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Render2MPEG: A Perception-based Framework Towards Integrating Rendering and Video Compression

机译:Render2mpEG:一个基于感知的框架,用于集成渲染和视频压缩

摘要

Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In such scenario, which may involve time-varying transmission bandwidths and different display characteristics at the client side, dynamic adjustment of the rendering quality to such requirements can lead to a better use of server resources. In this work, we present a framework where the renderer and MPEG codec are coupled through a straightforward interface that provides precise motion vectors from the rendering side to the codec and perceptual error thresholds for each pixel in the opposite direction. The perceptual error thresholds take into account bandwidth-dependent quantization errors resulting from the lossy compression as well as image content-dependent luminance and spatial contrast masking. The availability of the discrete cosine transform (DCT) coefficients at the codec side enables to use advanced models of the human visual system (HVS) in the perceptual error threshold derivation without incurring any significant cost. Those error thresholds are then used to control the rendering quality and make it well aligned with the compressed stream quality. In our prototype system we use the lightcuts technique developed by Walter et al., which we enhance to handle dynamic image sequences, and an MPEG-2 implementation. Our results clearly demonstrate many advantages of coupling the rendering with video compression in terms of faster rendering. Furthermore, temporally coherent rendering leads to a reduction of temporal artifacts.
机译:当前,即使渲染的帧是在客户端-服务器平台中即时流式传输的,3D动画渲染和视频压缩也是完全独立的过程。在这种情况下,可能涉及时变的传输带宽和客户端的不同显示特性,根据这种要求动态调整渲染质量可以导致更好地利用服务器资源。在这项工作中,我们提出了一个框架,在该框架中,渲染器和MPEG编解码器通过直接接口耦合,该接口提供了从渲染侧到编解码器的精确运动矢量以及每个像素在相反方向上的感知错误阈值。感知误差阈值考虑了有损压缩导致的带宽相关的量化误差,以及图像内容相关的亮度和空间对比度掩蔽。编解码器端的离散余弦变换(DCT)系数可用,可以在感知错误阈值推导中使用人类视觉系统(HVS)的高级模型,而不会产生任何重大成本。然后,这些错误阈值将用于控制渲染质量,并使其与压缩流质量完全一致。在我们的原型系统中,我们使用Walter等人开发的lightcuts技术(增强了处理动态图像序列的能力)和MPEG-2实现。我们的结果清楚地展示了在更快的渲染方面将渲染与视频压缩结合在一起的许多优势。此外,时间相干渲染导致时间伪像的减少。

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