3 research outputs found

    Fast and Efficient Foveated Video Compression Schemes for H.264/AVC Platform

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    Some fast and efficient foveated video compression schemes for H.264/AVC platform are presented in this dissertation. The exponential growth in networking technologies and widespread use of video content based multimedia information over internet for mass communication applications like social networking, e-commerce and education have promoted the development of video coding to a great extent. Recently, foveated imaging based image or video compression schemes are in high demand, as they not only match with the perception of human visual system (HVS), but also yield higher compression ratio. The important or salient regions are compressed with higher visual quality while the non-salient regions are compressed with higher compression ratio. From amongst the foveated video compression developments during the last few years, it is observed that saliency detection based foveated schemes are the keen areas of intense research. Keeping this in mind, we propose two multi-scale saliency detection schemes. (1) Multi-scale phase spectrum based saliency detection (FTPBSD); (2) Sign-DCT multi-scale pseudo-phase spectrum based saliency detection (SDCTPBSD). In FTPBSD scheme, a saliency map is determined using phase spectrum of a given image/video with unity magnitude spectrum. On the other hand, the proposed SDCTPBSD method uses sign information of discrete cosine transform (DCT) also known as sign-DCT (SDCT). It resembles the response of receptive field neurons of HVS. A bottom-up spatio-temporal saliency map is obtained by linear weighted sum of spatial saliency map and temporal saliency map. Based on these saliency detection techniques, foveated video compression (FVC) schemes (FVC-FTPBSD and FVC-SDCTPBSD) are developed to improve the compression performance further.Moreover, the 2D-discrete cosine transform (2D-DCT) is widely used in various video coding standards for block based transformation of spatial data. However, for directional featured blocks, 2D-DCT offers sub-optimal performance and may not able to efficiently represent video data with fewer coefficients that deteriorates compression ratio. Various directional transform schemes are proposed in literature for efficiently encoding such directional featured blocks. However, it is observed that these directional transform schemes suffer from many issues like ‘mean weighting defect’, use of a large number of DCTs and a number of scanning patterns. We propose a directional transform scheme based on direction-adaptive fixed length discrete cosine transform (DAFL-DCT) for intra-, and inter-frame to achieve higher coding efficiency in case of directional featured blocks.Furthermore, the proposed DAFL-DCT has the following two encoding modes. (1) Direction-adaptive fixed length ― high efficiency (DAFL-HE) mode for higher compression performance; (2) Direction-adaptive fixed length ― low complexity (DAFL-LC) mode for low complexity with a fair compression ratio. On the other hand, motion estimation (ME) exploits temporal correlation between video frames and yields significant improvement in compression ratio while sustaining high visual quality in video coding. Block-matching motion estimation (BMME) is the most popular approach due to its simplicity and efficiency. However, the real-world video sequences may contain slow, medium and/or fast motion activities. Further, a single search pattern does not prove efficient in finding best matched block for all motion types. In addition, it is observed that most of the BMME schemes are based on uni-modal error surface. Nevertheless, real-world video sequences may exhibit a large number of local minima available within a search window and thus possess multi-modal error surface (MES). Hence, the following two uni-modal error surface based and multi-modal error surface based motion estimation schemes are developed. (1) Direction-adaptive motion estimation (DAME) scheme; (2) Pattern-based modified particle swarm optimization motion estimation (PMPSO-ME) scheme. Subsequently, various fast and efficient foveated video compression schemes are developed with combination of these schemes to improve the video coding performance further while maintaining high visual quality to salient regions. All schemes are incorporated into the H.264/AVC video coding platform. Various experiments have been carried out on H.264/AVC joint model reference software (version JM 18.6). Computing various benchmark metrics, the proposed schemes are compared with other existing competitive schemes in terms of rate-distortion curves, Bjontegaard metrics (BD-PSNR, BD-SSIM and BD-bitrate), encoding time, number of search points and subjective evaluation to derive an overall conclusion

