78 research outputs found

    High throughput image compression and decompression on GPUs

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    Diese Arbeit befasst sich mit der Entwicklung eines GPU-freundlichen, intra-only, Wavelet-basierten Videokompressionsverfahrens mit hohem Durchsatz, das für visuell verlustfreie Anwendungen optimiert ist. Ausgehend von der Beobachtung, dass der JPEG 2000 Entropie-Kodierer ein Flaschenhals ist, werden verschiedene algorithmische Änderungen vorgeschlagen und bewertet. Zunächst wird der JPEG 2000 Selective Arithmetic Coding Mode auf der GPU realisiert, wobei sich die Erhöhung des Durchsatzes hierdurch als begrenzt zeigt. Stattdessen werden zwei nicht standard-kompatible Änderungen vorgeschlagen, die (1) jede Bitebebene in nur einem einzelnen Pass verarbeiten (Single-Pass-Modus) und (2) einen echten Rohcodierungsmodus einführen, der sample-weise parallelisierbar ist und keine aufwendige Kontextmodellierung erfordert. Als nächstes wird ein alternativer Entropiekodierer aus der Literatur, der Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), evaluiert. Er gibt Signaladaptivität zu Gunsten von höherer Parallelität auf und daher wird hier untersucht und gezeigt, dass ein aus verschiedensten Testsequenzen gemitteltes statisches Wahrscheinlichkeitsmodell eine kompetitive Kompressionseffizienz erreicht. Es wird zudem eine Kombination von BPC-PaCo mit dem Single-Pass-Modus vorgeschlagen, der den Speedup gegenüber dem JPEG 2000 Entropiekodierer von 2,15x (BPC-PaCo mit zwei Pässen) auf 2,6x (BPC-PaCo mit Single-Pass-Modus) erhöht auf Kosten eines um 0,3 dB auf 1,0 dB erhöhten Spitzen-Signal-Rausch-Verhältnis (PSNR). Weiter wird ein paralleler Algorithmus zur Post-Compression Ratenkontrolle vorgestellt sowie eine parallele Codestream-Erstellung auf der GPU. Es wird weiterhin ein theoretisches Laufzeitmodell formuliert, das es durch Benchmarking von einer GPU ermöglicht die Laufzeit einer Routine auf einer anderen GPU vorherzusagen. Schließlich wird der erste JPEG XS GPU Decoder vorgestellt und evaluiert. JPEG XS wurde als Low Complexity Codec konzipiert und forderte erstmals explizit GPU-Freundlichkeit bereits im Call for Proposals. Ab Bitraten über 1 bpp ist der Decoder etwa 2x schneller im Vergleich zu JPEG 2000 und 1,5x schneller als der schnellste hier vorgestellte Entropiekodierer (BPC-PaCo mit Single-Pass-Modus). Mit einer GeForce GTX 1080 wird ein Decoder Durchsatz von rund 200 fps für eine UHD-4:4:4-Sequenz erreicht.This work investigates possibilities to create a high throughput, GPU-friendly, intra-only, Wavelet-based video compression algorithm optimized for visually lossless applications. Addressing the key observation that JPEG 2000’s entropy coder is a bottleneck and might be overly complex for a high bit rate scenario, various algorithmic alterations are proposed. First, JPEG 2000’s Selective Arithmetic Coding mode is realized on the GPU, but the gains in terms of an increased throughput are shown to be limited. Instead, two independent alterations not compliant to the standard are proposed, that (1) give up the concept of intra-bit plane truncation points and (2) introduce a true raw-coding mode that is fully parallelizable and does not require any context modeling. Next, an alternative block coder from the literature, the Bitplane Coder with Parallel Coefficient Processing (BPC-PaCo), is evaluated. Since it trades signal adaptiveness for increased parallelism, it is shown here how a stationary probability model averaged from a set of test sequences yields competitive compression efficiency. A combination of BPC-PaCo with the single-pass mode is proposed and shown to increase the speedup with respect to the original JPEG 2000 entropy coder from 2.15x (BPC-PaCo with two passes) to 2.6x (proposed BPC-PaCo with single-pass mode) at the marginal cost of increasing the PSNR penalty by 0.3 dB to at most 1 dB. Furthermore, a parallel algorithm is presented that determines the optimal code block bit stream truncation points (given an available bit rate budget) and builds the entire code stream on the GPU, reducing the amount of data that has to be transferred back into host memory to a minimum. A theoretical runtime model is formulated that allows, based on benchmarking results on one GPU, to predict the runtime of a kernel on another GPU. Lastly, the first ever JPEG XS GPU-decoder realization is presented. JPEG XS was designed to be a low complexity codec and for the first time explicitly demanded GPU-friendliness already in the call for proposals. Starting at bit rates above 1 bpp, the decoder is around 2x faster compared to the original JPEG 2000 and 1.5x faster compared to JPEG 2000 with the fastest evaluated entropy coder (BPC-PaCo with single-pass mode). With a GeForce GTX 1080, a decoding throughput of around 200 fps is achieved for a UHD 4:4:4 sequence

