a synthetic model such as on device SRC2, or a combination of such. As described later, the scene model may be encoded to reduce its size and transmitted to a decoder, for example viewer devices.

[0049] For viewing the captured or created video content, there may be one or more viewer devices VIEWER 1 and VIEWER2. These devices may have a rendering module and a display module, or these functionalities may be combined in a single device. The devices may comprise or be functionally connected to a computer processor PROC4 and memory MEM4, the memory comprising computer program PROG4 code for controlling the viewing devices. The viewer (playback) devices may consist of a data stream receiver for receiving a video data stream and for decoding the video data stream. The video data stream may be received from the server SERVER or from some other entity, such as a proxy server, an edge server of a content delivery network, or a file available locally in the viewer device. The data stream may be received over a network connection through communications interface COMM4, or from a memory device MEM6 like a memory card CARD2. The viewer devices may have a graphics processing unit for processing of the data to a suitable format for viewing. The viewer VIEWER1 may comprise a high-resolution stereo-image head-mounted display for viewing the rendered stereo video sequence. The head-mounted display may have an orientation sensor DET1 and stereo audio headphones. The viewer VIEWER2 may comprise a display (either two-dimensional or a display enabled with 3D technology for displaying stereo video), and the rendering device may have an orientation detector DET2 connected to it. Alternatively, the viewer VIEWER2 may comprise a 2D display, since the volumetric video rendering can be done in 2D by rendering the viewpoint from a single eye instead of a stereo eye pair. [0050] It needs to be understood that Fig. 1 depicts one SRC1 device and one SRC2 device, but generally the system may comprise more than one SRC1 device and/or SRC2 device.

[0051 ] Any of the devices (SRC 1 , SRC2, SERVER, RENDERER, VIEWER 1 , VIEWER2) may be a computer or a portable computing device, or be connected to such or configured to be connected to such. Moreover, even if the devices (SRC1, SRC2, SERVER, RENDERER, VIEWER1, VIEWER2) are depicted as a single device in Fig. 1, they may comprise multiple parts or may be comprised of multiple connected devices. For example, it needs to be understood that SERVER may comprise several devices, some of which may be used for editing the content produced by SRC1 and/or SRC2 devices, some others for compressing the edited content, and a third set of devices may be used for transmitting the compressed content. Such devices may have computer program code for carrying out methods according to various examples described in this text.

[0052] Figs. 2a and 2b show a capture device and a viewing device, respectively. Fig. 2a illustrates a camera CAMl. The camera has a camera detector CAMDET1, comprising a plurality of sensor elements for sensing intensity of the light hitting the sensor element. The camera has a lens OBJ1 (or a lens arrangement of a plurality of lenses), the lens being positioned so that the light hitting the sensor elements travels through the lens to the sensor elements. The camera detector CAMDET1 has a nominal centre point CP1 that is a middle point of the plurality of sensor elements, for example for a rectangular sensor the crossing point of diagonals of the rectangular sensor. The lens has a nominal centre point PP1, as well, lying for example on the axis of symmetry of the lens. The direction of orientation of the camera is defined by the line passing through the centre point CP1 of the camera sensor and the centre point PP1 of the lens. The direction of the camera is a vector along this line pointing in the direction from the camera sensor to the lens. The optical axis of the camera is understood to be this line CP1-PP1. However, the optical path from the lens to the camera detector need not always be a straight line but there may be mirrors and/or some other elements which may affect the optical path between the lens and the camera detector.

[0053] Fig. 2b shows a head-mounted display (HMD) for stereo viewing. The head- mounted display comprises two screen sections or two screens DISP1 and DISP2 for displaying the left and right eye images. The displays are close to the eyes, and therefore lenses are used to make the images easily viewable and for spreading the images to cover as much as possible of the eyes' field of view. When the device will be used by a user, the user may put the device on her/his head so that it will be attached to the head of the user so that it stays in place even when the user turns his head. The device may have an orientation detecting module ORDET1 for determining the head movements and direction of the head. The head-mounted display gives a three-dimensional (3D) perception of the

recorded/streamed content to a user.

[0054] The system described above may function as follows. Time-synchronized video and orientation data is first recorded with the capture devices. This can consist of multiple concurrent video streams as described above. One or more time-synchronized audio streams may also be recorded with the capture devices. The different capture devices may form image and geometry information of the scene from different directions. For example, there may be three, four, five, six or more cameras capturing the scene from different sides, like front, back, left and right, and/or at directions between these, as well as from the top or bottom, or any combination of these. The cameras may be at different distances, for example some of the cameras may capture the whole scene and some of the cameras may be capturing one or more objects in the scene. In an arrangement used for capturing volumetric video data, several cameras may be directed towards an object, looking onto the object from different directions, where the object is e.g. in the middle of the cameras. In this manner, the texture and geometry of the scene and the objects within the scene may be captured adequately. As mentioned earlier, the cameras or the system may comprise means for determining geometry

information, e.g. depth data, related to the captured video streams. From these concurrent video and audio streams, a computer model of a scene may be created. Alternatively or additionally, a synthetic computer model of a virtual scene may be used. The models (at successive time instances) are then transmitted immediately or later to the storage and processing network for processing and conversion into a format suitable for subsequent delivery to playback devices. The conversion may involve processing and coding to improve the quality and/or reduce the quantity of the scene model data while preserving the quality at a desired level. Each playback device receives a stream of the data (either computed video data or scene model data) from the network, and renders it into a viewing reproduction of the original location which can be experienced by a user. The reproduction may be two- dimensional or three-dimensional (stereo image pairs).

[0055] Figs. 3a and 3b show an encoder and decoder for encoding and decoding texture pictures, geometry pictures and/or auxiliary pictures. A video codec consists of an encoder that transforms an input video into a compressed representation suited for

storage/transmission and a decoder that can uncompress the compressed video representation back into a viewable form. Typically, the encoder discards and/or loses some information in the original video sequence in order to represent the video in a more compact form (that is, at lower bitrate). An example of an encoding process is illustrated in Figure 3a. Figure 3a illustrates an image to be encoded (P); a predicted representation of an image block (P' n ); a prediction error signal (D n ); a reconstructed prediction error signal (D' n ); a preliminary reconstructed image (I' n ); a final reconstructed image (R' n ); a transform (T) and inverse transform (T 1 ); a quantization (Q) and inverse quantization (Q 1 ); entropy encoding (E); a reference frame memory (RFM); inter prediction (Pinter); intra prediction (Pintra); mode selection (MS) and filtering (F).

[0056] An example of a decoding process is illustrated in Figure 3b. Figure 3b illustrates a predicted representation of an image block (P' n ); a reconstructed prediction error signal (D' n ); a preliminary reconstructed image (I' n ); a final reconstructed image (R' n ); an inverse transform an inverse quantization (Q 1 ); an entropy decoding (E 1 ); a reference frame memory (RFM); a prediction (either inter or intra) (P); and filtering (F).

[0057] Many hybrid video encoders encode the video information in two phases. Firstly pixel values in a certain picture area (or“block”) are predicted for example by motion compensation means (finding and indicating an area in one of the previously coded video frames that corresponds closely to the block being coded) or by spatial means (using the pixel values around the block to be coded in a specified manner). Secondly the prediction error, i.e. the difference between the predicted block of pixels and the original block of pixels, is coded. This is typically done by transforming the difference in pixel values using a specified transform (e.g. Discrete Cosine Transform (DCT) or a variant of it), quantizing the coefficients and entropy coding the quantized coefficients. By varying the fidelity of the quantization process, encoder can control the balance between the accuracy of the pixel representation (picture quality) and size of the resulting coded video representation (file size or transmission bitrate). Video codecs may also provide a transform skip mode, which the encoders may choose to use. In the transform skip mode, the prediction error is coded in a sample domain, for example by deriving a sample- wise difference value relative to certain adjacent samples and coding the sample-wise difference value with an entropy coder.

[0058] Many video encoders partition a picture into blocks along a block grid. For example, in the High Efficiency Video Coding (HEVC) standard, the following partitioning and definitions are used. A coding block may be defined as an NxN block of samples for some value of N such that the division of a coding tree block into coding blocks is a partitioning. A coding tree block (CTB) may be defined as an NxN block of samples for some value of N such that the division of a component into coding tree blocks is a partitioning. A coding tree unit (CTU) may be defined as a coding tree block of luma samples, two corresponding coding tree blocks of chroma samples of a picture that has three sample arrays, or a coding tree block of samples of a monochrome picture or a picture that is coded using three separate color planes and syntax structures used to code the samples. A coding unit (CU) may be defined as a coding block of luma samples, two corresponding coding blocks of chroma samples of a picture that has three sample arrays, or a coding block of samples of a monochrome picture or a picture that is coded using three separate color planes and syntax structures used to code the samples. A CU with the maximum allowed size may be named as LCU (largest coding unit) or coding tree unit (CTU) and the video picture is divided into non overlapping LCUs.

