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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 ). Outlines. Overview / Introduction Proposed system New global motion estimation - PowerPoint PPT Presentation
Citation preview
Robust global motion estimation and novel updating strategy for sprite generation
IET Image Processing, Mar. 2007.H.K. Cheung and W.C. SiuThe Hong Kong Polytechnic Univ. ( 香港理工大學 )
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
Overview
Overview
Sprite High resolution image Composed of information belonging to an object
visible throughout a video sequence Background of a scene
Overview
Sprite
background of frame 1(Dimension: 352x288)
background of frame 20
Sprite(Dimension: 2670x1072)
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
Introduction
Introduction
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
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
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.
Introduction
Restrictions Background must be really static
Background objects must be still No illumination variations
Dynamic sprite
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
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
Proposed system
Proposed system
Short-term GME to long-term GME
Frame 1A11
Frame mAm1
Frame m+1
GME
reference frame
……
A(m+1)1
Am1+
A(m+1)m Registration Error
= A(m+1)m Am(m-1) … A21
A(m+1)k = A(m+1)m Am1
Registration Error
Registration errors are ACCUMULATED
More Error
Proposed system
Directly measure to reference frame
GME
Frame 1A11
Frame mAm1
Frame m+1
reference frame
……
A(m+1)1
Am1
initial guessRegistration
Error
Registration Error
Registration errors are COMPENSATED
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
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
R1 R2 R3…… ……
+ +A(R1)(R1)
A(R2)(R1) A(R3)(R2)
A(R2)(R1) A(R3)(R1)
Proposed system
Proposed GME structure
MotionEstimation
Frame kAk1
Frame mAmk Am1
Frame m+1
Frame z
Chosen to bereference frame
……
A(m+1)k
Amk
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
21area goverlappin ThwT
NrhwT 2area goverlappin-nonor
where Nr is a parameter between 0 and 1 (Nr=0.1 in practical)
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
Proposed system
GME
Reference frame(frame k)
Frame z
Three step search
Block-based partialdistortion search
Fast gradient method
A(m+1)k
Amk
+
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]
k
y
x
hg
fed
cba
k
y
x
1'
'
'
frame k: reference frameframe z: transformed current frame m+1
Proposed system
Block-matching Affine parameters are estimated by solving over-fitting eq
uations
Results of block-based motion estimation are used to construct the equations
Parameter estimation Fast gradient descent method by Keller and Averbuch
'),,(
'),,(
yWkyx
xVkyx
1'
),,(
),,(
kk
fedW
cbaVT
T
where
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
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
Proposed system
Studying the generated intensity error
an edge pixela pixel from
homogeneous areaa pixel
from texture area
translation in x-direction# of pixel withsignificant error
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
Proposed system
Sprite updating Selecting frames with significant change in panning
direction/speed
0 51 108 174 206
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 frameto the decoder
MPEG4 I-VOP frame
Experimental results
Experimental results
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.
Experimental results
Short-term
Long-term
Experimental results
MPEG-4 VM
Proposed method
Experimental results
PSNR
Proposed
MPEG-4
Short-term
Long-term
Smolic et. al.
Experimental results
Average PSNR (dB)
Short-term
Long-termMPEG-4
VMSmolicet. al.
Proposed(affine)
Proposed(per-specti
ve)
Stefan (150)
18.955 19.058 20.889 20.347 22.046 22.645
Foreman (150)
27.941 28.432 28.057 26.973 28.458 28.305
Coast Guard (150)
22.294 22.543 23.586 20.213 23.538 23.450
Stefan (300)
19.152 20.442 18.871 Failure 21.364 21.311
Experimental results
Selecting threshold Nr Proposed method is better than simple short-term
and long-term estimation
Short-term
0.1 Long-term
Experimental results
Performance of sprite updating
Sequence Update frames Average PSNR (dB) Size of updates (kB)stefan - 21.133 -
stefan 0,51,108,174,206* 22.319 84.5
stefan 0,60,120,180,240 22.265 79.1
stefan 0,51,108,106* 22.215 74.0
stefan 0,80,160,240 21.994 59.5
coast guard - 23.538 -
coast guard 0,76* 24.085 7.42
foreman - 28.758 -
foreman 0,10,25,64,110* 30.590 11.7
foreman 0,30,60,90,120 30.714 12.1
* Update frames is figured out from the major camera operations of the sequences
Conclusions
Conclusions
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