VLSI architecture for hierarchical mesh-based motion estimation

Wael Badawy, Guoqing Zhang, M. Bayoumi
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引用次数: 24

Abstract

Methods for object-based compression and composition of natural and synthetic video content are currently emerging in standards such as MPEG-4 and VRML. This paper shows a novel VLSI architecture for generating content-based video object representation. The architecture uses a novel technique, borrowed from the 3D modeling, to optimize the mesh coding. The architecture generates the mesh nodes location as well as the associated motion vectors. The performance results show that the prototype contributes practical delay, and it can be used in online application and the power consumption shows that it is good enough in mobile application. Moreover, the number of bits used for the coding shows that the architecture is suitable for very low bit rate applications since it reuses the motion vector values.
基于分层网格的VLSI结构运动估计
基于对象的自然视频和合成视频内容的压缩和合成方法目前正在MPEG-4和VRML等标准中出现。本文提出了一种用于生成基于内容的视频对象表示的新型VLSI架构。该架构采用了一种新颖的技术,借鉴了3D建模,以优化网格编码。该体系结构生成网格节点位置以及相关的运动向量。性能测试结果表明,该样机具有一定的实际时延,可用于在线应用;功耗测试表明,该样机在移动应用中具有良好的性能。此外,用于编码的比特数表明该架构适合于非常低比特率的应用,因为它重用了运动矢量值。
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