[0059] In HEVC, a picture can be partitioned in tiles, which are rectangular and contain an integer number of LCUs. In HEVC, the partitioning to tiles forms a regular grid, where heights and widths of tiles differ from each other by one LCU at the maximum. In HEVC, a slice is defined to be an integer number of coding tree units contained in one independent slice segment and all subsequent dependent slice segments (if any) that precede the next independent slice segment (if any) within the same access unit. In HEVC, a slice segment is defined to be an integer number of coding tree units ordered consecutively in the tile scan and contained in a single NAL unit. The division of each picture into slice segments is a partitioning. In HEVC, an independent slice segment is defined to be a slice segment for which the values of the syntax elements of the slice segment header are not inferred from the values for a preceding slice segment, and a dependent slice segment is defined to be a slice segment for which the values of some syntax elements of the slice segment header are inferred from the values for the preceding independent slice segment in decoding order. In HEVC, a slice header is defined to be the slice segment header of the independent slice segment that is a current slice segment or is the independent slice segment that precedes a current dependent slice segment, and a slice segment header is defined to be a part of a coded slice segment containing the data elements pertaining to the first or all coding tree units represented in the slice segment. The CUs are scanned in the raster scan order of LCUs within tiles or within a picture, if tiles are not in use. Within an LCU, the CUs have a specific scan order.

[0060] Entropy coding/decoding may be performed in many ways. For example, context- based coding/decoding may be applied, where in both the encoder and the decoder modify the context state of a coding parameter based on previously coded/decoded coding parameters. Context-based coding may for example be context adaptive binary arithmetic coding (CABAC) or context-based variable length coding (CAVLC) or any similar entropy coding. Entropy coding/decoding may alternatively or additionally be performed using a variable length coding scheme, such as Huffman coding/decoding or Exp-Golomb coding/decoding. Decoding of coding parameters from an entropy-coded bitstream or codewords may be referred to as parsing.

[0061] Available media file format standards include ISO base media file format (ISO/IEC 14496-12, which may be abbreviated ISOBMFF). The file format for NAL unit structured video (ISO/IEC 14496-15) and the High Efficiency Image File Format (ISO/IEC 23008-12, which may be abbreviated HEIF) both derive from the ISOBMFF.

[0062] Out-of-band transmission, signaling or storage can be used for tolerance against transmission errors as well as for other purposes, such as ease of access or session

negotiation. For example, a sample entry of a track in a file conforming to the ISO Base Media File Format may comprise parameter sets, while the coded data in the bitstream is stored elsewhere in the file or in another file. The phrase along the bitstream (e.g. indicating along the bitstream) or along a coded unit of a bitstream (e.g. indicating along a coded tile) may be used in claims and described embodiments to refer to out-of-band transmission, signaling, or storage in a manner that the out-of-band data is associated with the bitstream or the coded unit, respectively. The phrase decoding along the bitstream or along a coded unit of a bitstream or alike may refer to decoding the referred out-of-band data (which may be obtained from out-of-band transmission, signaling, or storage) that is associated with the bitstream or the coded unit, respectively. For example, the phrase along the bitstream may be used when the bitstream is contained in a file, such as a file conforming to the ISO Base Media File Format, and certain file metadata is stored in the file in a manner that associates the metadata to the bitstream, such as boxes in the sample entry for a track containing the bitstream, a sample group for the track containing the bitstream, or a timed metadata track associated with the track containing the bitstream.

[0063] Some concepts, structures, and specifications of ISOBMFF are described below as an example of a container file format, based on which the embodiments may be implemented. The aspects of the invention are not limited to ISOBMFF, but rather the description is given for one possible basis on top of which the invention may be partly or fully realized.

[0064] A basic building block in the ISO base media file format is called a box. Each box has a header and a payload. The box header indicates the type of the box and the size of the box in terms of bytes. A box may enclose other boxes, and the ISO file format specifies which box types are allowed within a box of a certain type. Furthermore, the presence of some boxes may be mandatory in each file, while the presence of other boxes may be optional. Additionally, for some box types, it may be allowable to have more than one box present in a file. Thus, the ISO base media file format may be considered to specify a hierarchical structure of boxes.

[0065] According to the ISO family of file formats, a file includes media data and metadata that are encapsulated into boxes. Each box is identified by a four character code (4CC) and starts with a header which informs about the type and size of the box.

[0066] In files conforming to the ISO base media file format, the media data may be provided in a media data‘mdat‘ box and the movie‘moov’ box may be used to enclose the metadata. In some cases, for a file to be operable, both of the‘mdat’ and‘moov’ boxes may be required to be present. The movie‘moov’ box may include one or more tracks, and each track may reside in one corresponding track‘trak’ box. A track may be one of the many types, including a media track that refers to samples formatted according to a media compression format (and its encapsulation to the ISO base media file format).

[0067] In HEIF, still images are stored as items. All image items are independently coded and do not depend on any other item in their decoding. Any number of image items can be included in the same file.

[0068] The Matroska file format is capable of (but not limited to) storing any of video, audio, picture, or subtitle tracks in one file. Matroska may be used as a basis format for derived file formats, such as WebM. Matroska uses Extensible Binary Meta Language (EBML) as basis. EBML specifies a binary and octet (byte) aligned format inspired by the principle of XML. EBML itself is a generalized description of the technique of binary markup. A Matroska file consists of Elements that make up an EBML "document." Elements incorporate an Element ID, a descriptor for the size of the element, and the binary data itself. Elements can be nested. A Segment Element of Matroska is a container for other top-level (level 1) elements. A Matroska file may comprise (but is not limited to be composed of) one Segment. Multimedia data in Matroska files is organized in Clusters (or Cluster Elements), each containing typically a few seconds of multimedia data. A Cluster comprises BlockGroup elements, which in turn comprise Block Elements. A Cues Element comprises metadata which may assist in random access or seeking and may include file pointers or respective timestamps for seek points.

[0069] Figs. 4a, 4b, 4c and 4d show a setup for forming a stereo image of a scene to a user, for example a video frame of a 3D video. In Fig. 4a, a situation is shown where a human being is viewing two spheres Al and A2 using both eyes El and E2. The sphere Al is closer to the viewer than the sphere A2, the respective distances to the first eye El being LEI,AI and LEI,A2· The different objects reside in space at their respective (x,y,z) coordinates, defined by the coordinate system SZ, SY and SZ. The distance di 2 between the eyes of a human being may be approximately 62-64 mm on average, and varying from person to person between 55 and 74 mm. This distance is referred to as the parallax, on which stereoscopic view of the human vision is based on. The viewing directions (optical axes) DIR1 and DIR2 are typically essentially parallel, possibly having a small deviation from being parallel, and define the field of view for the eyes. The head of the user has an orientation (head orientation) in relation to the surroundings, most easily defined by the common direction of the eyes when the eyes are looking straight ahead. That is, the head orientation tells the yaw, pitch and roll of the head in respect of a coordinate system of the scene where the user is.

[0070] When the viewer's body (thorax) is not moving, the viewer's head orientation is restricted by the normal anatomical ranges of movement of the cervical spine.

[0071] In the setup of Fig. 4a, the spheres Al and A2 are in the field of view of both eyes. The centre-point O12 between the eyes and the spheres are on the same line. That is, from the centre-point, the sphere A2 is behind the sphere Al. However, each eye sees part of sphere A2 from behind Al, because the spheres are not on the same line of view from either of the eyes.

[0072] In Fig. 4b, there is a setup shown, where the eyes have been replaced by cameras Cl and C2, positioned at the location where the eyes were in Fig. 4a. The distances and directions of the setup are otherwise the same. Naturally, the purpose of the setup of Fig. 4b is to be able to take a stereo image of the spheres Al and A2. The two images resulting from image capture are Fci and Fc 2 . The "left eye” image Fci shows the image SA2 of the sphere A2 partly visible on the left side of the image SAI of the sphere Al . The "right eye" image Fc2 shows the image SA2 of the sphere A2 partly visible on the right side of the image SAI of the sphere Al. This difference between the right and left images is called disparity, and this disparity, being the basic mechanism with which the HVS determines depth information and creates a 3D view of the scene, can be used to create an illusion of a 3D image.

[0073] In this setup of Fig. 4b, where the inter-eye distances correspond to those of the eyes in Fig. 4a, the camera pair Cl and C2 has a natural parallax, that is, it has the property of creating natural disparity in the two images of the cameras. Natural disparity may be understood to be created even though the distance between the two cameras forming the stereo camera pair is somewhat smaller or larger than the normal distance (parallax) between the human eyes, e.g. essentially between 40 mm and 100 mm or even 30 mm and 120 mm. [0074] It needs to be understood here that the images Fci and Fc 2 may be captured by cameras Cl and C2, where the cameras Cl and C2 may be real-world cameras or they may be virtual cameras. In the case of virtual cameras, the images Fci and Fc 2 may be computed from a computer model of a scene by setting the direction, orientation and viewport of the cameras Cl and C2 appropriately such that a stereo image pair suitable for viewing by the human visual system (HVS) is created.

