共查询到19条相似文献,搜索用时 171 毫秒
1.
2.
为了提高视频的压缩效率,在传统菱形搜索算法基础上提出一种改进菱形搜索算法.该算法通过引入动态阈值,在起始搜索点预测、菱形搜索模式和搜索中止算法方面进行了优化,减少了SAD计算的内部冗余和搜索区域中不相关的块匹配计算,同时采用自适应搜索模式选择技术减少运输复杂度.实验结果表明:提出的改进菱形搜索算法适合各种运动类型的视频序列,特别适用于运动变化剧烈的序列,相比于FS算法,能够在PSNR值和码率值极其接近于FS算法的情况下对所有序列的MET减少约95%,大大减少运动估计时间. 相似文献
3.
为了提高视频的压缩效率,在菱形搜索算法和十字菱形搜索算法的基础上,结合实际运动图像中的运动向量以水平方向向量为主的特点,提出了一种利用偏水平十字模板搜索与偏向双菱形模板搜索相结合的改进搜索算法。为检验本文改进算法的效果进行了对比实验,结果表明:本文提出的基于偏水平十字及偏向双菱形搜索法适合各种运动类型的视频序列,更适用于运动变化剧烈的序列,并且能够在PSNR值和BR值接近最优水平时,大大减少运动估计时间,相比于FS算法,对QCIF格式图像的运动估计时间减少约95%,对CIF格式图像的运动估计时间减小约94%。 相似文献
4.
《中国测试》2015,(12):128-131
为提高视频压缩效率,在传统搜索算法的基础上,结合实际运动图像中的运动向量,以水平方向向量为主要特点,提出一种利用偏水平十字模板搜索与偏向双菱形模板搜索相结合的改进搜索算法。该改进算法可以根据运动向量的特点来减少模板的搜索点数,达到提高视频压缩效率、节省运动估计时间的目的。性能对比实验结果表明:该改进算法适合各种运动类型的视频序列,尤其适用于运动变化剧烈的序列,并且能够在PSNR值和码率值极其接近FS算法的情况下,对QCIF格式图像的运动估计时间(MET)减少约95%,对CIF格式图像的运动估计时间(MET)减小约94.5%,大大减少运动估计时间。 相似文献
5.
H.264视频编码标准中,运动估计占用了编码器极大的运算量.针对 H.264快速块匹配,本文提出了一种基于半八边形搜索模板的运动估计算法.该方法使用一个十字形模板来预测搜索方向,依据绝对差和(Sum of Absolute Differences, SAD)分布的方向性自适应地选取半八边形模板进行搜索,在搜索过程中,判断 SAD 值下降最快的方向精确定位匹配点,减少搜索点之间的冗余,提高搜索速度.理论分析表明该算法同经典六边形算法相比可以减少搜索点数.实验结果显示,在重建图像质量接近全搜索的同时,新算法减少了运动估计20%–30%的运算量. 相似文献
6.
7.
运动估计占据TMPEG-4形状编码90%以上的运算量,本文依据MPEG-4中形状信息的自身特性,提出了自适应二值运动估计算法。算法首先扫描参考帧,得出其有效搜索区域——边界掩模。在匹配运算时使用1bit的异或运算代替原有的加法运算。在搜索中根据二值Alpha块的运动特性自适应的采用不同的搜索模板进行搜索,对于静止点直接中止搜索。兼顾了搜索速度和精度。实验结果表明,在码字长度相仿的情况下,本算法的平均搜索点数仅相当于MPEG-4原有搜索算法的5%,有效提高了形状编码速度。 相似文献
8.
基于快速运动估计算法UMHexagonS的研究 总被引:1,自引:0,他引:1
UMHexagonS算法已经被视频编码标准H.264正式采纳作为整像素的快速运动估计算法。该算法的运算量相对于快速全搜索算法可节约90%以上,同时能够保持较好的率失真性能。本文结合JM10.2的源代码对UMHexagonS算法进行了分析,并对该算法进行了改进。通过利用运动矢量间的相关性,采用一种新的自适应的非对称十字形模板来代替原算法中的非对称十字形模板,并将改进的算法在JM10.2测试模型上进行了验证。实验结果表明,本文建议的方法在保证编码性能的同时,可以有效减少运动估计所需要的时间。 相似文献
9.
