MPEG-4 Video Coding

MPEG-4 Part 2
(MPEG-Visual)
MPEG-Visual
Tools
Subset of coding functions that support specific features
Objects
Video elements
Profiles
Subset of coding tools
Levels
Define constraints on buffer memory
The Simple Profile
VOP (Video Object Plane)
I-VOP (Intra)
P-VOP (Inter)
I-VOP
DCT: 8x8
Quantization
Zig-zag scan
Last-Run-Level
Entropy Coding
Quantization
Only define inverse quantization
Method2 (H.263 Quantization) for simple profile
Method1 (MPEG-4 Quantization) for advanced simple profile
Quantization-Method 2
QP (step size) is in [1,31]
DC = DC_quantized ×
 
dc_scaler
For all 
short header (simple profile)
, Intra DC dc_scaler = 8
Else, refer to Table 5.4
For others transformed coefficients including AC and Inter DC,
P-VOP
Motion Compensation: 16x16 macroblock
Half pixel resolution
Each macroblock could either be coded in Inter-mode or Intra-mode
Inter-mode macroblock contains motion vector (differentially encoded)
and coded residual coefficients of every 8x8 block
Coding Efficiency Tools
Four motion vectors in one macroblock
Unrestricted motion vectors
Intra prediction of DC and first row/column of AC (optional)
Transmission Efficiency Tools
Resynchronization marker
Data partitioning
e.g. coding mode, DC coefficient (intra), motion vector (inter) in first partition
while AC and DC coefficient (inter) in second partition
Reversible VLCs
The Advanced Simple Profile
B-VOP
Forward prediction: from previous I/P VOPs
Backward prediction: from future I/P VOPs
Average of forward/backward prediction: from previous/future I/P VOPs
Quarter-pixel motion compensation
Quantization-Method 1
Global Motion Compensation (GMC)
Sends up to 4 GMVs for each VOP
MV is calculated by interpolation
Coded as S-VOP (S is for “sprite”, which will be mentioned later)
Interlace
Horizontal movements reduce correlation
Field/Frame DCT mode
16*8 motion compensation
The Advanced Real Time Simple Profile
NEWPRED tool
Requires extra memory to store previous VOPs
The Advanced Real Time Simple Profile Cont’d
Dynamic Resolution Conversion (DRC)
Limited bitrate channel
Half sampled both horizontally and vertically before encoding
Coding of Arbitrary Shaped Region (Core profile)
Binary shape coding
Motion compensation coding
Texture coding
Binary Shaped Coding
Alpha blocks
Binary or grey scale
3 cases: transparent (outside), opaque (inside), boundary
Encoded by context-based arithmetic encoding
Binary Shaped Coding Cont’d
Motion Compensated Coding
Padding
Pad mean if both side have value
Padding order: boundary > transparent
Motion Compensated Coding Cont’d
The Main Profile – Grey Shaped Coding
Grey scale alpha mask
Binary support mask (coded by CAE)
Grey scale alpha plane (coded by DCT)
Transparency information may not be identical
The Main Profile – Static Sprite Coding
S-VOPs (Static Sprite VOPs)
Two ways to transmit
Basic: sent entirely at the start
Low latency: updated piece by piece
Both methods contain up to 4 warping parameters
Low latency contain “sprite pieces”
Static-sprite-object
Static-sprite-update
The Advanced Coding Efficiency Profile
 
 
SADCT
Improve coding efficiency for boundary MBs
The N-bit Profile
Limited display
Support color depth from 4-12 bits
Scalable Video Coding
Spatial scalability
Base layer & Enhancement layer
Subsample input
Encode the reduced-resolution frame to form the base layer
Decode the base layer and up-sample to the original resolution
Subtract the full-resolution frame from this prediction frame
Encode the difference to form the enhancement layer
Temporal scalability
Fine Granular Scalability (FGS)
The Simple Studio Profile
Aim to encode video nearly-lossless
No temporal prediction (that is, only I-VOPs)
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MPEG-4 video coding involves various tools and techniques such as MPEG-Visual, Simple Profile, Quantization Methods, Motion Compensation, Coding Efficiency Tools, Transmission Efficiency Tools, and Advanced Simple Profile. These tools define specific features, coding functions, and constraints for optimal video compression and quality. From I-VOPs to P-VOPs and B-VOPs, the process includes quantization, motion compensation, and efficient transmission methods to achieve high coding efficiency in MPEG-4 video compression.

