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Video Textures

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The process of extracting an infinitely varying sequence of ... For the purposes of creating backward compatible videos, it is ... p a mink(P''jkD''jk) ... – PowerPoint PPT presentation

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Title: Video Textures


1
Video Textures
  • This is a very cool paper.

2
Why video texturing?
  • Static images are boring
  • Video clips are finite in length
  • We need something more interesting

3
What is video texturing?
  • The process of extracting an infinitely varying
    sequence of continuous images from a finite
    length video clip
  • For the purposes of creating backward compatible
    videos, it is sufficient to generate a single
    video clip with continuity between the final and
    beginning frames

4
The System
5
The System
  • Objectives
  • Find points in the video between which
    transitions can be made
  • Smooth the transition as much as possible
  • Rendering
  • An infinite random play
  • A finite video clip using a looping sequence to
    simulate infinite play

6
Representation
  • Probability Matrix
  • Each entry indicates the probability of a certain
    frame-to-frame transition being taken
  • Good for dense set of possible transitions
  • Link Set
  • Each entry indicates a link from one frame to
    another and that transition
  • Good for sparse set of possible transitions
  • More typical

7
Techniques
  • Splitting the video into distinct regions

8
Techniques
  • Sprites

9
Extraction
  • First
  • Equalize brightness
  • Stabilize video
  • Enhance in any other way desired
  • Compute the L2 distance to determine similarity
    between frames
  • Store them in the matrix
  • Dij Li-Lj2

10
Extraction
  • Now transitions from frame i to frame j can be
    performed when Di1,j is sufficiently small (i.e.
    similar)
  • Store the probability of these transitions in a
    probability matrix (or analogous structure)
  • Pij exp(-Di1,j/s)
  • Then normalize each transition according to the
    rule
  • SjPij 1

11
The Problem
  • This creates smooth frame-to-frame transitions,
    but

12
Preserving Dynamics
  • Smooth frame-to-frame transitions are not
    sufficient
  • Smooth motions must also be conveyed
  • In other words
  • For a transition from i to j to be good, the
    frames im must be similar to the frames jm

13
Preserving Dynamics
  • Simply take the similarity matrix D and check for
    similarities between frames to form the filtered
    matrix D
  • Dij Sk(wkDik,jk)
  • where -mkm-1
  • And m is the number of frames to check on either
    side (1 or 2 typically)
  • Now compute probabilities based on D

14
Preserving Dynamics
  • Graphically

15
Preserving Dynamics
  • Much better, but

16
Avoiding Dead Ends
  • Now we have a dead end
  • No problem
  • Simply calculate the anticipated cost of
    transitioning from one frame to another
  • D''ij (D'ij)p aSkP''jkD''jk
  • High p favors the fewer good transitions
  • Lower p favors the abundant poor transitions
  • 0.99 lt a lt 0.999 makes a good alpha
  • Alpha controls the affect that future transitions
    should have
  • P'' is now calculated with D''

17
Avoiding Dead Ends
  • Solving the interdependencies has a simple
    iterative solution
  • However, its slow to converge
  • So simplify the calculation
  • D''ij (D'ij)p amink(P''jkD''jk)
  • This assumes sigma approaches 0 (i.e. Pij
    approaches 1) for good transitions only the
    best transition is considered

18
Avoiding Dead Ends
  • See paper for details on iterative solution

19
Sequencing Random Play
  • Random (infinite) play
  • Begin sequence at any transition before the last
    non-zero probability transition
  • while (1)
  • Determine transition after frame i by finding
    frame j such that Pij is greatest
  • Generates video textures that never repeat exactly

20
Sequencing Video Loops
  • Primitive loop
  • Single transition from i to j
  • Must satisfy i j to guarantee loop
  • Properties
  • Range j,i
  • Cost Dij
  • Length i-j

21
Sequencing Video Loops
  • Compound Loop
  • Combination of one or more primitive loops (or
    compound loops)
  • Each loop must overlap with at least one other
  • Properties
  • Range Uk range(Tk)
  • Cost Sk cost(Tk)
  • Length Sk length(Tk)

22
Sequencing Video Loops
  • Selecting Transition Sets
  • Need to find the optimal loop for a given
    sequence length
  • This is just a simple DP algorithm

23
Still Sequencing Video Loops
24
Sequencing Video Loops
25
Sequencing Video Loops
  • Scheduling
  • Now we have a set of transitions to use
  • All we know, based on the properties of compound
    loops is that the set represents a continuous
    range of frames
  • Must schedule the set into a coherent sequence of
    transitions

26
Sequencing Video Loops
  • Algorithm for Scheduling Primitive Loops
  • 1. Schedule the transition at the end of the
    range first
  • 2. Remove transition from set this may leave
    one or more disjoint sets
  • 3. Schedule the next transition from the first
    disjoint set that begins after the beginning of
    the removed transition
  • 4. Repeat 2-3 until no transitions remain

27
Rendering
  • Between transitions
  • Cross fade
  • Morph or de-ghosting
  • Between film regions
  • Feathering

28
Questions?
  • Is cyclified a word?
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