[0075] In Fig. 4c, the creating of this 3D illusion is shown. The images Fci and Fc 2 captured or computed by the cameras Cl and C2 are displayed to the eyes El and E2, using displays Dl and D2, respectively. The disparity between the images is processed by the human visual system so that an understanding of depth is created. That is, when the left eye sees the image S A 2 of the sphere A2 on the left side of the image S AI of sphere Al, and respectively the right eye sees the image S A 2 of the sphere A2 on the right side, the human visual system creates an understanding that there is a sphere V2 behind the sphere VI in a three-dimensional world. Here, it needs to be understood that the images Fci and Fc 2 can also be synthetic, that is, created by a computer. If they carry the disparity information, synthetic images will also be seen as three-dimensional by the human visual system. That is, a pair of computer-generated images can be formed so that they can be used as a stereo image.

[0076] Fig. 4d illustrates how the principle of displaying stereo images to the eyes can be used to create 3D movies or virtual reality scenes having an illusion of being three- dimensional. The images Fxi and Fx2 are either captured with a stereo camera or computed from a model so that the images have the appropriate disparity. By displaying a large number (e.g. 30) frames per second to both eyes using display Dl and D2 so that the images between the left and the right eye have disparity, the human visual system will create a cognition of a moving, three-dimensional image.

[0077] The field of view represented by the content may be greater than the displayed field of view e.g. in an arrangement depicted in Fig. 4d. Consequently, only a part of the content along the direction of view (a.k.a. viewing orientation) is displayed at a single time. This direction of view, that is, the head orientation, may be determined as a real orientation of the head e.g. by an orientation detector mounted on the head, or as a virtual orientation determined by a control device such as a joystick or mouse that can be used to manipulate the direction of view without the user actually moving his head. That is, the term "head orientation" may be used to refer to the actual, physical orientation of the user's head and changes in the same, or it may be used to refer to the virtual direction of the user's view that is determined by a computer program or a computer input device. [0078] The content may enable viewing from several viewing positions within the 3D space. The texture picture(s), the geometry picture(s) and the geometry information may be used to synthesize the images Fxi and/or Fx 2 as if the displayed content was captured by camera(s) located at the viewing position.

[0079] The principle illustrated in Figs. 4a-4d may be used to create three-dimensional images to a viewer from a three-dimensional scene model (volumetric video) after the scene model has been encoded at the sender and decoded and reconstructed at the receiver. Because volumetric video describes a 3D scene or object at different (successive) time instances, such data can be viewed from any viewpoint. Therefore, volumetric video is an important format for any augmented reality, virtual reality and mixed reality applications, especially for providing viewing capabilities having six degrees of freedom (so-called 6DOF viewing).

[0080] Fig. 5a illustrates projection of source volumes in a digital scene model SCE and parts of an object model OBJ1, OBJ2, OBJ3, BG4 to projection surfaces Sl, S2, S3, S4, as well as determining depth information for the purpose of encoding volumetric video.

[0081] The projection of source volumes SV 1 , SV2, SV3, SV4 may result in texture pictures and geometry pictures, and there may be geometry information related to the projection source volumes and/or projection surfaces. Texture pictures, geometry pictures and projection geometry information may be encoded into a bitstream. A texture picture may comprise information on the colour data of the source of the projection. Through the projection, such colour data may result in pixel colour information in the texture picture. Pixels may be coded in groups, e.g. coding units of rectangular shape. The projection geometry information may comprise but is not limited to one or more of the following:

- projection type, such as planar projection or equirectangular projection

- projection surface type, such as a cube, sphere, cylinder, polyhedron

- location of the projection surface in 3D space

- orientation of the projection surface in 3D space

- size of the projection surface in 3D space

- type of a projection centre, such as a projection centre point, axis, or plane, from which a geometry primitive is projected onto the projection surface

- location and/or orientation of a projection centre.

[0082] The projection may take place by projecting the geometry primitives (points of a point could, triangles of a triangle mesh or voxels of a voxel array) of a source volume SV1, SV2, SV3, SV4 (or an object OBJ1, OBJ2, OBJ3, BG4) onto a projection surface Sl, S2, S3, S4. The geometry primitives may comprise information on the texture, for example a colour value or values of a point, a triangle or a voxel. The projection surface may surround the source volume at least partially such that projection of the geometry primitives happens from the centre of the projection surface outwards to the surface. For example, a cylindrical surface has a projection centre axis and a spherical surface has a projection centre point. A cubical or rectangular surface may have projection centre planes or a projection centre axis or point and the projection of the geometry primitives may take place either orthogonally to the sides of the surface or from the projection centre axis or point outwards to the surface. The projection surfaces, e.g. cylindrical and rectangular, may be open from the top and the bottom such that when the surface is cut and rolled out on a two-dimensional plane, it forms a rectangular shape. Such rectangular shape with pixel data can be encoded and decoded with a video codec.

[0083] Alternatively or in addition, the projection surface such as a planar surface or a sphere may be inside group of geometry primitives, e.g. inside a point cloud that defines a surface. In the case of an inside projection surface, the projection may take place from outside in towards the centre and may result in sub-sampling of the texture data of the source.

[0084] In a point cloud based scene model or object model, points may be represented with any floating point coordinates. A quantized point cloud may be used to reduce the amount of data, whereby the coordinate values of the point cloud are represented e.g. with lO-bit, l2-bit or 16-bit integers. Integers may be used because hardware accelerators may be able to operate on integers more efficiently. The points in the point cloud may have associated colour, reflectance, opacity etc. texture values. The points in the point cloud may also have a size, or a size may be the same for all points. The size of the points may be understood as indicating how large an object the point appears to be in the model in the projection. The point cloud is projected by ray casting from the projection surface to find out the pixel values of the projection surface. In such a manner, the topmost point remains visible in the projection, while points closer to the centre of the projection surface may be occluded. In other words, in general, the original point cloud, meshes, voxels, or any other model is projected outwards to a simple geometrical shape, this simple geometrical shape being the projection surface.

[0085] Different projection surfaces may have different characteristics in terms of projection and reconstruction. In the sense of computational complexity, a projection to a cubical surface may be the most efficient, and a cylindrical projection surface may provide accurate results efficiently. Also cones, polyhedron-based parallelepipeds (hexagonal or octagonal, for example) and spheres or a simple plane may be used as projection surfaces. [0086] The phrase along the bitstream (e.g. indicating along the bitstream) may be defined to refer to out-of-band transmission, signalling, or storage in a manner that the out-of-band data is associated with the bitstream. The phrase decoding along the bitstream or alike may refer to decoding the referred out-of-band data (which may be obtained from out-of-band transmission, signalling, or storage) that is associated with the bitstream. For example, an indication along the bitstream may refer to metadata in a container file that encapsulates the bitstream.

[0087] As illustrated in Fig. 5a, a first texture picture may be encoded into a bitstream, and the first texture picture may comprise a first projection of texture data of a first source volume SV1 of a scene model SCE onto a first projection surface Sl. The scene model SCE may comprise a number of further source volumes SV2, SV3, SV4.

[0088] In the projection, data on the position of the originating geometry primitive may also be determined, and based on this determination, a geometry picture may be formed. This may happen for example so that depth data is determined for each or some of the texture pixels of the texture picture. Depth data is formed such that the distance from the originating geometry primitive such as a point to the projection surface is determined for the pixels. Such depth data may be represented as a depth picture, and similarly to the texture picture, such geometry picture (in this example, depth picture) may be encoded and decoded with a video codec. This first geometry picture may be seen to represent a mapping of the first projection surface to the first source volume, and the decoder may use this information to determine the location of geometry primitives in the model to be reconstructed. In order to determine the position of the first source volume and/or the first projection surface and/or the first projection in the scene model, there may be first geometry information encoded into or along the bitstream.

[0089] A picture may be defined to be either a frame or a field. A frame may be defined to comprise a matrix of luma samples and possibly the corresponding chroma samples. A field may be defined to be a set of alternate sample rows of a frame. Fields may be used as encoder input for example when the source signal is interlaced. Chroma sample arrays may be absent (and hence monochrome sampling may be in use) or may be subsampled when compared to luma sample arrays. Some chroma formats may be summarized as follows:

- In monochrome sampling there is only one sample array, which may be nominally

considered the luma array.

- In 4:2:0 sampling, each of the two chroma arrays has half the height and half the width of the luma array. - In 4:2:2 sampling, each of the two chroma arrays has the same height and half the width of the luma array.

- In 4:4:4 sampling when no separate colour planes are in use, each of the two chroma

arrays has the same height and width as the luma array.

[0090] It is possible to code sample arrays as separate colour planes into the bitstream and respectively decode separately coded colour planes from the bitstream. When separate colour planes are in use, each one of them is separately processed (by the encoder and/or the decoder) as a picture with monochrome sampling.

[0091] An attribute picture may be defined as a picture that comprises additional information related to an associated texture picture. An attribute picture may for example comprise surface normal, opacity, or reflectance information for a texture picture. A geometry picture may be regarded as one type of an attribute picture, although a geometry picture may be treated as its own picture type, separate from an attribute picture.

[0092] Texture picture(s) and the respective geometry picture(s), if any, and the respective attribute picture(s) may have the same or different chroma format.

