82,100 research outputs found

    Reduced resolution depth coding for stereoscopic 3D video

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    In this paper, Reduced Resolution Depth Compression (RRDC) is proposed for Scalable Video Coding (SVC) to improve the 3D video rate distortion performance. RRDC is applied by using Down-Sampling and Up-Sampling (DSUS) of the depth data of the stereoscopic 3D video. The depth data is down-sampled before SVC encoding and up-sampled after SVC decoding operation. The proposed DSUS method reduces the overall bit rates and consequently: 1) improves SVC rate distortion for 3D video, particularly at lower bit rates in error free channels; and 2) improves 3D SVC performance for 3D transmission in error prone channels. The objective quality evaluation of the stereoscopic 3D video yields higher PSNR values at low bit rates for SVCDSUS compared to the original SVC (SVC-Org), which makes it advantageous in terms of reduced storage and bandwidth requirements. Moreover, the subjective quality evaluation of the stereoscopic 3D video further confirmed that the perceived stereoscopic 3D video quality of the SVC-DSUS is very similar to the stereoscopic 3D video of the SVC-Org by up to 98.2%

    Comparison of compression efficiency between HEVC/H.265 and VP9 based on subjective assessments

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    Current increasing effort of broadcast providers to transmit UHD (Ultra High Definition) content is likely to increase demand for ultra high definition televisions (UHDTVs). To compress UHDTV content, several alter- native encoding mechanisms exist. In addition to internationally recognized standards, open access proprietary options, such as VP9 video encoding scheme, have recently appeared and are gaining popularity. One of the main goals of these encoders is to efficiently compress video sequences beyond HDTV resolution for various scenarios, such as broadcasting or internet streaming. In this paper, a broadcast scenario rate-distortion performance analysis and mutual comparison of one of the latest video coding standards H.265/HEVC with recently released proprietary video coding scheme VP9 is presented. Also, currently one of the most popular and widely spread encoder H.264/AVC has been included into the evaluation to serve as a comparison baseline. The comparison is performed by means of subjective evaluations showing actual differences between encoding algorithms in terms of perceived quality. The results indicate a dominance of HEVC based encoding algorithm in comparison to other alternatives if a wide range of bit-rates from very low to high bit-rates corresponding to low quality up to transparent quality when compared to original and uncompressed video is considered. In addition, VP9 shows competitive results for synthetic content and bit-rates that correspond to operating points for transparent or close to transparent quality video

    Efficient compression of synthetic video

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    Streaming of on-line gaming video is a challenging problem because of the enormous amounts of video data that need to be sent during game playing, especially within the limitations of uplink capabilities. The encoding complexity is also a challenge because of the time delay while on-line gamers are communicating. The main goal of this research study is to propose an enhanced on-line game video streaming system. First, the most common video coding techniques have been evaluated. The evaluation study considers objective and subjective metrics. Three widespread video coding techniques are selected and evaluated in the study; H.264, MPEG-4 Visual and VP- 8. Diverse types of video sequences were used with different frame rates and resolutions. The effects of changing frame rate and resolution on compression efficiency and viewers‟ satisfaction are also presented. Results showed that the compression process and perceptual satisfaction are severely affected by the nature of the compressed sequence. As a result, H.264 showed higher compression efficiency for synthetic sequences and outperformed other codecs in the subjective evaluation tests. Second, a fast inter prediction technique to speed up the encoding process of H.264 has been devised. The on-line game streaming service is a real time application, thus, compression complexity significantly affects the whole process of on-line streaming. H.264 has been recommended for synthetic video coding by our results gained in codecs comparative studies. However, it still suffers from high encoding complexity; thus a low complexity coding algorithm is presented as fast inter coding model with reference management technique. The proposed algorithm was compared to a state of the art method, the results showing better achievement in time and bit rate reduction with negligible loss of fidelity. Third, recommendations on tradeoff between frame rates and resolution within given uplink capabilities are provided for H.264 video coding. The recommended tradeoffs are offered as a result of extensive experiments using Double Stimulus Impairment Scale (DSIS) subjective evaluation metric. Experiments showed that viewers‟ satisfaction is profoundly affected by varying frame rates and resolutions. In addition, increasing frame rate or frame resolution does not always guarantee improved increments of perceptual quality. As a result, tradeoffs are recommended to compromise between frame rate and resolution within a given bit rate to guarantee the highest user satisfaction. For system completeness and to facilitate the implementation of the proposed techniques, an efficient game video streaming management system is proposed. Compared to existing on-line live video service systems for games, the proposed system provides improved coding efficiency, complexity reduction and better user satisfaction

    A novel method for subjective picture quality assessment and further studies of HDTV formats

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ IEEE 2008.This paper proposes a novel method for the assessment of picture quality, called triple stimulus continuous evaluation scale (TSCES), to allow the direct comparison of different HDTV formats. The method uses an upper picture quality anchor and a lower picture quality anchor with defined impairments. The HDTV format under test is evaluated in a subjective comparison with the upper and lower anchors. The method utilizes three displays in a particular vertical arrangement. In an initial series of tests with the novel method, the HDTV formats 1080p/50,1080i/25, and 720p/50 were compared at various bit-rates and with seven different content types on three identical 1920 times 1080 pixel displays. It was found that the new method provided stable and consistent results. The method was tested with 1080p/50,1080i/25, and 720p/50 HDTV images that had been coded with H.264/AVC High profile. The result of the assessment was that the progressive HDTV formats found higher appreciation by the assessors than the interlaced HDTV format. A system chain proposal is given for future media production and delivery to take advantage of this outcome. Recommendations for future research conclude the paper

    Quantifying subjective quality evaluations for mobile video watching in a semi-living lab context

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    This paper discusses results from an exploratory study in which Quality of Experience aspects related to mobile video watching were investigated in a semi-living lab setting. More specifically, we zoom in on usage patterns in a natural research context and on the subjective evaluation of high and low-resolution movie trailers that are transferred to a mobile device using two transmission protocols for video (i.e., real-time transport protocol and progressive download using HTTP). User feedback was collected by means of short questionnaires on the mobile device, combined with traditional pen and paper diaries. The subjective evaluations regarding the general technical quality, perceived distortion, fluentness of the video, and loading speed are studied and the influence of the transmission protocol and video resolution on these evaluations is analyzed. Multinomial logistic regression results in a model to estimate the subjective evaluations regarding the perceived distortion and loading speed based on objectively-measured parameters of the video session
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