1,772 research outputs found
A progressive data compression scheme based upon adaptive transform coding: Mixture block coding of natural images
A method for efficiently coding natural images using a vector-quantized variable-blocksized transform source coder is presented. The method, mixture block coding (MBC), incorporates variable-rate coding by using a mixture of discrete cosine transform (DCT) source coders. Which coders are selected to code any given image region is made through a threshold driven distortion criterion. In this paper, MBC is used in two different applications. The base method is concerned with single-pass low-rate image data compression. The second is a natural extension of the base method which allows for low-rate progressive transmission (PT). Since the base method adapts easily to progressive coding, it offers the aesthetic advantage of progressive coding without incorporating extensive channel overhead. Image compression rates of approximately 0.5 bit/pel are demonstrated for both monochrome and color images
A Progressive Universal Noiseless Coder
The authors combine pruned tree-structured vector quantization (pruned TSVQ) with Itoh's (1987) universal noiseless coder. By combining pruned TSVQ with universal noiseless coding, they benefit from the “successive approximation” capabilities of TSVQ, thereby allowing progressive transmission of images, while retaining the ability to noiselessly encode images of unknown statistics in a provably asymptotically optimal fashion. Noiseless compression results are comparable to Ziv-Lempel and arithmetic coding for both images and finely quantized Gaussian sources
Semiannual status report
The work performed in the previous six months can be divided into three main cases: (1) transmission of images over local area networks (LAN's); (2) coding of color mapped (pseudo-color) images; and (3) low rate video coding. A brief overview of the work done in the first two areas is presented. The third item is reported in somewhat more detail
RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding
We present a new hierarchical compression scheme for encoding light field
images (LFI) that is suitable for interactive rendering. Our method (RLFC)
exploits redundancies in the light field images by constructing a tree
structure. The top level (root) of the tree captures the common high-level
details across the LFI, and other levels (children) of the tree capture
specific low-level details of the LFI. Our decompressing algorithm corresponds
to tree traversal operations and gathers the values stored at different levels
of the tree. Furthermore, we use bounded integer sequence encoding which
provides random access and fast hardware decoding for compressing the blocks of
children of the tree. We have evaluated our method for 4D two-plane
parameterized light fields. The compression rates vary from 0.08 - 2.5 bits per
pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR
quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI
are 1 - 3 microseconds per channel on an NVIDIA GTX-960 and we can render new
views with a resolution of 512X512 at 200 fps. Our overall scheme is simple to
implement and involves only bit manipulations and integer arithmetic
operations.Comment: Accepted for publication at Symposium on Interactive 3D Graphics and
Games (I3D '19
Study and simulation of low rate video coding schemes
The semiannual report is included. Topics covered include communication, information science, data compression, remote sensing, color mapped images, robust coding scheme for packet video, recursively indexed differential pulse code modulation, image compression technique for use on token ring networks, and joint source/channel coder design
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