[0093] Terms texture image and texture picture may be used interchangeably. Terms geometry image and geometry picture may be used interchangeably. A specific type of a geometry image is a depth image. Embodiments described in relation to a geometry image equally apply to a depth image, and embodiments described in relation to a depth image equally apply to a geometry image. Terms attribute image and attribute picture may be used interchangeably. A geometry picture and/or an attribute picture may be treated as an auxiliary picture in video/image encoding and/or decoding.

[0094] Depending on the context, a pixel may be defined to a be a sample of one of the sample arrays of the picture or may be defined to comprise the collocated samples of all the sample arrays of the picture.

[0095] Multiple source volumes (objects) may be encoded as texture pictures, geometry pictures and projection geometry information into the bitstream in a similar manner. That is, as in Fig. 5a, the scene model SCE may comprise multiple objects OBJ1, OBJ2, OBJ3, OBJ4, and these may be treated as source volumes SV1, SV2, SV3, SV4 and each object may be coded as a texture picture, geometry picture and projection geometry information.

[0096] In the above, the first texture picture of the first source volume S V 1 and further texture pictures of the other source volumes SV2, SV3, SV4 may represent the same time instance. That is, there may be a plurality of texture and geometry pictures and projection geometry information for one time instance, and the other time instances may be coded in a similar manner. Since the various source volumes are in this way producing sequences of texture pictures and sequences of geometry pictures, as well as sequences of projection geometry information, the inter-picture redundancy in the picture sequences can be used to encode the texture and geometry data for the source volumes efficiently, compared to the presently known ways of encoding volume data.

[0097] An object OBJ3 (source volume SV3) may be projected onto a projection surface S3 and encoded into the bitstream as a texture picture, geometry picture and projection geometry information as described above. Furthermore, such source volume may be indicated to be static by encoding information into said bitstream on said fourth projection geometry being static. A static source volume or object may be understood to be an object whose position with respect to the scene model remains the same over two or more or all time instances of the video sequence. For such static source volume, the geometry data (geometry pictures) may also stay the same, that is, the object's shape remains the same over two or more time instances. For such static source volume, some or all of the texture data (texture pictures) may stay the same over two or more time instances. By encoding information into the bitstream of the static nature of the source volume the encoding efficiency may further be improved, as the same information may not need to be coded multiple times. In this manner, the decoder will also be able to use the same reconstruction or partially same reconstruction of the source volume (object) over multiple time instances.

[0098] In an analogous manner, the different source volumes may be coded into the bitstream with different frame rates. For example, a slow-moving or relatively unchanging object (source volume) may be encoded with a first frame rate, and a fast-moving and/or changing object (source volume) may be coded with a second frame rate. The first frame rate may be slower than the second frame rate, for example one half or one quarter of the second frame rate, or even slower. For example, if the second frame rate is 30 frames per second, the second frame rate may be 15 frames per second, or 1 frame per second. The first and second object (source volumes) may be "sampled" in synchrony such that some frames of the faster frame rate coincide with frames of the slower frame rate.

[0099] There may be one or more coordinate systems in the scene model. The scene model may have a coordinate system and one or more of the objects (source volumes) in the scene model may have their local coordinate systems. The shape, size, location and orientation of one or more projection surfaces may be encoded into or along the bitstream with respect to the scene model coordinates. Alternatively or in addition, the encoding may be done with respect to coordinates of the scene model or said first source volume. The choice of coordinate systems may improve the coding efficiency.

[0100] Information on temporal changes in location, orientation and size of one or more said projection surfaces may be encoded into or along the bitstream. For example, if one or more of the objects (source volumes) being encoded is moving or rotating with respect to the scene model, the projection surface moves or rotates with the object to preserve the projection as similar as possible.

[0101] If the projection volumes are changing, for example splitting or bending into two parts, the projection surfaces may be sub-divided respectively. Therefore, information on sub- division of one or more of the source volumes and respective changes in one or more of the projection surfaces may be encoded into or along the bitstream.

[0102] The resulting bitstream may then be output to be stored or transmitted for later decoding and reconstruction of the scene model.

[0103] Decoding of the information from the bitstream may happen in analogous manner.

A first texture picture may be decoded from a bitstream to obtain first decoded texture data, where the first texture picture comprises a first projection of texture data of a first source volume of the scene model to be reconstructed onto a first projection surface. The scene model may comprise a number of further source volumes. Then, a first geometry picture may be decoded from the bitstream to obtain first decoded scene model geometry data. The first geometry picture may represent a mapping of the first projection surface to the first source volume. First projection geometry information of the first projection may be decoded from the bitstream, the first projection geometry information comprising information of position of the first projection surface in the scene model. Using this information, a reconstructed scene model may be formed by projecting the first decoded texture data to a first destination volume using the first decoded scene model geometry data and said first projection geometry information to determine where the decoded texture information is to be placed in the scene model.

[0104] A 3D scene model may be classified into two parts: first all dynamic parts, and second all static parts. The dynamic part of the 3D scene model may further be sub-divided into separate parts, each representing objects (or parts of) an object in the scene model, that is, source volumes. The static parts of the scene model may include e.g. static room geometry (walls, ceiling, fixed furniture) and may be compressed either by known volumetric data compression solutions, or, similar to the dynamic part, sub-divided into individual objects for projection-based compression as described earlier, to be encoded into the bitstream. [0105] In an example, some objects may be a chair (static), a television screen (static geometry, dynamic texture), a moving person (dynamic). For each object, a suitable projection geometry (surface) may be found, e.g. cube projection to represent the chair, another cube for the screen, a cylinder for the person's torso, a sphere for a detailed representation of the person's head, and so on. The 3D data of each object may then be projected onto the respective projection surface and 2D planes are derived by "unfolding" the projections from three dimensions to two dimensions (plane). The unfolded planes will have several channels, typically three for the colour representation of the texture, e.g. RGB, YUV, and one additional plane for the geometry (depth) of each projected point for later

reconstruction.

[0106] Frame packing may be defined to comprise arranging more than one input picture, which may be referred to as (input) constituent frames, into an output picture. In general, frame packing is not limited to any particular type of constituent frames or the constituent frames need not have a particular relation with each other. In many cases, frame packing is used for arranging constituent frames of a stereoscopic video clip into a single picture sequence. The arranging may include placing the input pictures in spatially non-overlapping areas within the output picture. For example, in a side-by-side arrangement, two input pictures are placed within an output picture horizontally adjacently to each other. The arranging may also include partitioning of one or more input pictures into two or more constituent frame partitions and placing the constituent frame partitions in spatially non-overlapping areas within the output picture. The output picture or a sequence of frame-packed output pictures may be encoded into a bitstream e.g. by a video encoder. The bitstream may be decoded e.g. by a video decoder. The decoder or a post-processing operation after decoding may extract the decoded constituent frames from the decoded picture(s) e.g. for displaying.

[0107] A standard 2D video encoder may then receive the planes as inputs, either as individual layers per object, or as a frame-packed representation of all objects. The texture picture may thus comprise a plurality of projections of texture data from further source volumes and the geometry picture may represent a plurality of mappings of projection surfaces to the source volume.

[0108] For each object, additional information may be signalled to allow for reconstruction at the decoder side:

- in the case of a frame-packed representation: separation boundaries may be signalled to recreate the individual planes for each object, - in the case of projection-based compression of static content: classification of each object as static/dynamic may be signalled,

- relevant data to create real-world geometry data from the decoded (quantised) geometry channel(s), e.g. quantisation method, depth ranges, bit depth, etc. may be signalled,

- initial state of each object: geometry shape, location, orientation, size may be signalled,

- temporal changes for each object, either as changes to the initial state on a per-picture level, or as a function of time may be signalled, and

- nature of any additional auxiliary data may be signalled.

[0109] The decoder may receive the static 3D scene model data together with the video bitstreams representing the dynamic parts of the scene model. Based on the signalled information on the projection geometries, each object may be reconstructed in 3D space and the decoded scene model is created by fusing all reconstructed parts (objects or source volumes) together.

[0110] Standard video encoding hardware may be utilized for real-time

compression/decompression of the projection surfaces that have been unfolded onto planes.

[01 1 1] Single projection surfaces might suffice for the projection of very simple objects. Complex objects or larger scenes may require several (different) projections. The relative geometry of the object/scene may remain constant over a volumetric video sequence, but the location and orientation of the projection surfaces in space can change (and can be possibly predicted in the encoding, wherein the difference from the prediction is encoded).

