128,046 research outputs found

    A simple online competitive adaptation of Lempel-Ziv compression with efficient random access support

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    We present a simple adaptation of the Lempel Ziv 78' (LZ78) compression scheme ({\em IEEE Transactions on Information Theory, 1978}) that supports efficient random access to the input string. Namely, given query access to the compressed string, it is possible to efficiently recover any symbol of the input string. The compression algorithm is given as input a parameter \eps >0, and with very high probability increases the length of the compressed string by at most a factor of (1+\eps). The access time is O(\log n + 1/\eps^2) in expectation, and O(\log n/\eps^2) with high probability. The scheme relies on sparse transitive-closure spanners. Any (consecutive) substring of the input string can be retrieved at an additional additive cost in the running time of the length of the substring. We also formally establish the necessity of modifying LZ78 so as to allow efficient random access. Specifically, we construct a family of strings for which Ω(n/logn)\Omega(n/\log n) queries to the LZ78-compressed string are required in order to recover a single symbol in the input string. The main benefit of the proposed scheme is that it preserves the online nature and simplicity of LZ78, and that for {\em every} input string, the length of the compressed string is only a small factor larger than that obtained by running LZ78

    Finger Search in Grammar-Compressed Strings

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    Grammar-based compression, where one replaces a long string by a small context-free grammar that generates the string, is a simple and powerful paradigm that captures many popular compression schemes. Given a grammar, the random access problem is to compactly represent the grammar while supporting random access, that is, given a position in the original uncompressed string report the character at that position. In this paper we study the random access problem with the finger search property, that is, the time for a random access query should depend on the distance between a specified index ff, called the \emph{finger}, and the query index ii. We consider both a static variant, where we first place a finger and subsequently access indices near the finger efficiently, and a dynamic variant where also moving the finger such that the time depends on the distance moved is supported. Let nn be the size the grammar, and let NN be the size of the string. For the static variant we give a linear space representation that supports placing the finger in O(logN)O(\log N) time and subsequently accessing in O(logD)O(\log D) time, where DD is the distance between the finger and the accessed index. For the dynamic variant we give a linear space representation that supports placing the finger in O(logN)O(\log N) time and accessing and moving the finger in O(logD+loglogN)O(\log D + \log \log N) time. Compared to the best linear space solution to random access, we improve a O(logN)O(\log N) query bound to O(logD)O(\log D) for the static variant and to O(logD+loglogN)O(\log D + \log \log N) for the dynamic variant, while maintaining linear space. As an application of our results we obtain an improved solution to the longest common extension problem in grammar compressed strings. To obtain our results, we introduce several new techniques of independent interest, including a novel van Emde Boas style decomposition of grammars

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

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    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

    Bandwidth compression of sonar displays

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    A major problem affecting the design of data compression systems is that of employing a buffer of limited size and at the same time prevent uncontrollable loss of data due to overflow. One method of alleviating this problem is to employ an adaptive compression algorithm. With this design approach when overflow is imminent the compression algorithm is degraded which effectively reduces the input rate to the buffer. A method is proposed here, where by using a recirculating register as the buffer the recirculating data controls the input rate and hence the performance of the system. The system has been analysed for a Poisson input process, and simulated using synthetic patterns similar to that encountered on sonar displays. The results indicate that this form of storage is quantitatively similar to random-access storage but qualitatively superior due to the random nature of the losses. An experimental system has been built using dynamic MOS shift registers for the store and a simple run-length coding procedure

    IBVC: Interpolation-driven B-frame Video Compression

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    Learned B-frame video compression aims to adopt bi-directional motion estimation and motion compensation (MEMC) coding for middle frame reconstruction. However, previous learned approaches often directly extend neural P-frame codecs to B-frame relying on bi-directional optical-flow estimation or video frame interpolation. They suffer from inaccurate quantized motions and inefficient motion compensation. To address these issues, we propose a simple yet effective structure called Interpolation-driven B-frame Video Compression (IBVC). Our approach only involves two major operations: video frame interpolation and artifact reduction compression. IBVC introduces a bit-rate free MEMC based on interpolation, which avoids optical-flow quantization and additional compression distortions. Later, to reduce duplicate bit-rate consumption and focus on unaligned artifacts, a residual guided masking encoder is deployed to adaptively select the meaningful contexts with interpolated multi-scale dependencies. In addition, a conditional spatio-temporal decoder is proposed to eliminate location errors and artifacts instead of using MEMC coding in other methods. The experimental results on B-frame coding demonstrate that IBVC has significant improvements compared to the relevant state-of-the-art methods. Meanwhile, our approach can save bit rates compared with the random access (RA) configuration of H.266 (VTM). The code will be available at https://github.com/ruhig6/IBVC.Comment: Submitted to IEEE TCSV
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