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Optimal memory organization for scalable texture codecs in MPEG-4

机译:MPEG-4中可伸缩纹理编解码器的最佳存储组织

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This paper addresses the problem of minimizing memory size and memory accesses in multiresolution texture coding architectures for discrete cosine transform (DCT) and wavelet-based schemes used, for example, in virtual-world walk-throughs or facial animation scenes of an MPEG-4 system. The problem of minimizing the memory cost is important since memory accesses, memory bandwidth limitations, and in general the correct handling of the data flows have become the true critical issues in designing high-speed and low-power video-processing architectures and in efficiently using multimedia processors. For instance, the straightforward implementation of a multiresolution texture codec typically needs an extra memory buffer of the same size as the image to be encoded/decoded. We propose a new calculation schedule that reduces this buffer memory size with up to two orders of magnitude, while still ensuring a number of external (off-chip) memory accesses that is very close to the theoretical minimum. The analysis is generic and is therefore useful for both wavelet and multiresolution DCT codecs
机译:本文解决了用于离散余弦变换(DCT)和基于小波的方案的多分辨率纹理编码体系结构中的存储器大小和存储器访问最小化的问题,该方案例如用于MPEG-4的虚拟世界漫游或面部动画场景中系统。最小化存储器成本的问题很重要,因为存储器访问,存储器带宽限制以及通常对数据流的正确处理已成为设计高速和低功耗视频处理体系结构以及有效使用存储器的真正关键问题。多媒体处理器。例如,多分辨率纹理编解码器的直接实现通常需要与要编码/解码的图像大小相同的额外内存缓冲区。我们提出了一种新的计算计划,该计划可将缓冲区存储器的大小减少两个数量级,同时仍确保外部(片外)存储器访问的数量非常接近理论最小值。该分析是通用的,因此对于小波和多分辨率DCT编解码器均很有用

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