    Adversarial Sparse-View CBCT Artifact Reduction

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    We present an effective post-processing method to reduce the artifacts from sparsely reconstructed cone-beam CT (CBCT) images. The proposed method is based on the state-of-the-art, image-to-image generative models with a perceptual loss as regulation. Unlike the traditional CT artifact-reduction approaches, our method is trained in an adversarial fashion that yields more perceptually realistic outputs while preserving the anatomical structures. To address the streak artifacts that are inherently local and appear across various scales, we further propose a novel discriminator architecture based on feature pyramid networks and a differentially modulated focus map to induce the adversarial training. Our experimental results show that the proposed method can greatly correct the cone-beam artifacts from clinical CBCT images reconstructed using 1/3 projections, and outperforms strong baseline methods both quantitatively and qualitatively

    Image and Video Coding Techniques for Ultra-low Latency

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    The next generation of wireless networks fosters the adoption of latency-critical applications such as XR, connected industry, or autonomous driving. This survey gathers implementation aspects of different image and video coding schemes and discusses their tradeoffs. Standardized video coding technologies such as HEVC or VVC provide a high compression ratio, but their enormous complexity sets the scene for alternative approaches like still image, mezzanine, or texture compression in scenarios with tight resource or latency constraints. Regardless of the coding scheme, we found inter-device memory transfers and the lack of sub-frame coding as limitations of current full-system and software-programmable implementations.publishedVersionPeer reviewe

    Pruned Lightweight Encoders for Computer Vision

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    Latency-critical computer vision systems, such as autonomous driving or drone control, require fast image or video compression when offloading neural network inference to a remote computer. To ensure low latency on a near-sensor edge device, we propose the use of lightweight encoders with constant bitrate and pruned encoding configurations, namely, ASTC and JPEG XS. Pruning introduces significant distortion which we show can be recovered by retraining the neural network with compressed data after decompression. Such an approach does not modify the network architecture or require coding format modifications. By retraining with compressed datasets, we reduced the classification accuracy and segmentation mean intersection over union (mIoU) degradation due to ASTC compression to 4.9-5.0 percentage points (pp) and 4.4-4.0 pp, respectively. With the same method, the mIoU lost due to JPEG XS compression at the main profile was restored to 2.7-2.3 pp. In terms of encoding speed, our ASTC encoder implementation is 2.3x faster than JPEG. Even though the JPEG XS reference encoder requires optimizations to reach low latency, we showed that disabling significance flag coding saves 22-23% of encoding time at the cost of 0.4-0.3 mIoU after retraining.acceptedVersionPeer reviewe

    Methods for Light Field Display Profiling and Scalable Super-Multiview Video Coding

