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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
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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 • 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 • 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 20 Sprite(Dimension: 2670x1072) background of frame 1(Dimension: 352x288)
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 • 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 • Short-term GME to long-term GME More Error Registration Error Am1 + A(m+1)1 A(m+1)m Registration Error A(m+1)k = A(m+1)m Am1 GME = A(m+1)m Am(m-1) … A21 Frame 1 A11 Frame m Am1 Frame m+1 …… reference frame Registration errors are ACCUMULATED
Proposed system • Directly measure to reference frame GME A(m+1)1 Registration Error Registration Error initial guess Am1 Frame 1 A11 Frame m Am1 Frame m+1 …… reference frame 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(R2)(R1) A(R3)(R2) A(R1)(R1) + + A(R2)(R1) A(R3)(R1)
Proposed system • Proposed GME structure MotionEstimation A(m+1)k Frame z Amk Frame k Ak1 Frame m Amk Am1 Frame m+1 …… Chosen to bereference frame
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 or 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] frame k: reference frameframe z: transformed current frame m+1
Proposed system • Block-matching • Affine parameters are estimated by solving over-fitting equations • Results of block-based motion estimation are used to construct the equations • Parameter estimation • Fast gradient descent method by Keller and Averbuch 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 a pixel fromhomogeneous area a pixelfrom texture area an edge pixel # of pixel withsignificant error translation in x-direction
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 Compute the N error frames Blend the N error frames into a sprite-sized buffer(the sprite update frame) Encode and send the sprite update frameto the decoder MPEG4 I-VOP frame
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 MPEG-4 Short-term Long-term Proposed Smolic et. al.
Experimental results • Average PSNR (dB)
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 * Update frames is figured out from the major camera operations of the sequences
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