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Static Sprite Generation

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IEEE International Conference on Image Processing (ICIP), 1, pp. 473--476, 2001. ... foreground video objects not only disturbs the accuracy of motion estimation but ... – PowerPoint PPT presentation

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Title: Static Sprite Generation


1
Static Sprite Generation
  • Prof? David, Lin
  • Student? Jang-Ta, Jiang
  • 2006.02.16

2
Outline
  • Introduction
  • Sprite-Generation Architecture
    GME?Segmentation?Extraction?Blending
  • Application in Frame-Based Video Coding
  • Experimental Results
  • Conclusions

3
Reference
  • 1 Y. Lu, W. Gao, and F. Wu, "Sprite generation
    for frame-based video coding," in Proc. IEEE
    International Conference on Image Processing
    (ICIP), 1, pp. 473--476, 2001.
  • 2 Y. Lu, W. Gao, and F. Wu, " High efficient
    sprite coding with directional spatial prediction
    , " ICIP (1) 2002 201-204
  • 3 Y. Lu, W. Gao, and F. Wu, " Efficient
    background video coding with static sprite
    generation and arbitrary-shape spatial prediction
    techniques, " IEEE Trans. Circuits Syst. Video
    Techn. 13(5) 394-405 (2003)

4
Introduction (1/4)
  • A sprite is an image composed of pixels belonging
    to a video object visible throughout a video
    segment
  • For instance, sprite generated from a panning
    sequence will contain all the visible pixels of
    the background object throughout the sequence
  • Portions of this background may not be visible in
    certain frames due to the occlusion of the
    foreground objects or the camera motion.
  • Thus, the sprite contains all parts of the
    background that were at least visible once

5
Introduction (2/4)
  • The sprite encoding syntax can be utilized for
    the transmission of any still image to the
    decoder since a sprite is essentially just a
    still image
  • Static sprites are those that are directly copied
    (including appropriate warping and cropping) to
    generate a particular rendition of the sprite at
    a particular time instant
  • Improves the coding efficiency for video
    sequences with lots of revisiting backgrounds

6
Introduction (3/4)
  • The main idea of static sprite coding technique
    is to generate the reconstructed VOPs by directly
    warping the quantized sprite using specified
    motion parameters
  • Residual error between the original VOP and the
    warped sprite is not added to the warped sprite

7
Introduction (4/4)
8
Motivation
  • The motion of foreground video objects not only
    disturbs the accuracy of motion estimation but
    also blurs the generated sprite image
  • We presents a novel technique for the generation
    of background sprite image with improved Global
    Motion Estimation (GME) and automatic
    segmentation
  • The proposed technique is used to construct high
    quality sprite directly from raw video sequence

9
Outline
  • Introduction
  • Sprite-Generation Architecture
    GME?Segmentation?Extraction?Blending
  • Application in Frame-Based Video Coding
  • Experimental Results
  • Conclusions

10
Sprite-Generation Architecture
  • The first frame is blended into the blank sprite
    to obtain the initial sprite.

11
Sprite-Generation Architecture (cont.)
  • First, the global motion between the current
    frame and the sprite is estimated.
  • Secondly, the reliability map is extracted based
    on the segmentation information.
  • Third, both the current frame and the extracted
    reliability map are warped toward the sprite
    image.
  • Finally, the warped frame is blended with the
    sprite using three different strategies in terms
    of the warped reliability map.

12
Global Motion Estimation (GME)
  • GME aims at finding the global motion parameters
    of the current frame relative to the sprite
    image.
  • A traditional hierarchical GME based on gradient
    decent algorithm is employed
  • However, the difference is that a hybrid scheme
    jointing the short-term and long-term motion
    estimation is developed
  • Traditionally, GME either performs the short-term
    motion estimation and then concatenates the
    parameters or performs the long-term motion
    estimation directly

13
Global Motion Estimation (GME)
  • Instead of estimating the global motion of the
    current image directly from the previous sprite,
    the described algorithm first warps the previous
    sprite and then calculates the global motion
    referencing the warped sprite image at the top
    level of the hierarchical GME
  • The proposed hybrid GME scheme can tackle the
    long-term motion influence with the assistance of
    the previously estimated motion, and meanwhile
    avoid error accumulation by directly using the
    original sprite as reference image in the final
    step of GME

14
Intermediate global motion
Initial global motion
15
Rough Image Segmentation
  • 1. Motion occlusion zones detection
  • detected from the difference image
  • the zones can be detected using a threshold
  • morphological filtering is developed

16
Rough Image Segmentation
  • 2. Segmentation model initialization
  • Canny operator is employed to detect all the edge
    pixels in the current frame
  • the initial segmentation model is extracted by
    selecting foreground edge pixels in term of the
    motion occlusion zones

17
Rough Image Segmentation
  • 3. Moving object extraction
  • utilizing a filling-in technique to the initial
    segmentation model
  • the foreground objects are segmented from the
    mask

18
Pixel Reliability Extraction
  • Segment the current frame into three regions
  • Pixels not belonging to the background consist of
    the undefined region (UN)
  • Pixels belonging to the background are segmented
    into reliable region (RR) and unreliable region
    (UR)
  • UR is defined by extracting some pixels along the
    borders of the background object,i.e.

