Recent advances in virtual reality cameras have contributed to a phenomenal growth of 360$^{\circ }$∘ videos. Estimating regions likely to attract user attention is critical for efficiently streaming and rendering 360$^{\circ }$∘ videos. In this article, we present a simple, novel, GPU-driven pipeline for saliency computation and virtual cinematography in 360$^{\circ }$∘ videos using spherical harmonics (SH). We efficiently compute the 360$^{\circ }$∘ video saliency through the spectral residual of the SH coefficients between multiple bands at over 60FPS for 4K resolution videos. Further, our interactive computation of spherical saliency can be used for saliency-guided virtual cinematography in 360$^{\circ }$∘ videos.

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http://dx.doi.org/10.1109/MCG.2021.3080320DOI Listing

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