[01 12] Depth may be coded "outside-in" (indicating the distance from the projection surface to the 3D point), or "inside-out” (indicating the distance from the 3D point to the projection surface). In inside-out coding, depth of each projected point may be positive (with positive distance PD1) or negative (with negative distance). Fig. 5b shows an example of projecting an object OBJ1 using a cube map projection format, wherein there are six projection surfaces PS 1 , ... ,PS6 of the proj ection cube PC 1. In this example, the proj ection surfaces are one on the left side PS1, one in front PS2, one on the right side PS3, one in the back PS4, one in the bottom PS5, and one in the top PS6 of the cube PC1 in the setup of Figure 5b. For clarity, only four of the projection surfaces will be shown and used in the rest of the specification. For example, in Figure 8a the projection surfaces on the left PS1, on the right PS3, in the front PS2 and at in the back PS4 are shown. It is, however, clear to a skilled person to utilize similar principles on all six projection surfaces when the cube map projection format is used. [01 13] Fig. 6 shows a projection of a source volume to a projection surface, and inpainting of a sparse projection. A three-dimensional (3D) scene model, represented as objects OBJ1 comprising geometry primitives such as mesh elements, points, and/or voxel, may be projected onto one, or more, projection surfaces, as described earlier. As shown in Fig 6, these projection surface geometries may be "unfolded" onto 2D planes (two planes per projected source volume: one for texture TP1, one for depth GP1), which may then be encoded using standard 2D video compression technologies. Relevant projection geometry information may be transmitted alongside the encoded video files to the decoder. The decoder may then decode the video and performs the inverse projection to regenerate the 3D scene model object ROBJ1 in any desired representation format, which may be different from the starting format e.g. reconstructing a point cloud from original mesh model data.

[0114] In addition to the texture picture and geometry picture shown in Fig. 6, one or more auxiliary pictures related to one or more said texture pictures and the pixels thereof may be encoded into or along with the bitstream. The auxiliary pictures may e.g. represent texture surface properties related to one or more of the source volumes. Such texture surface properties may be e.g. surface normal information (e.g. with respect to the projection direction), reflectance and opacity (e.g. an alpha channel value). An encoder may encode, in or along with the bitstream, indication(s) of the type(s) of texture surface properties represented by the auxiliary pictures, and a decoder may decode, from or along the bitstream, indication(s) of the type(s) of texture surface properties represented by the auxiliary pictures.

[0115] Mechanisms to represent an auxiliary picture may include but are not limited to the following:

A colour component sample array, such as a chroma sample array, of the geometry picture.

An additional sample array in addition to the conventional three colour component sample arrays of the texture picture or the geometry picture.

A constituent frame of a frame-packed picture that may also comprise texture picture(s) and/or geometry picture(s).

An auxiliary picture included in specific data units in the bitstream. For example, the Advanced Video Coding (H.264/AVC) standard specifies a network abstraction layer (NAL) unit for a coded slice of an auxiliary coded picture without partitioning.

An auxiliary picture layer within a layered bitstream. For example, the High Efficiency Video Coding (HE VC) standard comprises the feature of including auxiliary picture layers in the bitstream. An auxiliary picture layer comprises auxiliary pictures. An auxiliary picture bitstream separate from the bitstream(s) for the texture picture(s) and geometry picture(s). The auxiliary picture bitstream may be indicated, for example in a container file, to be associated with the bitstream(s) for the texture pictures(s) and geometry picture(s).

[01 16] The mechanism(s) to be used for auxiliary pictures may be pre-defined e.g. in a coding standard, or the mechanism(s) may be selected e.g. by an encoder and indicated in or along the bitstream. The decoder may decode the mechanism(s) used for auxiliary pictures from or along the bitstream.

[0117] The projection surface of a source volume may encompass the source volume, and there may be a model of an object in that source volume. Encompassing may be understood so that the object (model) is inside the surface such that when looking from the centre axis or centre point of the surface, the object's points are closer to the centre than the points of the projection surface are. The model may be made of geometry primitives, as described. The geometry primitives of the model may be projected onto the projection surface to obtain projected pixels of the texture picture. This projection may happen from inside-out.

Alternatively or in addition, the projection may happen from outside-in.

Projecting 3D data onto 2D planes is independent from the 3D scene model representation format. There exist several approaches for projecting 3D data onto 2D planes, with the respective signalling. For example, there exist several mappings from spherical coordinates to planar coordinates, known from map projections of the globe, and the type and parameters of such projection may be signalled. For cylindrical projections, the aspect ratio of height and width may be signalled.

[01 18] It may happen that when the projection of the object is performed on the projection surfaces PS1— PS6, some parts of the object OBJ1 or another object may occlude some other parts of the object OBJ1 which otherwise were visible from the projection surface in question. Hence, some parts of the object OBJ1 would not be projected to any of the surfaces of the projection format.

[0119] Figure 7 illustrates an example of this kind of situation. In this example the person’s left hand occludes a part of the body of the person so that when viewed (projected) from the left hand’s side the occluded part of the body would not be projected. In the same way, the planar object on the person’s right hand occludes some parts of the person’s stomach when viewed from the front of the person.

[0120] According to an approach, which has been proposed for occlusion handling for projection-based volumetric video coding, the 3D volume surface is analysed with respect to the target projection surface before performing the 3D-to-2D projection. Therein, an entity that maps 3D texture data on to projection planes can choose the six sides of an oriented or an axis aligned bounding box of a 3D point cloud as the initial set of projection planes. The mapping of 3D surface parts on to the projection planes only maps the closest coherent surface onto the projections planes. For example, if there are two surfaces of the 3D object where one surface occludes the other surface in the direction of the 2D planes normal, then only the occluding surface is mapped on to the projection plane. The occluded surface requires the generation of another projection plane for mapping. The pose of the projections planes for the occluded points in the point cloud can be chosen such that it maximizes the rate-distortion performance for encoding the texture, depth and other auxiliary planes.

[0121] For the MPEG standard, there has been developed a test model for point cloud compression. MPEG W17248 discloses another projection-based approach for a test model for standardisation of dynamic point cloud compression. Figures 8a and 8b illustrate an overview of the compression/decompression processes implemented in MPEG Point Cloud Coding, Category 2, Test Model a.k.a. TMC2vO (MPEG W17248). For the sake of illustration, some of the processes related to TMC2vO compression/decompression are described briefly herein. For a comprehensive description of the test model, a reference is made to MPEG W17248.

[0122] The patch generation process aims at decomposing the point cloud into a minimum number of patches with smooth boundaries, while also minimizing the reconstruction error. In TMC2vO, the following approach is implemented.

[0123] First, the normal at every point is estimated and an initial clustering of the point cloud is then obtained by associating each point with one of the following six oriented planes, defined by their normal. More precisely, each point is associated with the plane that has the closest normal (i.e., maximizes the dot product of the point normal and the plane normal).

[0124] The initial clustering is then refined by iteratively updating the cluster index associated with each point based on its normal and the cluster indices of its nearest neighbors. The final step consists of extracting patches by applying a connected component extraction procedure.

[0125] The packing process aims at mapping the extracted patches onto a 2D grid while trying to minimize the unused space, and guaranteeing that every TxT (e.g., 16x16) block of the grid is associated with a unique patch. Herein, T is a user-defined parameter that is encoded in the bitstream and sent to the decoder. [0126] TMC2vO uses a simple packing strategy that iteratively tries to insert patches into a WxH grid. W and H are user defined parameters, which correspond to the resolution of the geometry/texture images that will be encoded. The patch location is determined through an exhaustive search that is performed in raster scan order. The first location that can guarantee an overlapping- free insertion of the patch is selected and the grid cells covered by the patch are marked as used. If no empty space in the current resolution image can fit a patch then the height H of the grid is temporarily doubled and search is applied again. At the end of the process, H is clipped so as to fit the used grid cells.

[0127] The image generation process exploits the 3D to 2D mapping computed during the packing process to store the geometry and texture of the point cloud as images. In order to better handle the case of multiple points being projected to the same pixel, each patch is projected onto two images, referred to as layers. More precisely, let H(u,v) be the set of points of the current patch that get projected to the same pixel (u, v). The first layer, also called the near layer, stores the point of H(u,v) with the lowest depth DO. The second layer, referred to as the far layer, captures the point of H(u,v) with the highest depth within the interval [DO, DO+D], where D is a user-defined parameter that describes the surface thickness.

[0128] The generated videos have the following characteristics: geometry: WxH YUV420- 8bit, where the geometry video is monochromatic, and texture: WxH YUV420-8bit, where the texture generation procedure exploits the reconstructed/smoothed geometry in order to compute the colors to be associated with the re-sampled points.

[0129] The padding process aims at filling the empty space between patches in order to generate a piecewise smooth image suited for video compression. TMC2vO uses a simple padding strategy, which proceeds as follows:

Each block of TxT (e.g., 16x16) pixels is processed independently.

If the block is empty (i.e., all its pixels belong to empty space), then the pixels of the block are filled by copying either the last row or column of the previous TxT block in raster order.

If the block is full (i.e., no empty pixels), nothing is done.

If the block has both empty and filled pixels, then the empty pixels are iteratively filled with the average value of their non-empty neighbors.

[0130] The generated images/layers are stored as video frames and compressed using a video codec. [0131] In the auxiliary patch information compression, the following meta data is encoded/decoded for every patch:

Index of the projection plane

o Index 0 for the normal planes (1.0, 0.0, 0.0) and (-1.0, 0.0, 0.0)

o Index 1 for the normal planes (0.0, 1.0, 0.0) and (0.0, -1.0, 0.0)

o Index 2 for the normal planes (0.0, 0.0, 1.0) and (0.0, 0.0, -1.0).

