3 research outputs found

    Spatially Scalable Video Coding (SSVC) Using Motion Compensated Recursive Temporal Filtering (MCRTF)

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    Through the following years, streaming makers will be progressively tasked supplying enhanced streams of video to gadgets as mobile phones and set top boxes, alongside diverse quality variants for clients to get content on general Internet. While there have been various ways to deal with this issue, including different bit rate feature, one exceptionally solid competitor will be a H.264 expansion called Scalable Video Coding ( SVC). It encodes video into "layers," beginning with the "base" layer, which contains the most minimal information of the bit-stream, and then moving towards “enhanced layers” which includes the information to scale up the output. Also SVC gives support for different resolutions inside a single compressed bit stream which is known as spatial scalabilility. In this thesis a problem on SSVC has been addressed. The video sequences had been made scalable in spatial domain. In order to make it more efficient for real time applications, motion compensated recursive temporal filtering (MCRTF) has been implemented. This scheme enhances the efficiency of the components of a visual signal. The temporal filter used here helps in reducing noisearising from the plurality of the frames and the improvised output with reduced noise is used in the process of predictive encoding. Also it eliminates the inherent drift, which arises due to difference between encoder and decoder. As visual signals are always subjected to temporal correlation, motion compensation from the adjacent frames and using it as the reference during the process of predictive coding is of prior importance. The conventional and the proposed method have been used during the encoding process of various video sequences in the spatial domain and an analytical study on that has been carried ou

    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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