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    Light field 3D displays reproduce the light field of real or synthetic scenes, as observed by multiple viewers, without the necessity of wearing 3D glasses. Reproducing light fields is a technically challenging task in terms of optical setup, content creation, distributed rendering, among others; however, the impressive visual quality of hologramlike scenes, in full color, with real-time frame rates, and over a very wide field of view justifies the complexity involved. Seeing objects popping far out from the screen plane without glasses impresses even those viewers who have experienced other 3D displays before.Content for these displays can either be synthetic or real. The creation of synthetic (rendered) content is relatively well understood and used in practice. Depending on the technique used, rendering has its own complexities, quite similar to the complexity of rendering techniques for 2D displays. While rendering can be used in many use-cases, the holy grail of all 3D display technologies is to become the future 3DTVs, ending up in each living room and showing realistic 3D content without glasses. Capturing, transmitting, and rendering live scenes as light fields is extremely challenging, and it is necessary if we are about to experience light field 3D television showing real people and natural scenes, or realistic 3D video conferencing with real eye-contact.In order to provide the required realism, light field displays aim to provide a wide field of view (up to 180°), while reproducing up to ~80 MPixels nowadays. Building gigapixel light field displays is realistic in the next few years. Likewise, capturing live light fields involves using many synchronized cameras that cover the same display wide field of view and provide the same high pixel count. Therefore, light field capture and content creation has to be well optimized with respect to the targeted display technologies. Two major challenges in this process are addressed in this dissertation.The first challenge is how to characterize the display in terms of its capabilities to create light fields, that is how to profile the display in question. In clearer terms this boils down to finding the equivalent spatial resolution, which is similar to the screen resolution of 2D displays, and angular resolution, which describes the smallest angle, the color of which the display can control individually. Light field is formalized as 4D approximation of the plenoptic function in terms of geometrical optics through spatiallylocalized and angularly-directed light rays in the so-called ray space. Plenoptic Sampling Theory provides the required conditions to sample and reconstruct light fields. Subsequently, light field displays can be characterized in the Fourier domain by the effective display bandwidth they support. In the thesis, a methodology for displayspecific light field analysis is proposed. It regards the display as a signal processing channel and analyses it as such in spectral domain. As a result, one is able to derive the display throughput (i.e. the display bandwidth) and, subsequently, the optimal camera configuration to efficiently capture and filter light fields before displaying them.While the geometrical topology of optical light sources in projection-based light field displays can be used to theoretically derive display bandwidth, and its spatial and angular resolution, in many cases this topology is not available to the user. Furthermore, there are many implementation details which cause the display to deviate from its theoretical model. In such cases, profiling light field displays in terms of spatial and angular resolution has to be done by measurements. Measurement methods that involve the display showing specific test patterns, which are then captured by a single static or moving camera, are proposed in the thesis. Determining the effective spatial and angular resolution of a light field display is then based on an automated analysis of the captured images, as they are reproduced by the display, in the frequency domain. The analysis reveals the empirical limits of the display in terms of pass-band both in the spatial and angular dimension. Furthermore, the spatial resolution measurements are validated by subjective tests confirming that the results are in line with the smallest features human observers can perceive on the same display. The resolution values obtained can be used to design the optimal capture setup for the display in question.The second challenge is related with the massive number of views and pixels captured that have to be transmitted to the display. It clearly requires effective and efficient compression techniques to fit in the bandwidth available, as an uncompressed representation of such a super-multiview video could easily consume ~20 gigabits per second with today’s displays. Due to the high number of light rays to be captured, transmitted and rendered, distributed systems are necessary for both capturing and rendering the light field. During the first attempts to implement real-time light field capturing, transmission and rendering using a brute force approach, limitations became apparent. Still, due to the best possible image quality achievable with dense multi-camera light field capturing and light ray interpolation, this approach was chosen as the basis of further work, despite the massive amount of bandwidth needed. Decompression of all camera images in all rendering nodes, however, is prohibitively time consuming and is not scalable. After analyzing the light field interpolation process and the data-access patterns typical in a distributed light field rendering system, an approach to reduce the amount of data required in the rendering nodes has been proposed. This approach, on the other hand, requires rectangular parts (typically vertical bars in case of a Horizontal Parallax Only light field display) of the captured images to be available in the rendering nodes, which might be exploited to reduce the time spent with decompression of video streams. However, partial decoding is not readily supported by common image / video codecs. In the thesis, approaches aimed at achieving partial decoding are proposed for H.264, HEVC, JPEG and JPEG2000 and the results are compared.The results of the thesis on display profiling facilitate the design of optimal camera setups for capturing scenes to be reproduced on 3D light field displays. The developed super-multiview content encoding also facilitates light field rendering in real-time. This makes live light field transmission and real-time teleconferencing possible in a scalable way, using any number of cameras, and at the spatial and angular resolution the display actually needs for achieving a compelling visual experience

