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CHAPTER 8 MPEG4 Visual

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Title: CHAPTER 8 MPEG4 Visual


1
CHAPTER 8MPEG-4 Visual
2
MPEG-4 Visual
  • MPEG-1 and MPEG-2 deal with frame-based video and
    audio.
  • The most important goal of these standards has
    been to make storage and transmission very
    efficient.
  • The objective of MPEG-4 was to standardize
    algorithms for audiovisual coding in multimedia
    applications, allowing for interactivity, high
    compression, scalability of audio and video
    content, and support for natural and synthetic
    audio and video content.

3
MPEG-4 Architecture
  • MPEG-4 defines an audiovisual scene as a coded
    representation of audiovisual objects that have
    certain relationships in space and time.
  • This is different from MPEG-1 and MPEG-2, wherein
    the audiovisual scene is thought of as video
    frames with associated audio.
  • This new approach to information representation
    offers much more flexibility for versatile reuse
    of data, intelligent schemes to manage bandwidth,
    processing resources, and error protection.

4
MPEG-4 Architecture (Cont.)
  • The bit streams of each A/V object can be
    transmitted across multiple channels, where each
    channel offers a different quality of service.
  • At the decoder. The compositor uses the
    spatio-temporal relationships and user
    interactions to render the scene.
  • In the MPEG-4 notion of A/V objects, the object
    could be a video object within a scene or it
    could be the complete background. It could also
    be an audio object.

5
MPEG-4 Video Coding
  • In MPEG-4, like MPEG-1 and MPEG-2, there is a
    hierarchical representation of the information.
    Each video frame is segmented into a number of
    arbitrary shaped image region, called video
    object planes (VOP).
  • Successive VOPs belonging to the same physical
    object in a scene are referred to as video
    objects (VO).
  • Since each VOP is coded separately, based on the
    decoded information from the alpha channel, the
    decoder can decode and display each VOP
    separately or reconstruct the original sequence
    by decoding and compositing both of them.
  • MPEG-4 supports content-based scalability.

6
VOP
7
MPEG-4 Video Object Plane
8
MPEG-4 Video Object Plane
9
Video Object Plane
  • The shape, motion, texture information of the
    VOPs belonging to the same VO is encoded into a
    separate video object layer (VOL).
  • A binary alpha-plane-image sequence is coded to
    indicate to the decoder the shape of the
    foreground object and its location.
  • Since each VOP is coded separately, based on the
    decoded information from the alpha channel, the
    decoder can decode and display each VOP
    separately or reconstruct the original sequence
    by decoding and compositing both of them.

10
Content-Based Coding of Video
  • Object scalability and quality scalability
  • MPEG-4 supports the overlapping configuration for
  • VOPs as well.

11
Block Diagram of MPEG-4 Encoding and Decoding
  • Each video object in a scene is coded and
    transmitted separately.

12
VOP-Based Encoding
13
Coding of Information for Each VOP
  • For each VO, the shape, motion, and texture
    information of VOPs comprising this VO are coded.
  • Shaping coding The shape information is referred
    to as alpha plane.
  • Motion coding
  • Temporal redundancies between video content in
    separate VOPs within a VO are exploited using
    block-based motion estimation and compensation.
  • Macroblocks can be either standard or contour
    macroblocks.
  • For contour macroblocks, prior to motion
    estimation and compensation of the current VOP in
    frame t, a simple image padding technique is used
    to reference the VOP of frame t-1.

14
Motion Compensation Tools
Motion compensated coding modes (I, B, P)
15
Motion Vector Computation
  • Texture coding The intra VOPs, as well as
    residual errors after motion compensated
    prediction, are coded using DCT on 8 ? 8 blcoks.

16
Tools, Objects, and Levels
  • MPEG-4 Visual provides its coding function
    through a combination of tools, objects, and
    profiles.
  • A tool is a subset of coding functions to support
    a specific feature (e.g., basic video coding,
    interlaced video, coding object shapes, etc.)
  • An object is a video element (e.g., a sequence of
    rectangular frames, a sequence of
    arbitrary-shaped regions, a still image) that is
    coded using one or more tools.
  • A profile is a set of object types that a CODEC
    is expected to be capable of handling.

17
MPEG-4 Tools, Profiles, and Decoder Flexibility
18
Profiles and Levels
19
MPEG-4 Visual Profiles for Coding Natural Video
20
Levels for Simple-Based Profiles
21
VOP-Based Decoding
22
MPEG-4 Video Encoding
23
MPEG-4 Video Decoding
24
Computational Complexity of Video Encoder
25
A Fast Binary Motion Estimation Algorithm for
MPEG-4 Shape Coding
  • Tsung-Han Tsai and Chia-Pin Chen
  • Department of Enectronic Engineering
  • National Central University

26
Introduction
  • This paper presents a fast binary motion
    estimation (BME) algorithm using diamond search
    pattern for MPEG-4 shape coding, which is the key
    technology for supporting the content-based video
    coding.
  • Based on the properties of binary shape
    information, a boundary mask for efficient search
    positions can be generated.
  • Simulation results show that our algorithm
    combined with diamond shaped zone takes equal bit
    rate in the same but reduce the number of search
    points marvelously in BME to 0.6 compared with
    full search algorithm.