自适应六边形-菱形运动估计算法及其在H.264中应用 总被引:1,自引:0,他引:1
运动估计是视频图像编码中运算量很大的部分,也是影响系统实时性能的瓶颈。为了减少图像编码的运算量,文章介绍和分析了用于视频编码标准H.264的基于六边形的搜索算法(HS),在此基础上根据H.264多模式的运动估计提出自适应六边形-菱形整像素算法,它体现了粗定位和准确定位的并行处理思想,仿真结果表明在获得与HS快速算法相当的图像质量和信噪比的情况下,可提高H.264视频编码的速度和效率。 相似文献
10.
11.
Pol Lin Tai Chii Tung Liu Jia Shung Wang 《International journal of imaging systems and technology》2002,12(2):63-67
Most fast block matching algorithms ignore the efficiency in motion compensation within each checking step. In order to achieve better‐compensated performance, the limited computational complexity should be allocated more carefully into each block. It means that the fast block matching algorithm can be viewed as a kind of rate‐distortion optimization problem. The complexity‐distortion optimal fast block matching algorithm should find the maximized quality of the compensated image under a target computational complexity. In order to approach the optimal complexity‐distortion solution, some strategies are developed. For example, a domination‐based motion vector prediction technique is developed to set the initial motion vector for each block. A predictive complexity‐distortion benefit list is established to predict the compensated benefit for each block. Also, a three‐level pattern searching is employed to check the candidate motion vector. Experimental results show that our proposed algorithm outperforms significantly the three‐step search. For example, in “Salesman,” the average checkpoints for one block is 33 by using the three‐step search. The average checkpoint is 1.75 by using our proposal algorithm under the same average PSNR condition. © 2002 Wiley Periodicals, Inc. Int J Imaging Syst Technol 12, 63–67, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/ima.10012 相似文献
12.
This paper presents a fast block matching motion esti mation algorithm and its architecture. The proposed architecture is based on Global Elimination (GE) Algorithm, which uses pixel averaging to reduce complexity of motion search while keeping performance close to that of full search. GE uses a preprocessing stage which can skip unnecessary Sum Absolute Difference (SAD) calculations by comparing minimum SAD with sub-sampled SAD (SSAD). In the second stage SAD is computed at roughly matched candidate positions. GE algorithm uses fixed sub-block sizes and shapes to compute SSAD values in preprocessing stage. Complexity of this GE algorithm is further reduced by adaptively changing the sub-block sizes depending on the macro-block features. In this paper adaptive Global Elimination algorithm has been implemented which reduces the computational complexity of motion estimation algorithm and thus resulted in low power dissipation. Proposed architecture achieved 60% less number of computations compared to existing full search architecture and 50% high throughput compared to existing fixed Global Elimination Architecture. 相似文献
13.
In recent years, various algorithms have been proposed to attain low computational complexity in motion estimation of the image sequence coding based on block matching. This paper presents an Adaptive Order Cross–Square–Hexagon (AOCSH) search algorithm, which employs a smaller cross-shaped pattern before the first step of a square pattern and replaces the square-shaped pattern with the hexagon search patterns in subsequent steps. The proposed search patterns aid in finding the best matching block, without much consideration of the vast number of search points. Here, fuzzy tangent-weighted function is also proposed to evaluate the matching points using the rate and the distortion parameters. The proposed methods are effectively applied to the block estimation process to handle the objectives of visual quality and distortion. The performance of the proposed AOCSH approach is compared to the existing methods, such as AOSH, H.264 and elastic models, using the structural similarity index (SSIM) and the peak signal to noise ratio (PSNR). From the analysis, it can be seen that the proposed approach attains the maximum SSIM of 0.99 and maximum PSNR of 40. 92 dB with reduced computation time of 3.28 s. 相似文献
14.