    Procedural content generation for games

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    Virtual worlds play an increasingly important role in game development today. Whether in the entertainment industry, education, collaboration or data visualization - virtual space offers a freely definable environment that can be adapted to any purpose. Nevertheless, the creation of complex worlds is time-consuming and cost-intensive. A classic example for the use of a virtual world is a driving simulator where learner drivers can test their skills. The goal of the generation process is to model a realistic city that is large enough to move around for a long time without constantly passing places that have already been seen. Streets must be realistically modeled, have intersections, represent highways and country roads and create an image through buildings that create the greatest possible immersion in the virtual world. But there is still a lack of life. Pedestrians have to populate the streets in large numbers, other cars have to take part in the traffic, and a driving instructor has to sit next to the learner driver, commenting on the actions and chatting away on long journeys. In short, the effort to model such a world by hand would be immense. This thesis deals with different approaches to generate digital content for virtual worlds procedurally i.e., algorithmically. In the first part of this thesis, virtual, three-dimensional road networks are generated using a pre-defined network graph. The nodes in the graph can be generated procedurally or randomly or can be imported from open data platforms, e.g., from OpenStreetMaps (OSM). The automatic detection of intersections makes the generation flexible. The textures used for roads and intersections are constructed from prefabricated sprites whenever possible, or, in the case of a very individual construction, are newly generated during generation. The ability to create multi-lane roads gives the virtual cities a higher degree of realism. The interstices of the road network usually contain buildings, industrial areas, common areas or agricultural land. Once these so-called parcels have been identified, they can be populated with precisely these contents. In this dissertation we focus on accessible residential buildings. The second part of this thesis discusses a novel method of building generation that allows to procedurally create walk-in, multi-storey buildings. The proceeding of simple mesh generation as shown in the road network generation is extended by rules and constraints that allow a flexible floor planning and guarantee a connection of all rooms by a common corridor per floor and a staircase. Since a cityscape is usually characterised by different building shapes, the generation can be parameterized with regard to texturing, roof design, number of floors, and window and door layout. In order to ensure performance when rendering the city, each building is generated in three levels of detail. The lowest level only shows the outer walls, the highest level shows the interior rooms including stairs, doors and window frames. Once the environment is created in a way that allows the player a certain immersion, the game world has to be filled with life. Thus, the third part of this thesis discusses the procedural creation of stories for games based on pre-trained language models. The focus here is on an interactive, controlled way of playing, in which the player can interact with the objects, persons and places of the story and influence the plot. Actions generated from the entities of the previous section of the story should give a feeling of a prepared story, but always ensure the greatest possible flexibility of course. The controlled use of places, people and objects in the player's inventory allows a porting to a three-dimensional game world as well as the gameplay in the form of a text adventure. All methods for creating digital content presented in this thesis were fully implemented and evaluated with respect to usability and performance

    Governance and post-statist security: The politics of US and Norwegian foreign aid for demining in Afghanistan, Bosnia and Sudan.

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    While governance has traditionally been the realm of states, new "Emerging Political Complexes," as Mark Duffield calls them, incorporate networks of public and private actors. These networks of governance come in two competing ideal types: a) strategic-commercial complexes, shaped by particularist interests, that provide protection to a select few, whether citizens of a great power or 'the client', and b) human security-civil society complexes, shaped by norms, ideals and more global notions of public interest, that aim to extend protection to whole populations. This PhD examines the effects and impact of these two approaches in managing and neutralizing the threat of landmines and unexploded ordnance. At the donor level, it compares the US and Norway, arguing that Norway, working with NGOs, churches and other small states, has been at the forefront of efforts to ban landmines and cluster munitions, whereas the US has resisted tight regulation. Moreover, US funding of clearance and mitigation programs was shaped by narrow strategic interests and favored a commercially-driven process. In contrast, Norway's programs, implemented through international NGOs, were shaped more by more global conceptions of interest and normative commitments to humanitarianism, multilateralism and international law. At the level of implementation in mine and ordnance-affected countries - Afghanistan, Bosnia and Sudan - the PhD argues that Norwegian long-term grants to international NGOs produced demining that, while more expensive and slower, was better targeted on humanitarian priorities, safer and of better quality. Such programs also attempted to build inclusive institutions and resist the politics of violence. In contrast, US efforts, often driven by strategic concems and tendered out to commercial companies, were cheaper and faster but also less safe and of lower quality. These companies were also embedded in the political economy of war and may have contributed to the fragmentation of the public monopoly on force
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