Download presentation
Presentation is loading. Please wait.
Published byTracy Sharp Modified over 9 years ago
1
Robust global motion estimation and novel updating strategy for sprite generation IET Image Processing, Mar. 2007. H.K. Cheung and W.C. Siu The Hong Kong Polytechnic Univ. ( 香港理工大學 )
2
Outlines Overview / Introduction Proposed system New global motion estimation Combing short- and long-term estimation Dynamic reference frame 2-pass sprite blending Preserving frame resolution loss Sprite updating Overcoming illumination variations & object changing Experimental results Conclusions
3
Overview
4
Sprite High resolution image Composed of information belonging to an object visible throughout a video sequence Background of a scene
5
Overview Sprite background of frame 1 (Dimension: 352x288) background of frame 20 Sprite (Dimension: 2670x1072)
6
Overview Core of sprite generation Global motion estimation (GME) Finding a set of parameters representing camera motion between frames Image registration Iterative minimization Blending Temporal (weighted) averaging, median, updating
7
Introduction
8
Global motion estimation Image registration Short-term motion estimation Estimation between consecutive frames Easy and accurate Long-term motion estimation Estimation between frames with temporal distance Harder Required to perform sprite coding Single sprite for all frames in sequence
9
Introduction Global motion estimation (cont.) Short- to long-term estimation Converting short-term motion parameters to long- term parameters Error propagation Directly long-term estimation Estimation every frames directly to a specified base frame (reference frame) No error propagation Search range may be huge Hard to find overlapping area
10
Introduction Global motion estimation (cont.) Hierarchical estimation Rough estimation to find coarse parameters Refining parameters Using coarse parameters as initials Iterative minimization Some existing methods Dufaux and Konrad Szeliski Smolic et. al. Lu et. al.
11
Introduction Restrictions Background must be really static Background objects must be still No illumination variations Dynamic sprite
12
Introduction Classification Static sprite Build offline before coding individual frames Quality degradation as frame increases Motion estimation errors Illumination variations Background object changes Dynamic sprite Built dynamically online in both encoder and decoder while coding individual frames Sprite is updated using reconstructed frame Short-term estimation is employed Error accumulated
13
Introduction Proposed system New global motion estimation Directly estimating the relative motion between current image and a chosen reference frame Give accurate, stable and robust estimation Alleviate error accumulation Hierarchical 3-levels approach Coarse-to-fine approach Sprite updating Updating sprite only if necessary Sprite update frames are generated and sent
14
Proposed system
15
Short-term GME to long-term GME Frame 1 A 11 Frame m A m1 Frame m+1 GME reference frame …… A (m+1)1 A m1 + A (m+1)m Registration Error = A (m+1)m A m(m-1) … A 21 A (m+1)k = A (m+1)m A m1 Registration Error Registration errors are ACCUMULATED More Error
16
Proposed system Directly measure to reference frame GME Frame 1 A 11 Frame m A m1 Frame m+1 reference frame …… A (m+1)1 A m1 initial guess Registration Error Registration errors are COMPENSATED
17
Proposed system Weakness Reference frame is temporally far from current frame Frame contents may change largely Background objects activities Lighting conditions changes Overlapping area could be smaller Unfavorable to GME
18
Proposed system Combining the advantages Dividing video into groups of consecutive frames 1st frame of each group is selected as reference Frames in a group Each frame is directly measured to the 1st frame Smaller registration error Merging groups GMEs of reference frames of all groups are merged Registration error is slightly increased R1R2R3 …… ++ A (R1)(R1) A (R2)(R1) A (R3)(R2) A (R2)(R1) A (R3)(R1)
19
Proposed system Proposed GME structure Motion Estimation Frame k A k1 Frame m A mk A m1 Frame m+1 Frame z Chosen to be reference frame …… A (m+1)k A mk
20
Proposed system Dynamic reference frame 1st frame is the initial reference frame Assigning current frame as new reference frame if Displaced frame difference between registered current frame and the reference frame it large Reference frame is not like current frame Relative displacement between current frame and the reference frame is large Overlapping area is too small or where Nr is a parameter between 0 and 1 (Nr=0.1 in practical)