Abstract This work presents a novel block motion estimation (ME) approach, diamond‐arc‐hexagon search (DAHS), which uses diamond, arc, and hexagon search patterns to accomplish the fast searching process. According to the characteristic of the center‐based motion vector distribution for the real‐world video sequence, DAHS employs a small diamond pattern extended hexagon search to refine the central area search. Furthermore for estimation in large motion situations, the strategy of the large diamond‐to‐arc search can preserve good performance. Experimental results indicate that DAHS is suitable for both (quasi‐) stationary and large motion searches. DAHS outperforms the efficient three‐step (E3SS) and hexagon‐based search (HEXBS) in prediction quality, and improves the searching speed about 9% compared to E3SS. The proposed algorithm was tested using several sequences and delivered excellent performance in search speed and prediction of video quality. The DAHS can be applied to real‐time video processes, such as H.264/MPEG‐4 advanced video coding (AVC) and scalable video coding (SVC). 相似文献
15.
《Circuits, Devices & Systems, IET》2008,2(5):429-438
An efficient architecture with the fast algorithm for MPEG-4 shape coding is proposed. The authors apply the fast shape coding algorithm, with contour-based binary motion estimation (CBBME), which is based on the properties of a boundary mask. By using the block-matching motion estimation and the extended approach on centre-biased motion vector distribution with shrinking of the search range, a large number of search points in BME can be skipped. Based on this algorithm, a dedicated architecture design using the proposed CBBME algorithm is developed. With certain optimisation and design considerations, the memory access and processing cycles can be reduced. The average number of clock cycles for the processing of one binary alpha block is only 1708, which is only 56% of the previous design. In addition, a prototyping chip for shape coding is implemented and verified. The die area is 2.4 x 2.4 mm2 with TSMC 0.18 μm CMOS technology and the maximum clock frequency is 53 MHz. 相似文献
16.
Abstract In real‐time applications, three‐step search (TSS) is always preferred because it has a regular search pattern. However, it may lose its performance in coding video sequences with small motion. To overcome this drawback, some fast search algorithms are proposed, for example, new three‐step search (NTSS) and efficient three step search (ETSS). In this paper, a more effective fast search algorithm called region‐split three‐step search (RSTSS) is proposed. In addition to the feature of a regular search pattern, the RSTSS splits the search region into four sub‐regions and enters only one of the sub‐regions to search for the best motion vector. The main idea used in the RSTSS is to reuse the sum of absolute difference (SAD) values of the 9 points on a 9 ×9 grid. Experimental results show that the RSTSS performs better than the ETSS in terms of the number of checking points. It can reduce the number of checking points nearly 19% on average and sacrifices only a little mean squared error. Most of all, the RSTSS retains a regular searching pattern that is suitable for hardware implementation. 相似文献
17.
18.
Zvi Drezner 《OR Spectrum》2006,28(3):417-436
In this paper we propose a model which aims at selecting a tight cluster from a set of points. The same formulation applies also to the grey pattern problem where the objective is to find a set of black dots in a rectangular grid with a given density so that the dots are spread as evenly as possible. A branch and bound algorithm and five heuristic approaches are proposed. Computational results demonstrate the efficiency of these approaches. Seven grey pattern problems are solved to optimality and for eight additional grey pattern problems the best known solution is improved. The cluster problem on a network is solved for 40 problems with the number of points ranging between 100 and 900 and the size of the cluster ranging between 5 and 200. Twenty one problems were solved optimally and the remaining 19 problems were heuristically solved in a very short computer time with excellent results. 相似文献
19.
Shih-Yu Huang Jia-Shung Wang 《International journal of imaging systems and technology》1996,7(1):41-47
In recent years, the variable-block-size (VBS) motion estimation technique has been widely employed to improve the performance of the block-matching algorithm (BMA). In VBS, the block size is varied according to the type of motion. The VBS is known to be very efficient for areas containing complex motions. However, it requires a large number of computations. In this article, a new VBS motion estimation algorithm, called the classified variable block size (CVBS), is proposed to overcome this problem. The algorithm classifies the input blocks into three categories: background, shade motion and edge motion. According to the characteristics of the classified blocks, various motion estimation techniques are then used to improve the coding performance. The performance of VBS and CVBS based on the coding efficiency is investigated. It is shown that the CVBS algorithm requires about one fifth to one seventh of the computations needed by the conventional VBS algorithm. © 1996 John Wiley & Sons, Inc. 相似文献