Hardware Architecture for RealTime Depthimagebased Rendering System This paper presents a hardware architecture for realtime depthimagebased rendering (DIBR) system. The shiftsensor camera setup is used in this system so that hardwareefficient algorithms can be applied to reduce the computational complexity and hardware cost. For the computational complexity, we propose a 3D image warping algorithm that requires no camera parameters to replace the complicated homographic transform, and a holefilling method based on the disparity map to replace the complicated inpainting algorithm. For the hardware cost, we propose a foldelimination approach based on viewjudgment to replace the Zbuffer algorithm, and the rowlevel pipelining to reduce the requirement of external memory for disparity maps and reference images. Experimental results show that our implementation can achieve the similar synthesis quality as the quality implemented by software.

Image Matting based high quality Stereo View Synthesis The commercial success and acceptability of 3D technology will critically depend on the overall visual quality of the rendered images. Therefore Depth Image Based Rendering (DIBR) is a crucial component of the 3D system chain. In this paper, we describe a high quality DIBR system for view synthesis. In particular, a procedure is outlined for the processing of the socalled mixed pixels at object boundaries. A Layered Depth Image (LDI) representation of the scene is obtained given an image and corresponding depth map. In the process, all significant mixed pixels in the image are automatically separated into their local foreground and local background. Our results show superior rendering quality, especially at object edges.