2D bounding box (uO, vO, ul, vl)

3D location (xO, yO, zO) of the patch represented in terms of depth 50, tangential shift sO and bi-tangential shift rO. According to the chosen projection planes, (dq, sO, rO) are computed as follows:

o Index 0, d0= xO, s0=z0 and rO = yO

o Index 1, d0= yO, s0=z0 and rO = xO

o Index 2, d0= zO, s0=x0 and rO = yO

[0132] Also, mapping information providing for each TxT block its associated patch index is encoded as follows:

For each TxT block, let L be the ordered list of the indexes of the patches such that their 2D bounding box contains that block. The order in the list is the same as the order used to encode the 2D bounding boxes. L is called the list of candidate patches. The empty space between patches is considered as a patch and is assigned the special index 0, which is added to the candidate patches list of all the blocks.

Let I be index of the patch to which belongs the current TxT block and let J be the position of I in L. Instead of explicitly encoding the index I, its position J is arithmetically encoded instead, which leads to better compression efficiency.

[0133] The occupancy map consists of a binary map that indicates for each cell of the grid whether it belongs to the empty space or to the point cloud. Herein, one cell of the 2D grid produces a pixel during the image generation process. When considering an occupancy map as an image, it may be considered to comprise occupancy patches. Occupancy patches may be considered to have block-aligned edges according to the auxiliary information described in the previous section. An occupancy patch hence comprises occupancy information for a corresponding texture and geometry patches.

[0134] The occupancy map compression leverages the auxiliary information described in previous section, in order to detect the empty TxT blocks (i.e., blocks with patch index 0).

The remaining blocks are encoded as follows. [0135] The occupancy map could be encoded with a precision of a BOxBO blocks. B0 is a user-defined parameter. In order to achieve lossless encoding, B0 should be set to 1. In practice B0=2 or B0=4 result in visually acceptable results, while significantly reducing the number of bits required to encode the occupancy map.

[0136] The compression process proceeds as follows:

Binary values are associated with BOxBO sub-blocks belonging to the same TxT block. A value 1 is associated with a sub-block, if it contains at least a non-padded pixel, and 0 otherwise. If a sub-block has a value of 1 it is said to be full, otherwise it is an empty sub-block.

If all the sub-blocks of a TxT block are full (i.e., have value 1). The block is said to be full. Otherwise, the block is said to be non- full.

A binary information is encoded for each TxT block to indicate whether it is full or not.

If the block is non- full, an extra information indicating the location of the full/empty sub-blocks is encoded as follows:

o Different traversal orders are defined for the sub-blocks. Figure 8c Error! Reference source not found.shows examples of traversal orders for the sub blocks.

o The encoder chooses one of the traversal orders and explicitly signals its index in the bitstream.

o The binary values associated with the sub-blocks are encoded by using a run- length encoding strategy.

• The binary value of the initial sub-block is encoded.

• Continuous runs of 0s and ls are detected, while following the traversal order selected by the encoder.

• The number of detected runs is encoded.

• The length of each run, except of the last one, is also encoded.

[0137] The point cloud geometry reconstruction process exploits the occupancy map information in order to detect the non-empty pixels in the geometry/texture images/layers.

The 3D positions of the points associated with those pixels are computed by levering the auxiliary patch information and the geometry images. More precisely, let P be the point associated with the pixel (u, v) and let (50, sO, rO) be the 3D location of the patch to which it belongs and (uO, vO, ul, vl) its 2D bounding box. P could be expressed in terms of depth d (u, v), tangential shift s(u, v) and bi-tangential shift r(u, v) as follows:

5(u, v) = dq + g(u, v)

s(u, v) = sO - uO + u

r(u, v) = rO - vO + v

where g(u, v) is the luma component of the geometry image.

[0138] The smoothing procedure aims at alleviating potential discontinuities that may arise at the patch boundaries due to compression artifacts. The implemented approach moves boundary points to the centroid of their nearest neighbors.

[0139] In the texture reconstruction process, the texture values are directly read from the texture images.

[0140] However, the coding of the geometry information and occupancy map for the far layer, as defined in MPEG W17248 has at least the drawback that the additional“occupancy map” requires a significant bitrate to transmit. The coding and decoding of the occupancy map information also require significant computational, memory, and memory access resources. Moreover, the occupancy map information uses a codec different from the video codec used for texture and geometry images. Consequently, it is unlikely that such a dedicated occupancy map codec would be hardware-accelerated. Furthermore, a more straightforward decoder architecture can be achieved when the number of different types of decoders and the number of decoder instances are kept as small as possible. The output of a dedicated occupancy map decoder needs to be synchronized with the output of the video decoder used for texture and geometry decoding in order to reconstruct the point clouds correctly and to be able to render the reconstructed point clouds. Such synchronization may require, for example, additional post-decoder buffering of reconstructed data.

[0141] It has also been proposed that the geometry image is used to carry occupancy information. For example, a specific depth value, e.g. 0, or a specific depth value range may be reserved to indicate that a pixel is inpainted and not present in the source material. The specific depth value or the specific depth value range may be pre-defined for example in a standard, or the specific depth value or the specific depth value range may be encoded into or along the bitstream and/or may be decoded from or along the bitstream.

[0142] However, the problem with this approach, as well as with the approach defined in MPEG W17248, is that they treat the far-layer geometry and occupancy information identically to those for the near layer. Consequently, the far layer consumes a significant bitrate (in storage and transmission) as well as requires significant computational, memory, and memory access resources.

[0143] In the following, an enhanced method for point cloud video or image coding will be described in more detail, in accordance with an embodiment. The method can be applied to either or both of intra coding and inter coding of point cloud frames, i.e. intra (I) pictures or slices and inter (P or B) pictures or slices.

[0144] The method, which is disclosed in Figure 10, comprises inputting (1000) a point cloud frame in an encoder; projecting (1002) a 3D object represented by the point cloud frame onto a 2D near-layer patch and a 2D far-layer patch, wherein the far-layer patch comprises points that are projected onto pixel locations for which the 2D near- layer patch comprises points with a smaller distance relative to a projection surface; generating (1004) a near- layer geometry patch for the 2D near-layer patch, and a far-layer geometry patch and a far-layer occupancy patch for the 2D far- layer patch; partitioning (1006) the far- layer geometry patch and the far-layer occupancy patch into blocks of a predetermined size along a predetermined block grid; assigning (1008) a codeword for each pair of collocated blocks of the far-layer geometry patch and the far-layer occupancy patch; mapping (1010) the codeword to a sample value according to a mapping scheme for each block; and multiplexing (1012) the near-layer geometry patch into a first sample array of an image for compression and the sample values into a second sample array of the image for compression.

[0145] Thus, the number of pixels that need to be coded and/or decoded may be significantly reduced. For example, the near layer may be coded with N pixels and the far layer may be coded with M pixels, where N and M may be e.g. 60% and 40% of the total pixel count K. Accordingly, compare to the above proposals, the present approach would reduce the pixel count used for geometry image coding by 40%. This reduction of pixel count affects computational, memory, and memory access resources in a directly proportional manner and is also expected to have an impact on coded bitrate.

[0146] According to an embodiment, the method additionally comprises signaling (1014) information about the mapping scheme for each block in or along a bitstream comprising the compressed image data. In another embodiment, the method additionally comprises signaling information about an inverse mapping scheme for converting a sample value into a codeword. In yet another embodiment, the mapping scheme or the inverse mapping scheme for each block is pre-defined for example in a coding standard.

[0147] It is noted that the method and the related embodiments may be applied to a K- level image instead of a binary image, such as a binary occupancy map, where K is greater than 2. The term multi-level occupancy map in various embodiments may be regarded as an L-level image (i.e. with L possible values), where L is greater than K and L is less than or equal to the bit-depth of the chroma sample array associated with L-level image. Examples of the K-level image include but are not limited to the following:

A transparency image (which may be alternatively or additionally referred to as an alpha plane), where value 0 may indicate full transparency (i.e., the collocated sample in the texture image and the geometry image is not valid or not occupied), value K minus 1 may indicate that the collocated sample in the texture image is fully opaque, and values from 1 to K minus 2, inclusive, may indicate gradually increasing opacity. A label image, where value 0 may indicate that collocated sample in the texture image and the geometry image is not valid, and non-zero values may serve as a label or identifier of the object associated with the collocated sample in the texture image. For example, if a point cloud comprises a person sitting on a chair and holding a book in his hands, the points belonging to the person, the chair, and the book could be assigned labels 1, 2, and 3, respectively, in a K-level image with K equal to 4.

[0148] In the following various embodiments relating to assigning the codeword, mapping the codeword to a sample value, and multiplexing into sample arrays are described more in detail.

[0149] According to an embodiment, a K-level delta depth image (w*h; width*height, where denotes multiplication) for the far layer may be formed as follows:

In the delta depth image a specific set of values (which may comprise only one value), such as value 0, could mean that the sample is not occupied in the far layer. Let the number of values in the specific set of values be equal to Z. Unoccupied pixels in the K-level delta depth image are set to a selected value among the specific set of values. The depth values, which are in the range of DO to DO+D, inclusive, of the far layer are quantized to K - Z quantization levels. Different quantization schemes may be used, as described more in detail further below.