  • MPEG-4
  • Video Coding
  • Compression Techniques
  • MPEG-Visual
  • Motion Compensation

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  1. MPEG-4 Part 2 (MPEG-Visual)

  2. MPEG-Visual Tools Subset of coding functions that support specific features Objects Video elements Profiles Subset of coding tools Levels Define constraints on buffer memory

  3. The Simple Profile VOP (Video Object Plane) I-VOP (Intra) P-VOP (Inter)

  4. I-VOP DCT: 8x8 Quantization Zig-zag scan Last-Run-Level Entropy Coding

  5. Quantization Only define inverse quantization Method2 (H.263 Quantization) for simple profile Method1 (MPEG-4 Quantization) for advanced simple profile

  6. Quantization-Method 2 QP (step size) is in [1,31] DC = DC_quantized dc_scaler For all short header (simple profile), Intra DC dc_scaler = 8 Else, refer to Table 5.4 For others transformed coefficients including AC and Inter DC,

  7. P-VOP Motion Compensation: 16x16 macroblock Half pixel resolution Each macroblock could either be coded in Inter-mode or Intra-mode Inter-mode macroblock contains motion vector (differentially encoded) and coded residual coefficients of every 8x8 block

  8. Coding Efficiency Tools Four motion vectors in one macroblock Unrestricted motion vectors Intra prediction of DC and first row/column of AC (optional)

  9. Transmission Efficiency Tools Resynchronization marker Data partitioning e.g. coding mode, DC coefficient (intra), motion vector (inter) in first partition while AC and DC coefficient (inter) in second partition Reversible VLCs

  10. The Advanced Simple Profile B-VOP Forward prediction: from previous I/P VOPs Backward prediction: from future I/P VOPs Average of forward/backward prediction: from previous/future I/P VOPs Quarter-pixel motion compensation

  11. Quantization-Method 1 ?0for intra and ?1for inter

  12. Global Motion Compensation (GMC) Sends up to 4 GMVs for each VOP MV is calculated by interpolation Coded as S-VOP (S is for sprite , which will be mentioned later)

  13. Interlace Horizontal movements reduce correlation Field/Frame DCT mode 16*8 motion compensation

  14. The Advanced Real Time Simple Profile NEWPRED tool Requires extra memory to store previous VOPs

  15. The Advanced Real Time Simple Profile Contd Dynamic Resolution Conversion (DRC) Limited bitrate channel Half sampled both horizontally and vertically before encoding

  16. Coding of Arbitrary Shaped Region (Core profile) Binary shape coding Motion compensation coding Texture coding

  17. Binary Shaped Coding Alpha blocks Binary or grey scale 3 cases: transparent (outside), opaque (inside), boundary Encoded by context-based arithmetic encoding

  18. Binary Shaped Coding Contd Intra: ?9?8?7?6?5?4?3?2?1?0as context Set undefined pixels value as nearest neighbor inside the current BAB Inter: ?8?7?6?5?4?3?2?1?0as context ?0to ?3in current VOP and ?4to ?8in reference VOP

  19. Motion Compensated Coding Padding Pad mean if both side have value Padding order: boundary > transparent

  20. Motion Compensated Coding Contd Transparent MB should be padded as well If only one neighbor boundary MB Horizontally or vertically extrapolation If more than one neighbor boundary MB Left > Top > Right > Bottom If no neighbor boundary MB Fill it with 2? 1, where N is bits per pixel

  21. The Main Profile Grey Shaped Coding Grey scale alpha mask Binary support mask (coded by CAE) Grey scale alpha plane (coded by DCT) Transparency information may not be identical

  22. The Main Profile Static Sprite Coding S-VOPs (Static Sprite VOPs) Two ways to transmit Basic: sent entirely at the start Low latency: updated piece by piece Both methods contain up to 4 warping parameters Low latency contain sprite pieces Static-sprite-object Static-sprite-update

  23. The Advanced Coding Efficiency Profile SADCT Improve coding efficiency for boundary MBs

  24. The N-bit Profile Limited display Support color depth from 4-12 bits

  25. Scalable Video Coding Spatial scalability Base layer & Enhancement layer Subsample input Encode the reduced-resolution frame to form the base layer Decode the base layer and up-sample to the original resolution Subtract the full-resolution frame from this prediction frame Encode the difference to form the enhancement layer Temporal scalability

  26. Fine Granular Scalability (FGS)

  27. The Simple Studio Profile Aim to encode video nearly-lossless No temporal prediction (that is, only I-VOPs)

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