全向视频流的比特率降低:比较可变量化参数和可变分辨率方法

Giuseppe Ribezzo, L. D. Cicco, Vittorio Palmisano, S. Mascolo
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引用次数: 1

摘要

由于最近头戴式显示器在大众市场上的改进和广泛可用性,沉浸式和扩展现实应用越来越受欢迎。在众多新的沉浸式应用中,全方位视频流(OVS)——或360°视频流——正吸引着业界和研究界的关注。与传统的2D视频相比,360°视频的沉浸感增加是以更大的带宽需求为代价的。为了解决减少带宽需求的问题,平片是一种可行的技术,它允许对360°视频中最有可能以较低质量落在用户视口之外的部分进行编码,并使用较高的量化参数。平铺需要使用新的编码器,但是在移动设备上还没有可用的硬件解码器。相反,可变分辨率方法缩小了不落在感兴趣区域的区域,从而降低了整体分辨率,从而允许使用任何编解码器降低比特率。本文定量地比较了这两种方法,以找到可实现的比特率降低和使用VMAF视觉质量度量测量的视觉质量之间的权衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bitrate Reduction for Omnidirectional Video Streaming: Comparing Variable Quantization Parameter and Variable Resolution Approaches
Immersive and Extended Reality applications are getting increasingly popular due to the recent improvements and wide availability of Head Mounted Displays in the mass market. Among the many new immersive applications, Omnidirectional Video Streaming (OVS) - or 360°Video Streaming - is attracting the attention of both the industry and the research community. The increased immersivity of 360° videos comes at the cost of larger bandwidth requirements compared to classic 2D videos. To tackle the issue of reducing bandwidth requirements, tiling is a viable technique that allows to encode the portions of the 360° video most likely to fall outside of the users' viewport at lower quality using a higher quantization parameter. Tiling requires new encoders to be used which however do not have available hardware decoders in mobile devices yet. The variable resolution approach instead shrinks areas not falling in the region of interest to decrease the overall resolution and thus allowing bitrate reduction with any codec. This paper quantitatively compares the two approaches to find the trade-offs between achievable bitrate reduction and visual quality measured using the VMAF visual quality metric.
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