[0150] According to an embodiment, if a chroma format 4:4:4 is in use in encoding, the K- level delta depth image forms a chroma sample array of the joint geometry-occupancy image, which is encoded. Otherwise, i.e. when a chroma format other than 4:4:4 is in use in encoding, the following applies:

An L-level multiplexed delta depth image is formed as follows: The K-level delta depth image of size w*h is converted to an L-level multiplexed delta depth image of size (w/2)*(h/2) (assuming 4:2:0 chroma format) in order to be coded as a chroma sample array of the joint geometry-occupancy image. In the conversion process more than one sample of the K-level delta depth image is converted to one sample of the L- level multiplexed delta depth image.

The L-level multiplexed delta depth image forms a chroma sample array of the joint geometry-occupancy image, which is encoded.

[0151] A joint geometry-occupancy image may be defined as an image comprising a sample array comprising 2D far-layer geometry-occupancy patches and additionally a sample array representing a near- layer geometry image and/or a sample array representing near- layer occupancy map. A 2D far-layer geometry-occupancy patch may be defined as a patch in a sample array of the joint geometry-occupancy image that corresponds to the respective patches of the far-layer texture image, geometry image, and/or occupancy map and/or of the near-layer texture image, geometry image, and/or occupancy map.

[0152] According to an embodiment, the K-level delta depth image of size w*h comprises a 2-bit sample array, value 0 indicates that the pixel is unoccupied and non-zero values indicate certain quantized delta depth values. Four 2-bit samples of the K-level delta depth image are multiplexed into one 8-bit sample of the L-level multiplexed delta depth image (of size (w/2)*(h/2)) by allocating each two-bit tuple of the 8-bit sample to a particular relative sample location among the four samples of K-level delta depth image. For example, the 2 most-significant bits (bits 6..7) may be for the top-left sample, bits 4..5 may be for the top- right sample, bits 2..3 may be for the bottom-left sample, and bits 0..1 may be for the bottom- right sample.

[0153] The far layer cannot have an occupied pixel if the collocated pixel in the near layer is unoccupied. Thus, according to an embodiment, the method further comprises inpainting samples of the K-level delta depth image that are not occupied in the near layer prior to or as part of encoding. Hence, the samples of the K-level delta depth image that are not occupied according to the reconstructed or decoded occupancy map for the near layer can be inpainted, thereby providing basis for the far layer to have an occupied pixel at the corresponding location. It is noted that the method used for inpainting is not limited by the embodiments. For example, an average of valid or previously inpainted horizontally and vertically adjacent samples in the K-level delta depth image may be used. Inpainting helps in achieving a smoother image, which improves compression efficiency.

[0154] For forming the K-level delta depth image, there are a number of factors that affect choosing an optimal quantization scheme. [0155] According to an embodiment, the number of quantization levels (K-l) may be selected at least in one of the following ways:

Depending on the chroma format used in encoding and the bit depth for the chroma samples in image to be encoded. For example, for the 4:2:0 chroma format, 8-bit bit depth and Z equal to 1, the number of quantization levels may be set equal to 3.

Consequently, each sample in the K-level delta depth image has 2-bit bit-depth and four samples of the K-level delta depth image can be multiplexed into one sample of the L-level multiplexed delta depth image.

Depending on the number of occupied samples in the near layer, the chroma format used in encoding and the bit depth for the chroma samples in image to be encoded. For example, for the 4:2:0 chroma format, 8-bit bit depth and Z equal to 1, the following may apply:

• If all 4 samples corresponding to one chroma sample position are occupied in the first layer, the number of quantization levels may be set equal to 3.

• If 3 out of 4 samples are occupied, the delta depth value could have a maximum of 5 non-zero quantization levels (since 6*6*6 sample values = 216 < 256).

• If 2 out of 4 samples are occupied, the delta depth value could have a maximum of

15 non-zero quantization levels (since, 16 * 16 = 256).

• If 1 out of 4 samples is occupied, the delta depth value could have a maximum of 255 non-zero quantization levels.

[0156] The number of quantization levels may be selected on block basis (such as on coding unit basis in HE VC or alike) in a manner that the greatest number of occupied samples corresponding to any single chroma position in the block is selected to derive the number of quantization levels.

[0157] The number of quantization levels may be selected based on the reconstructed or decoded occupancy map of the near layer. Thus, additional signaling might not be needed.

[0158] According to an embodiment, the quantization levels may be selected at least in one of the following ways:

Uniform quantization of the range (DO, DO+D] The quantization level may be the average value of the value range mapping to that quantization level. For example, when K - Z is equal to 3, the quantization levels and the respective value ranges may be the following:

o Quantization level D0+A/6. Value range (DO, D0+A/3] o Quantization level D0+A/2. Value range (ϋ0+D/3, ϋO+2*D/3] o Quantization level ϋO+5*D/6. Value range (ϋO+2*D/3, DO+D]

o It is noted that the inclusion or exclusion of the limits of the above value

ranges may alternatively be selected differently.

Pre-defined non-uniform quantization of the range (DO, DO+D] For example, a quantization scheme that is uniform and proportional to the inverse delta depth value with a constant weight may be used.

Non-uniform quantization of the range (DO, DO+D], as selected and indicated in or along the bitstream by an encoder. The encoder may for example indicate the quantization levels and/or the value ranges mapping to quantization levels. The quantization levels may be selected for example for a spatio-temporal unit, such as for a coded video sequence, a group of pictures, a picture, or a slice, in a manner that the sum of absolute or squared quantization error of the far-layer geometry is minimized within the spatio-temporal unit.

[0159] When converting a K-level delta depth image to an L-level multiplexed delta depth image, the MxN K-level values are mapped to sample values d for creating the L-level image. When the 4:2:0 chroma format is used in encoding, M and N may both be equal to 2.

[0160] For example, the following mapping may be used: d = å(C k x (A x C k + B)), where the sum (å) is derived for all values of k in the range of 1 to K-l, inclusive, A, B, and C are selected constants, C k is the codeword resulting from a binary mapping of the "k- th plane" of the input samples, in which a sample value is equal to 1 if the corresponding sample in the K- level image is equal to k.

[0161] In the binary mapping of the A-th plane, for each MxN block, a (MxN)-bit codeword is formed from the binary sample values of the MxN block. The binary sample values may be mapped to the codeword in a plurality of ways. Figure 1 la shows an example of a mapping scheme for mapping codewords for pixel values of 2x2 blocks of the occupancy map.

[0162] According to an embodiment, the codeword mapping is selected in a manner that between any two adjacent codeword values, only one pixel in the respective occupancy map block changes state (from on to off, or vice versa). Figure 1 lb shows an example of such mapping of codewords for pixel values of 2x2 blocks of the occupancy map. Consequently, if a codeword c derived from an uncompressed occupancy map changes due to the encoding to c -c+l or c -c-l, only one pixel in the decoded occupancy map would change. [0163] As another example, for M = N = 2, K = 4, Z=l, and an 8-bit bit-depth, A can be set equal to 1 and B can be set equal to 1, and C can be set equal to 4. Consequently, the sample values d would be among the set 4 :a K 2 ’ x (0,1, 2, 3}, where curly brackets indicate a selection of any enclosed value. In an embodiment, the values of A, B, and/or C are selected by an encoder, are considered as variables for the mapping scheme, and are signalled by the encoder in or along the bitstream. In another embodiment, the values of A, B, and/or C are pre-defined for example in a coding standard.

[0164] The near- layer patches of the geometry image are packed so that they are enclosed by a rectangular area.

[0165] According to an embodiment, the near- layer patches of the texture image are selected to be collocated to the near- layer patches of the joint geometry-occupancy image. Thus, a correspondence between texture and geometry patches can be concluded based on collocated 2D samples. For example, the near-layer patches of the texture image may be on a top-left rectangle of the texture image, and the far-layer patches may fall below and/or to the right of the top-left rectangle. The joint geometry-occupancy image may have a width and height that only cover the top-left rectangle.

[0166] According to an embodiment, auxiliary patch information corresponds to the texture image. The near-layer and far-layer patches may be interleaved in the texture image. An algorithm, which may be pre-defined e.g. in a coding standard or indicated in or along the bitstream by an encoder, may be used to determine auxiliary patch information for the joint geometry-occupancy image. This algorithm operates identically in encoding and decoding and is used to determine auxiliary patch information for the joint geometry-occupancy image, whose luma sample array does not contain the geometry information for the far-layer patches.

[0167] According to an embodiment, the encoder encodes and/or the decoder decodes auxiliary patch information separately for the texture image and the joint geometry-occupancy image.

