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Published byMagdalena Jermain Modified over 9 years ago
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MPEG4 Natural Video Coding Functionalities: –Coding of arbitrary shaped objects –Efficient compression of video and images over wide range of bit rates –Spatial, temporal and quality scalability –Robust transmission over error-prone lines Update: May 2003
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Basic Principles Profiles: for interoperability reasons, a decoder should at least support a clearly defined set of tools. For each profile, the tools to be supported are specified. For each profile different levels are specified, setting certain complexity bounds (memory, number of objects, bit rate etc.)
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MPEG-4 Natural Video Decoding Tools De- Mux FBA DecodingMesh Decoding Visual Texture Decoding Motion Decoding (And compensation) Texture Decoding Shape Decoding Scene Compo- sition + Bit-Stream Decoded Video
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Object Based Video Coding Scene: Composed of one or several Visual Objects (VOs) VO of type video is defined as a sequence of video object planes (VOP) Each VOP an instance of a VO at a certain time and can be either rectangular or of arbitrary shape. In the non-rectangular case, a VOP is also defined by a “Shape Matrix” (Alpha plane).
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Hierarchical Structure of MPEG-4 Video VS1 VS2 VO1 VO2 VOL1 VOL2 GOV1 GOV2 VOP 1 Visual Object Sequence Visual Object Video Object Layer Group of VOPs Video Object Plane VOP k VOP k+1 Layer 1 Layer 2
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VOP Processing Each VOP is processed blockwise A VOP bounding box is built: the smallest surrounding rectangle. The box is used to represent the VOP by means of its texture and shape.
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VOP Coding For Coding, the VOP is divided to MBs of 16x16 pixels, and the box is extended to match this size (in both X and Y directions) MB Types within the VOP boundary box
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MB Types Transparent: MBs that are completely outside the VOP – NO YUV data ! Opaque: MBs that are completely inside the VOP – coded as regular intra or inter MB. Boundary: MBs that are at the boundary of the VOP – arbitrary shape coding tools used
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Rectangular VO Coding A rectangular VO coding is identical to a frame coding in MPEG-1 & 2: –Motion compensated block based coding –No shape information is needed in that case New tools are also introduced
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Decoder block diagram No Shape decoding !
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Motion Modes 1MV: –One Motion Vector (MV) is transmitted for the 16x16 luminance pixels 4MV: –The MB is subdivided into 4 blocks of 8x8 pixels (luminance !), and 4 MV are transmitted.
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New Motion Compensation Tools Quarter-Pel Motion compensation –Calculating MVs with an increased resolution of ¼ pel (instead of ½ and full pel) Global Motion Compensation –A single set of parameters representing the VOP global motion (no need for local MB-MV) Direct Mode in Bidirectional Prediction –An improved bidirectional prediction, which uses the MVs of neighboring P-VOP. More general than the PB frames of H.263
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New texture Coding Tools N-bit Tool –Supports 4-12 bits/pixel for Y/UV blocks DCT Scan Quantization AC/DC Prediction VLC (Huffman) 8x8 Prediction Error (Y/UV) For Intra ONLY ! Bit-Stream
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Quantization Two optional quantization methods: –MPEG-2 (H.262) Based –H.263 Based The DC coefficient is quantized using a fixed quantizer step size The quantization step can take values from 1 to 31 (coded once per VOP) In A special MB mode it is possible to modify the scaling
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AC/DC Prediction Due to statistical dependencies, the values of one block can be predicted from the values of the neighboring blocks, for Intra blocks ONLY ! No side information needed: The gradient from B to A and the gradient from B to C (which Are know to the decoder !) are compared, and the direction with the lower gradient is selected for the AC/DC prediction.
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Alternative Scan Modes The known Zigzag Mode is optional as well as alternate vertical/horizontal scans (Intra ONLY !) If AC/DC prediction is not used – Zigzag scan is selected. If the DC prediction refers to the horizontally adjacent block, alternate-vertical scan Is selected and vice versa.
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Arbitrary Shaped VO Coding Shape information is represented by means of Alpha Masks which defines the level of transparency of o VOP An 8-bit word representing completely transparent pixels (0) to completely opaque pixels (255) A VO must have Alpha mask larger than 0 ! A binary Alpha mask is also option for VO.
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Binary Shape Coding The shape coding is performed blockwise: for each MB the Alpha values are coded separately (BAB: Binary Alpha Blocks) The binary values are 0 and 255 but they are treated as ‘0’ and ‘1’ Context Based Arithmetic Encoding (CAE): –The codewords are assigned according to probability that depends on the context of the shape element. –Both Intra and Inter mode exists, and they must be the same for all MBs in a VOP. –Shape MC is also performed with some restrictions (full pel resolution, no 4MV mode, no bidirectional MC)
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Gray Level Shape Coding A Binary Support Mask is needed –A ‘0’ is assigned in this mask to all pixels that their value in the Gray-Level Mask is 0, and 255 for all other values (non-transparent pixels) –The support mask is coded like the binary mask The gray-scale Alpha plane is coded as texture data with arbitrary shape.
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Boundary MBs Coding Some Special tools are used: Motion Compensation –A special padding process is performed to avoid the case of MV that refer to transparent pels in the reference VOP Predictive MV Coding –Predictive coding of MV from neighboring block is performed to reduce bit-rate for the motion information
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Boundary MBs Coding cont’d Texture Coding Two algorithms can be applied: –Padding: The transparent pels in the boundary MBs are padded: filled with values according to some rules –Shape-Adaptive DCT: based on regular DCT with respect to the binary Alpha values (so it codes only the non-transparent pixels !) Higher complexity and higher efficiency
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Texture Coding by Padding Since transparent pixels will be set to transparent after the decoding of the binary shape mask, the can be treated as ‘don’t care’ and any value can be filled in there according to encoders strategy. –Finding the OPTIMAL values for these pels is very complex, so many times a zero padding is used, in particular for coding of prediction error which is close to zero anyway…
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Texture Coding by SA-DCT Coding only the opaque pels in a boundary MB by a four steps algorithm: –Vertical shifting to the top –Vertical 1-D DCT (for each column) –Horizontal shifting to the left –Horizontal 1-D DCT (to the shifted coefficients) Since number of pels/coefficients in every column/raw can vary, a specific SCT kernel is created for each case.
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SA-DCT Example
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Shape Adaptive DCT cont’d The number of coefficients is similar to the number of non-transparent pixels in the boundary MB The resulting coefficients a scanned in a modified zigzag, that takes into account the transparent pixels –If the scan covers such pixel it is omitted in the coefficient vector Optional: The mean (DC) of a the opaque pixels in the MB is subtracted from all pixel values and added after the decoding, overwriting the DC value from the SA-DCT procedure
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