This paper describes a depth-based inpainting algorithm which efficiently handles disocclusion occurring on virtual viewpoints
rendering. A single reference view and a set of depth maps are used in the proposed approach. The method not only
deals with small disocclusion filling related to small camera baseline, but also manages to fill in the synthesized views by
coherent tensor-based color and geometry structure propagation. The depth is used to drive the filling order, while enforcing
the structure diffusion from similar candidate-patches. By acting on patch prioritization, selection and combination, the
completion of distant synthesized views allows a consistent and realistic rendering.