27
Texture Components and Binary Alpha Component of
the Video Object
28
Computational Complexity of MPEG-4 Shape Encoder
29
BME for MPEG-4 Shape Coding
  • The MPEG-4 VM (verification model) describes the
    coding method for binary shape information. It
    uses block-matching motion estimation to find the
    minimum block distortion position and sets the
    position to be MVS (motion vector for shape).
  • The procedure for BME consists of two steps
  • Determine motion vector predictor for shape
    (MVPS)
  • MVPS is taken from a list of candidate MVs.
  • Compute MVS accordingly
  • Fig. 3

30
BME for MPEG-4 Shape Coding (Cont.)
  • The list of candidate MVs includes the MVSs from
    the three binary alpha blocks (BABs) which are
    adjacent to the current BAB and the texture MVs
    associated with the three adjacent texture
    blocks.
  • Based on MVPS determined above, the motion
    compensated (MC) error is computed by comparing
    the BAB indicated by the MVPS and current BAB.
  • If the computed MC error is less or equal to 16 ?
    AlphaTH for any 4 ? 4 subblocks, the MVPS is
    directly employed as MVS and the procedure
    terminates. Otherwise, MV is searched around the
    MVPS while computing by comparing the BAB
    indicated by the MV and current BAB. The MV that
    minimizes the SAD is taken as MVS and this is
    further interpreted as MV difference for shape
    (MVDS), i.e., MVDS MVS MVPS.

31
Proposed BME Method
  • The basic concept of the proposed BME method is
    that the contour of video objects in current BAB
    should overlap that in the motion compensated
    BAB, which is determined by BME 9.
  • Those search positions which contour lays apart
    from the contour of video objects in current BAB,
    can be skipped and the reduced number will be
    enormous.
  • Moreover, based on the property that most
    real-world sequences have a central-biased MV
    distribution 10, we use weighted SAD and
    diamond search pattern for furthermost
    improvement.

32
Definition of Boundary Pixel
  • In order to decide whether the pixel is on the
    contour of VOP, the boundary pixel is determined
    by the following procedure.
  • If current pixel is opaque and one of its four
    adjacent pixels is transparent, the current pixel
    is directly employed as boundary

33
Boundary Search
  • Step 1) Perform a pixel loop over the entire
    reference VOP. If pixel
  • (x, y) is an boundary pixel, set the
    mask at (x, y) to 1.
  • Otherwise set the mask at (x, y) to
    0.
  • Step 2) Perform a pixel loop over the entire
    current BAB. If pixel (i, j)
  • is a boundary pixel, set (i, j) to
    be the reference point, and
  • terminate the pixel loop.

34
Boundary Search (Cont.)
  • Step 3) For each search point within ?16 search
    range, check the
  • pixel (xi, yj) which is fully
    aligned with the reference point
  • from the current BAB. If the mask
    value at (xi, yj) is 1,
  • which means that the reference point
    is on the boundary of
  • reference VOP, the procedure will
    compute SAD of the
  • search point (x, y). Otherwise, SAD
    of the search point (x, y)
  • will not be computed, and the
    processing continues at the
  • next position.
  • Step 4) When all the search points within ?16
    search range is
  • done, the MV that minimizes the SAD
    will be taken
  • as MVS.

35
Boundary Search (Cont.)
36
Flowchart for Proposed BS Algorithm.
37
Diamond Boundary Search (DBS)
  • Step 1) Construct DBS around
  • MVPS within 16 search
  • window. Set n 1.
  • Step 2) Calculate SAD for each
  • search point in zone n. Let
  • MinSAD be the smallest
  • SAD up to now.
  • Step 3) If MinSAD ? Thn , go to Step
  • 4. Otherwise, set n n 1
  • and go to Step 2.
  • Step 4) The MV is chosen according
  • to the block corresponding to
  • MinSAD.

5 search window using diamond-shaped zones.
38
Weighted SAD (WSAD)
  • Some previous motion estimation algorithms for
    color space used the concept of the WSAD to
    compensate the distortion 12.
  • In this paper, we proposed the similar concept of
    WSAD which takes both SAD and MVDS into
    consideration as the distortion measure. The WSAD
    is given by

39
Simulation Results
Performance comparisons of SAD and WSAD using
full search algorithm.
40
PERFORMANCE COMPARISON OF SAD AND WSAD BASED ON
FULL SEARCH ALGORITHM IN BIT-RATE (W1 10W2 7)
41
Performance Comparisons of Various Search
Algorithms
42
Comparisons
43
Comparisons
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