21
Proposed system Advantages Accuracy Accurate than short-term and directly long-term estimation Very few memory usage Estimations are performed frame-to-frame Sprite building is not necessary
22
Proposed system GME Reference frame (frame k) Frame z Three step search Block-based partial distortion search Fast gradient method A (m+1)k A mk +
23
Proposed system Motion model Perspective motion model 8 motion parameters to be determined Three-step matching 3-level pyramids for frame k and z are built using Gaussian down-sampling filter [ ¼, ½, ¼ ] frame k: reference frame frame z: transformed current frame m+1
24
Proposed system Block-matching Affine parameters are estimated by solving over- fitting equations Results of block-based motion estimation are used to construct the equations Parameter estimation Fast gradient descent method by Keller and Averbuch where
25
Proposed system Two-passed blending to avoid resolution loss First pass: 1st frame as base frame All frames are projected into 1st frame Frame with minimal area of projected frame is selected as new base frame Avoiding resolution loss No real pixel blending applied Second pass: new base frame All frames are projected into new base frame Simple temporal average blending With bilinear interpolation
26
Proposed system Dynamic sprite updating Overcoming illumination variations Single value in sprite can not represent intensity variations over the time Accumulation of GME error blurring the frame GME error in a reference frame will inherit into all of frames in the group
27
Proposed system Studying the generated intensity error an edge pixel a pixel from homogeneous area a pixel from texture area translation in x-direction # of pixel with significant error
28
Proposed system Distribution of intensity error correlates roughly to the panning motion Errors tends to be clustered in the temporal domain Errors of homogeneous and texture regions are tend to randomly around zero
29
Proposed system Sprite updating Selecting frames with significant change in panning direction/speed 051108174206
30
Proposed system Sprite updating (cont.) Reconstruct next N frame from the sprite Blend the N error frames into a sprite-sized buffer (the sprite update frame) Compute the N error frames Encode and send the sprite update frame to the decoder MPEG4 I-VOP frame
31
Experimental results
32
Testing Constructing sprite Reconstructing frames from sprite Compute PSNR Comparison Short-term motion estimation Estimating between current and previous frame Long-term motion estimation Estimating between current frame and sprite No parameters predicting Long-term motion estimation by MPEG-4 VM Long-term motion estimation by Smolic et. al.
33
Experimental results Short-term Long-term
34
Experimental results MPEG-4 VM Proposed method
35
Experimental results PSNR Proposed MPEG-4 Short-term Long-term Smolic et. al.
36
Experimental results Average PSNR (dB) Short- term Long- term MPEG-4 VM Smolic et. al. Proposed (affine) Proposed (per- spective) Stefan (150) 18.95519.05820.88920.34722.04622.645 Foreman (150) 27.94128.43228.05726.97328.45828.305 Coast Guard (150) 22.29422.54323.58620.21323.53823.450 Stefan (300) 19.15220.44218.871Failure21.36421.311
37
Experimental results Selecting threshold Nr Proposed method is better than simple short-term and long-term estimation Short-term 0.1 Long-term
38
Experimental results Performance of sprite updating SequenceUpdate framesAverage PSNR (dB)Size of updates (kB) stefan-21.133- stefan0,51,108,174,206 * 22.31984.5 stefan0,60,120,180,24022.26579.1 stefan0,51,108,106 * 22.21574.0 stefan0,80,160,24021.99459.5 coast guard-23.538- coast guard0,76 * 24.0857.42 foreman-28.758- foreman0,10,25,64,110 * 30.59011.7 foreman0,30,60,90,12030.71412.1 * Update frames is figured out from the major camera operations of the sequences
39
Conclusions
40
New global motion estimation method Directly estimation from current frame to a chosen reference frame Combing advantages of short-term and long-term estimation Error accumulation prevented Keeping reference frame close to current frame Sprite updating Encoding & sending sprite update frames Errors of a group of reconstructed frames Reducing sprite blurring
Similar presentations
© 2024 SlidePlayer.com Inc.
All rights reserved.