    Lossless compression with latent variable models

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    We develop a simple and elegant method for lossless compression using latent variable models, which we call `bits back with asymmetric numeral systems' (BB-ANS). The method involves interleaving encode and decode steps, and achieves an optimal rate when compressing batches of data. We demonstrate it rstly on the MNIST test set, showing that state-of-the-art lossless compression is possible using a small variational autoencoder (VAE) model. We then make use of a novel empirical insight, that fully convolutional generative models, trained on small images, are able to generalize to images of arbitrary size, and extend BB-ANS to hierarchical latent variable models, enabling state-of-the-art lossless compression of full-size colour images from the ImageNet dataset. We describe `Craystack', a modular software framework which we have developed for rapid prototyping of compression using deep generative models

    DIPPAS: A Deep Image Prior PRNU Anonymization Scheme

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    Source device identification is an important topic in image forensics since it allows to trace back the origin of an image. Its forensics counter-part is source device anonymization, that is, to mask any trace on the image that can be useful for identifying the source device. A typical trace exploited for source device identification is the Photo Response Non-Uniformity (PRNU), a noise pattern left by the device on the acquired images. In this paper, we devise a methodology for suppressing such a trace from natural images without significant impact on image quality. Specifically, we turn PRNU anonymization into an optimization problem in a Deep Image Prior (DIP) framework. In a nutshell, a Convolutional Neural Network (CNN) acts as generator and returns an image that is anonymized with respect to the source PRNU, still maintaining high visual quality. With respect to widely-adopted deep learning paradigms, our proposed CNN is not trained on a set of input-target pairs of images. Instead, it is optimized to reconstruct the PRNU-free image from the original image under analysis itself. This makes the approach particularly suitable in scenarios where large heterogeneous databases are analyzed and prevents any problem due to lack of generalization. Through numerical examples on publicly available datasets, we prove our methodology to be effective compared to state-of-the-art techniques

    Recent Advances in the Processing and Rendering Algorithms for Computer-Generated Holography

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    Digital holography represents a novel media which promises to revolutionize the way the users interacts with content. This paper presents an in-depth review of the state-of-the-art algorithms for advanced processing and rendering of computer-generated holography. Open-access holographic data are selected and characterized as references for the experimental analysis. The design of a tool for digital hologram rendering and quality evaluation is presented and implemented as an open-source reference software, with the aim to encourage the approach to the holography research area, and simplify the rendering and quality evaluation tasks. Exploration studies focused on the reproducibility of the results are reported, showing a practical application of the proposed architecture for standardization activities. A final discussion on the results obtained is reported, also highlighting the future developments of the reconstruction software that is made publicly available with this work

    Compression artifact suppression for color images with dual-domain SE-ARResNet

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    JPEG compression has been a popular lossy image compression technique and is widely used in digital imaging. Restoring high-quality images from their compressed JPEG counterparts, however, is an ill-posed inverse problem but could be of great use in improving the visual quality of images. With the representational power that convolutional neural networks (CNNs) demon- strate, we show that it is possible to suppress JPEG compression artifacts and recover visually pleasing images. To recover original high-quality and high-resolution images from JPEG compressed images, we leverage prior knowledge of JPEG compression into consideration by exploiting frequency redundancies with the CNN in discrete cosine domain and constrain the quantization loss, in addition to exploiting spatial redundancies in the pixel domain. This data-driven approach tar- gets removing compression artifacts, including blocking, blurring, ringing and banding artifacts, and recovering high-frequency information for reconstruction. We design a deep CNN in each domain and fuse the outputs with an aggregation network to produce the output image. To improve the model performance, we leverage the robustness and ability to tackle vanishing gradient problems of ResNet to build a deep network, and utilize squeeze-and- excitation block, a technique typically found beneficial in classification tasks, to this regression problem to exploit global information in a larger scale. We refer to the module proposed in this work as squeeze-and-excitation artifact removal ResNet (SE-ARResNet). Prior work in this field mainly focuses on reconstructing a grayscale image or the luminance channel of the image. We demonstrate that we can reconstruct color images effectively and robustly with the dual-domain CNN approach
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