[0168] For coding the occupancy map for the near layer, any known solution may be used for coding and/or decoding the occupancy map for the near-layer patches. For example, the occupancy map codec of MPEG N 17248 may be used for blocks covering the near-layer patches. On the other hand, occupancy information of the near-layer may be represented by certain depth value(s) carried in the luma sample array of the joint geometry-occupancy image. As a further option, the occupancy information of the near-layer may be represented by a chroma sample array of the joint geometry-occupancy image. Therein, the geometry image and the multi-level occupancy map are multiplexed as sample arrays of a picture (i.e. a joint geometry-occupancy image). The geometry image may be used as the luma sample array and the multi-level occupancy map may be used as one of the chroma sample arrays of the picture.

[0169] Encoding occupancy information for the near layer as a chroma sample array may comprise the following: inputting a point cloud frame in an encoder; projecting a 3D object represented by the point cloud frame onto a 2D patch of the near layer; generating a geometry image, a texture image and a occupancy map from the 2D patch; partitioning the occupancy map into image blocks of a predetermined size along a predetermined block grid; assigning, on the basis of binary values of the image block, a codeword for each image block; mapping the codeword of each image block to sample values of a multi-level occupancy map according to a mapping scheme; and multiplexing the geometry image as a first sample array of an image for compression and the multi-level occupancy map as a second sample array of the image for compression.

[0170] A decoding method according to an aspect comprises, as shown in Figure 12, receiving (1200) a bitstream in a decoder; decoding (1202) a coded picture from the bitstream into a decoded picture; demultiplexing (1204), from a first sample array of the decoded picture, a 2D near- layer geometry patch and, from a second sample array, a 2D far- layer geometry-occupancy patch corresponding to the near-layer geometry patch; inverse mapping (1206) sample values of the 2D far-layer geometry-occupancy patch into codewords; and decoding (1208) the codewords into far-layer occupancy patch and 2D far- layer geometry patch, both corresponding to the near-layer geometry patch.

[0171] According to an embodiment, the decoding method further comprises obtaining (1210) information identifying a mapping scheme used for mapping codewords and variables used for applying the mapping scheme for generating a 2D far-layer geometry-occupancy patch.

[0172] According to an embodiment, the decoding method further comprises obtaining information identifying an inverse mapping scheme used for inverse mapping sample values of a 2D far-layer geometry-occupancy patch to codewords and variables used for applying the inverse mapping scheme of a 2D far-layer geometry-occupancy patch.

[0173] According to an embodiment, the information identifying the inverse mapping scheme may be decoding from or along the bitstream.

[0174] According to an embodiment, rather than decoding, from or along the bitstream, information identifying a mapping scheme or an inverse mapping scheme, a pre-defined mapping scheme or inverse mapping scheme is used. The mapping scheme or the inverse mapping scheme may be pre-defmed for example in a coding standard.

[0175] According to an embodiment, rather than decoding, from or along the bitstream, variables used for applying the mapping scheme or the inverse mapping scheme, pre-defmed values for the variables are used. The variable values may be pre-defmed for example in a coding standard.

[0176] According to an embodiment, the decoding method further comprises processing the 2D far-layer geometry-occupancy patch sample-wise for generating a block of samples into the far-layer occupancy patch and/or the 2D far layer geometry patch, the block of samples having a predetermined size along a predetermined block grid. The predetermined size and the predetermined block grid may be determined based on the chroma format in use. For example, a 2x2 block size may be used for the 4:2:0 chroma format.

[0177] According to an embodiment, the decoding method further comprises decoding a near-layer occupancy patch corresponding to the 2D near-layer geometry patch; and concluding from the near-layer occupancy patch whether the collocating sample values in the 2D far-layer geometry-occupancy patch are occupied. When a sample value is concluded to be occupied in the 2D far-layer geometry-occupancy patch, it is processed as described in the decoding method. When a sample value is concluded to be unoccupied, its processing as described in the decoding method is omitted.

[0178] In the above, some embodiments have been described with reference to encoding. It needs to be understood that said encoding may comprise one or more of the following:

encoding source image data into a bitstream, encapsulating the encoded bitstream in a container file and/or in packet(s) or stream(s) of a communication protocol, and announcing or describing the bitstream in a content description, such as the Media Presentation

Description (MPD) of ISO/IEC 23009-1 (known as MPEG-DASH) or the IETF Session Description Protocol (SDP). Similarly, some embodiments have been described with reference to decoding. It needs to be understood that said decoding may comprise one or more of the following: decoding image data from a bitstream, decapsulating the bitstream from a container file and/or from packet(s) or stream(s) of a communication protocol, and parsing a content description of the bitstream,

[0179] In the above, some embodiments have been described with reference to blocks of a particular size (NxN) along a block grid. It needs to be understood that embodiments may be realized for non-square blocks (MxN) if the underlying coding system supports such. It also needs to be understood that embodiments may be realized with multiple block partitioning levels

[0180] In the above, some embodiments have been described with reference to encoding or decoding texture images, geometry images, and (optionally) attribute images. It needs to be understood that these images are not necessarily separate images in encoding and/or decoding. For example the following options exist to represent a geometry image and/or one or more attribute images in relation to the associated texture image:

An additional sample array in addition to the conventional three colour component sample arrays of the texture picture.

A constituent frame of a frame-packed picture that may also comprise texture picture(s).

Patches of different types may be packed into the same picture. For example, the near layer texture patches, the far- layer texture patches, and the joint geometry-occupancy patches as described in embodiments may be packed into the same picture. The patch packing may be performed using any algorithm, e.g. as described earlier.

[0181] In an embodiment, the patches of different types corresponding to each other are spatially packed adjacent to each other. Moreover, such a set of patches may be encoded as an independent spatiotemporal unit, such as a motion-constrained tile set. A motion-constrained tile set (MCTS) is such that the inter prediction process is constrained in encoding such that no sample value outside the motion-constrained tile set, and no sample value at a fractional sample position that is derived using one or more sample values outside the motion- constrained tile set, is used for inter prediction of any sample within the motion-constrained tile set. Additionally, the encoding of an MCTS is constrained in a manner that motion vector candidates are not derived from blocks outside the MCTS. In general, an MCTS may be defined to be a tile set that is independent of any sample values and coded data, such as motion vectors, that are outside the MCTS. In some cases, an MCTS may be required to form a rectangular area. It should be understood that depending on the context, an MCTS may refer to the tile set within a picture or to the respective tile set in a sequence of pictures. The respective tile set may be, but in general need not be, collocated in the sequence of pictures.

[0182] In the above, where the example embodiments have been described with reference to an encoder or an encoding method, it needs to be understood that the resulting bitstream and the decoder or the decoding method may have corresponding elements in them. Likewise, where the example embodiments have been described with reference to a decoder, it needs to be understood that the encoder may have structure and/or computer program for generating the bitstream to be decoded by the decoder.

[0183] In the above, some embodiments have been described with reference to a first sample array of a picture comprising a 2D near-layer geometry patch and a second sample array of the picture comprising a 2D far-layer geometry-occupancy patch. It needs to be understood that rather than the first sample array comprising the 2D near-layer geometry patch, embodiments can be similarly realized when the first sample array comprises a near layer or far-layer patch of another type, such as but not limited to a 2D near-layer occupancy patch, or a 2D near-layer or far-layer attribute patch, such as surface normal, opacity, or reflectance information patch. The respective patches in different sample arrays may be collocated.

[0184] In the above, some embodiments have been described with reference to encoding or decoding texture pictures, geometry pictures, projection geometry information, and

(optionally) attribute pictures into or from a single bitstream. It needs to be understood that embodiments can be similarly realized when encoding or decoding texture pictures, geometry pictures, projection geometry information, and (optionally) attribute pictures into or from several bitstreams that are associated with each other, e.g. by metadata in a container file or media presentation description for streaming.

[0185] In general, the various embodiments of the invention may be implemented in hardware or special purpose circuits or any combination thereof. While various aspects of the invention may be illustrated and described as block diagrams or using some other pictorial representation, it is well understood that these blocks, apparatus, systems, techniques or methods described herein may be implemented in, as non-limiting examples, hardware, software, firmware, special purpose circuits or logic, general purpose hardware or controller or other computing devices, or some combination thereof.

[0186] Embodiments of the inventions may be practiced in various components such as integrated circuit modules. The design of integrated circuits is by and large a highly automated process. Complex and powerful software tools are available for converting a logic level design into a semiconductor circuit design ready to be etched and formed on a semiconductor substrate.

[0187] Programs, such as those provided by Synopsys, Inc. of Mountain View, California and Cadence Design, of San Jose, California automatically route conductors and locate components on a semiconductor chip using well established rules of design as well as libraries of pre stored design modules. Once the design for a semiconductor circuit has been completed, the resultant design, in a standardized electronic format (e.g., Opus, GDSII, or the like) may be transmitted to a semiconductor fabrication facility or "fab" for fabrication.

[0188] The foregoing description has provided by way of exemplary and non- limiting examples a full and informative description of the exemplary embodiment of this invention. However, various modifications and adaptations may become apparent to those skilled in the relevant arts in view of the foregoing description, when read in conjunction with the accompanying drawings and the appended claims. However, all such and similar

modifications of the teachings of this invention will still fall within the scope of this invention.