11,220 research outputs found

    Action-Conditional Video Prediction using Deep Networks in Atari Games

    Full text link
    Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.Comment: Published at NIPS 2015 (Advances in Neural Information Processing Systems 28

    An efficient error resilience scheme based on wyner-ziv coding for region-of-Interest protection of wavelet based video transmission

    Get PDF
    In this paper, we propose a bandwidth efficient error resilience scheme for wavelet based video transmission over wireless channel by introducing an additional Wyner-Ziv (WZ) stream to protect region of interest (ROI) in a frame. In the proposed architecture, the main video stream is compressed by a generic wavelet domain coding structure and passed through the error prone channel without any protection. Meanwhile, the predefined ROI area related wavelet coefficients obtained after an integer wavelet transform will be specially protected by WZ codec in an additional channel during transmission. At the decoder side, the error-prone ROI related wavelet coefficients will be used as side information to help decoding the WZ stream. Different size of WZ bit streams can be applied in order to meet different bandwidth condition and different requirement of end users. The simulation results clearly revealed that the proposed scheme has distinct advantages in saving bandwidth comparing with fully applied FEC algorithm to whole video stream and in the meantime offer the robust transmission over error prone channel for certain video applications

    RLFC: Random Access Light Field Compression using Key Views and Bounded Integer Encoding

    Full text link
    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
    corecore