19
Pixel Reliability Extraction
  • (a)
    (b) (c)
  • (a) extracted reliability map
  • (b) original segmentation map
  • (c) reliability map warped toward the sprite

20
Reliability-Based Image Blending
  • Reliable pixels in the input frame can be
    averagely blended with reliable pixels in the
    sprite, or replace unreliable pixels in the
    sprite and then mark them as reliable.
  • Unreliable pixels in the input frame cannot be
    used to update reliable pixels in the sprite, but
    it can be averagely blended with the unreliable
    pixel, or fill the empty region in the sprite and
    then set it as unreliable.
  • Undefined pixels in the input frame do not
    contribute to the sprite updating.

21
Reliability-Based Image Blending
  • After processing all frames of the video
    sequence, the reliable and unreliable regions in
    the sprite are merged together to obtain the
    final opaque areas of the sprite image
  • Two advantages?
  • prevent the unreliable pixels from constantly
    contributing to the sprite updating
  • unreliable region tackles the aperture problem of
    the sprite generation that might happen in the
    place where the reliable pixel never appears

22
Some Background Sprite
ForemanCoastguard
23
Outline
  • Introduction
  • Sprite-Generation Architecture
    GME?Segmentation?Extraction?Blending
  • Application in Frame-Based Video Coding
  • Experimental Results
  • Conclusions

24
Application in Frame-Based Video Coding
  • Sprite coding is usually used in object-based
    video coding, whose implementation premise is
    that precise segmentation mask should be
    available in advance
  • A frame-based video coding scheme incorporating
    sprite coding techniques is developed
  • Rough segmentation is enough for the purpose of
    sprite generation

25
Application in Frame-Based Video Coding
  • The coding mode can be selected automatically in
    two step
  • Firstly, the selection is decided between SPRITE
    and INTRA/INTER mode
  • If SPRITE mode is selected, error signals are
    encoded using MPEG-4 INTER coding method
    otherwise the traditional block-based motion
    compensation is performed and then INTRA or INTER
    mode is secondly selected

26
Application in Frame-Based Video Coding
  • The raw MBs in INTRA mode and the error signal
    MBs in INTER mode are encoded using MPEG-4 coding
    scheme, respectively
  • The proposed coding method is more efficient
    compared with traditional frame-based techniques,
    because the sprite motion model can effectively
    describe the motion of camera, and therefore the
    bits can be greatly saved

27
Outline
  • Introduction
  • Sprite-Generation Architecture
    GME?Segmentation?Extraction?Blending
  • Application in Frame-Based Video Coding
  • Experimental Results
  • Conclusions

28
Experimental Results (1/5)
  • (1) Original frame (2) auxiliary
    segmentation (3) rough segmentation

29
Experimental Results (2/5)
Stefan sequence, 300 frames in CIF at frame rate
30fps (auxiliary segmentation)
(a) reliability-based blending (average PSNR
23.1dB)(b) average blending(average PSNR
22.4dB)
30
Experimental Results (3/5)
  • (c)
    (d) (e)
  • (c) original image
  • (d) image reconstructed from the sprite in (a)
  • (e) image reconstructed from the sprite in (b)

31
Experimental Results (4/5)
Stefan sequence, 300 frames in CIF at frame rate
30fps (rough segmentation)
(f) reliability-based blending (average PSNR
22.9dB)(g) average blending(average PSNR
22.0dB)
32
Experimental Results (5/5)
  • (h)
    (i)
    (j)
  • (h) original image
  • (i) image reconstructed from the sprite in (f)
  • (j) image reconstructed from the sprite in (g)

33
Outline
  • Introduction
  • Sprite-Generation Architecture
    GME?Segmentation?Extraction?Blending
  • Application in Frame-Based Video Coding
  • Experimental Results
  • Conclusions

34
Conclusions
  • Considering that accurate segmentation is very
    hard to obtain, we proposes to utilize the
    reliability-based blending in the sprite
    generation
  • Experiments have proven that the
    reliability-based blending scheme can effectively
    eliminate the blurs caused by moving foreground
    objects due to the inaccurate segmentation
  • The proposed technique can produce the sprite
    directly from the raw video sequence by using the
    rough image segmentation and the
    reliability-based blending scheme

35
Thank You
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