4 research outputs found

    A novel motion classification based intermode selection strategy for HEVC performance improvement

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    High Efficiency Video Coding (HEVC) standard adopts several new approaches to achieve higher coding efficiency (approximately 50% bit-rate reduction) compared to its predecessor H.264/AVC with same perceptual image quality. Huge computational time has also increased due to the algorithmic complexity of HEVC compared to H.264/AVC. However, it is really a demanding task to reduce the encoding time while preserving the similar quality of the video sequences. In this paper, we propose a novel efficient intermode selection technique and incorporate into HEVC framework to predict motion estimation and motion compensation modes between current and reference blocks and perform faster inter mode selection based on three dissimilar motion types in divergent video sequences. Instead of exploring and traversing all the modes exhaustively, we merely select a subset of candidate modes and the final mode from the selected subset is determined based on their lowest Lagrangian cost function. The experimental results reveal that average encoding time can be downscaled by 40% with similar rate-distortion performance compared to the exhaustive mode selection strategy in HEVC

    A Fast Mode Selection Algorithm in H.264 Video Coding

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    Efficient compression of synthetic video

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    Streaming of on-line gaming video is a challenging problem because of the enormous amounts of video data that need to be sent during game playing, especially within the limitations of uplink capabilities. The encoding complexity is also a challenge because of the time delay while on-line gamers are communicating. The main goal of this research study is to propose an enhanced on-line game video streaming system. First, the most common video coding techniques have been evaluated. The evaluation study considers objective and subjective metrics. Three widespread video coding techniques are selected and evaluated in the study; H.264, MPEG-4 Visual and VP- 8. Diverse types of video sequences were used with different frame rates and resolutions. The effects of changing frame rate and resolution on compression efficiency and viewers‟ satisfaction are also presented. Results showed that the compression process and perceptual satisfaction are severely affected by the nature of the compressed sequence. As a result, H.264 showed higher compression efficiency for synthetic sequences and outperformed other codecs in the subjective evaluation tests. Second, a fast inter prediction technique to speed up the encoding process of H.264 has been devised. The on-line game streaming service is a real time application, thus, compression complexity significantly affects the whole process of on-line streaming. H.264 has been recommended for synthetic video coding by our results gained in codecs comparative studies. However, it still suffers from high encoding complexity; thus a low complexity coding algorithm is presented as fast inter coding model with reference management technique. The proposed algorithm was compared to a state of the art method, the results showing better achievement in time and bit rate reduction with negligible loss of fidelity. Third, recommendations on tradeoff between frame rates and resolution within given uplink capabilities are provided for H.264 video coding. The recommended tradeoffs are offered as a result of extensive experiments using Double Stimulus Impairment Scale (DSIS) subjective evaluation metric. Experiments showed that viewers‟ satisfaction is profoundly affected by varying frame rates and resolutions. In addition, increasing frame rate or frame resolution does not always guarantee improved increments of perceptual quality. As a result, tradeoffs are recommended to compromise between frame rate and resolution within a given bit rate to guarantee the highest user satisfaction. For system completeness and to facilitate the implementation of the proposed techniques, an efficient game video streaming management system is proposed. Compared to existing on-line live video service systems for games, the proposed system provides improved coding efficiency, complexity reduction and better user satisfaction
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