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A novel unrestricted center-biased diamond search algorithm forblock motion estimation

机译:一种新颖的无偏心菱形块搜索运动估计算法

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The widespread use of block-based interframe motion estimation for video sequence compression in both MPEG and H.263 standards is due to its effectiveness and simplicity of implementation. Nevertheless, the high computational complexity of the full-search algorithm has motivated a host of suboptimal but faster search strategies. A popular example is the three-step search (TSS) algorithm. However, its uniformly spaced search pattern is not well matched to most real-world video sequences in which the motion vector distribution is nonuniformly biased toward the zero vector. Such an observation inspired the new three-step search (NTSS) which has a center-biased search pattern and supports a halfway-stop technique. It is faster on average, and gives better motion estimation as compared to the well-known TSS. Later, the four-step search (4SS) algorithm was introduced to reduce the average case from 21 to 19 search points, while maintaining a performance similar to NTSS in terms of motion compensation errors. We propose a novel unrestricted center-biased diamond search (UCBDS) algorithm which is more efficient, effective, and robust than the previous techniques. It has a best case scenario of only 13 search points and an average of 15.5 block matches. This makes UCBDS consistently faster than the other suboptimal block-matching techniques. This paper also compares the above methods in which both the processing speed and the accuracy of motion compensation are tested over a wide range of test video sequences
机译:基于块的帧间运动估计在MPEG和H.263标准中广泛用于视频序列压缩是由于其有效性和实现的简便性。尽管如此,全搜索算法的高计算复杂性促使许多次优但更快的搜索策略。一个流行的例子是三步搜索(TSS)算法。但是,其均匀间隔的搜索模式与大多数真实世界的视频序列并不完全匹配,在大多数真实视频序列中,运动矢量分布不均匀地偏向零矢量。这种观察启发了新的三步搜索(NTSS),该搜索具有中心偏向的搜索模式并支持中途停止技术。与众所周知的TSS相比,它平均速度更快,并且运动估计效果更好。后来,引入了四步搜索(4SS)算法,以将平均情况从21个搜索点减少到19个搜索点,同时在运动补偿误差方面保持与NTSS相似的性能。我们提出了一种新颖的无限制中心偏置钻石搜索(UCBDS)算法,该算法比以前的技术更有效,更有效且更可靠。最好的情况是只有13个搜索点,平均15.5个块匹配。这使得UCBDS始终比其他次优的块匹配技术快。本文还比较了上述方法,其中在广泛的测试视频序列上测试了处理速度和运动补偿的精度

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