CN106028046A - Lagrange multiplier correction method for multi-view deep video encoding - Google Patents
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Abstract
本发明公开了一种用于多视点深度图编码的拉格朗日乘子修正方法,主要解决现有技术中没有考虑到同视点纹理质量对深度图拉格朗日乘子的影响,而导致3D视频的整体编码性能不高的问题。其实现方案是:在多视点深度视频编码前,根据待编码深度视频的量化参数Qd以及同视点纹理视频编码所采用的量化参数Qt,构建修正因子;用该修正因子对现有深度编码所采用的拉格朗日乘子进行修正;将修正后的拉格朗日乘子用于深度图编码的率失真优化过程中。本发明提升了3D视频的整体编码性能,可用于对任意纹理和深度量化参数QP组合方式的3D视频进行编码。
The invention discloses a Lagrangian multiplier correction method for multi-viewpoint depth map encoding, which mainly solves the problem that the influence of the texture quality of the same viewpoint on the depth map Lagrangian multiplier is not considered in the prior art, which leads to The overall encoding performance of 3D video is not high. The implementation plan is: before encoding multi-view depth video, construct a correction factor according to the quantization parameter Q d of the depth video to be encoded and the quantization parameter Q t used in the same-view texture video encoding; use this correction factor to encode the existing depth The adopted Lagrangian multiplier is corrected; the corrected Lagrangian multiplier is used in the rate-distortion optimization process of the depth map coding. The present invention improves the overall coding performance of 3D video, and can be used to code 3D video in any texture and depth quantization parameter QP combination mode.
Description
技术领域technical field
本发明属于视频编码技术领域,特别涉及一种拉格朗日乘子的选择方法,可用于多视点视频深度序列编码的率失真优化过程中。The invention belongs to the technical field of video coding, and in particular relates to a method for selecting Lagrangian multipliers, which can be used in the rate-distortion optimization process of multi-viewpoint video depth sequence coding.
背景技术Background technique
3D视频所带来的真实的深度感知与身临其境的视觉享受使人们对三维应用的需求急剧上升,3D应用、多视点视频技术、虚拟视点合成等成为目前学术与商用研究与发展的热点之一。国际运动图像专家组MPEG和视频编码专家组VCEG这两大视频标准化机构联合成立的3D视频编码联合小组JCT-3V,旨在让该联合小组开发基于高效视频编码标准HEVC的下一代3D视频编码标准3D-HEVC。The real depth perception and immersive visual enjoyment brought by 3D video have led to a sharp increase in people's demand for 3D applications. 3D applications, multi-viewpoint video technology, and virtual viewpoint synthesis have become hot spots in academic and commercial research and development. one. The 3D Video Coding Joint Team JCT-3V, jointly established by two video standardization organizations, the International Motion Picture Experts Group MPEG and the Video Coding Experts Group VCEG, aims to allow the joint team to develop the next-generation 3D video coding standard based on the high-efficiency video coding standard HEVC 3D-HEVC.
3D-HEVC标准以多视点加深度MVD格式作为其数据格式。MVD数据格式通常包含多个视点的纹理视频以及对应的深度视频,编码这些数据得到的比特流发送到解码端。利用基于深度图的视点合成DIBR技术,解码端将不同视点的重建纹理视频与深度视频合成出所需虚拟视点的纹理视频。从理论上讲,每个视点的编码都可以同时利用HEVC的编码框架进行编码,但是针对深度图自身特有的一些特征,新的编码工具被开发用以提高3D视频的整体编码性能。The 3D-HEVC standard uses the multi-view plus depth MVD format as its data format. The MVD data format usually includes texture videos of multiple viewpoints and corresponding depth videos, and the bit stream obtained by encoding these data is sent to the decoding end. Using the DIBR technology based on the depth map, the decoder synthesizes the reconstructed texture video and the depth video of different viewpoints to obtain the texture video of the required virtual viewpoint. Theoretically, the encoding of each viewpoint can be encoded using the HEVC encoding framework at the same time, but for some unique features of the depth map itself, new encoding tools are developed to improve the overall encoding performance of 3D video.
3D-HEVC的编码框架如附图1所示,首先对基本视点的纹理进行编码,然后再对其深度图进行编码,基本视点一帧图像编码后,再依次编码各个非基本视点的纹理和深度,如此循环直至编码完所有视频序列。由于多视点视频之间存在很大的交叉冗余信息,在编码非基本视点时会利用视点间信息来提高压缩效率。目前3D-HEVC的通用测试环境中,基本视点的纹理与深度的量化参数QP是一组固定的组合,如表1所示。非基本视点的纹理与深度的QP在基本视点对应QP值的基础上加ΔQP,ΔQP默认为3,该值可在编码配置文件中设置。The coding framework of 3D-HEVC is shown in Figure 1. First, the texture of the basic viewpoint is coded, and then its depth map is coded. After one frame of the basic viewpoint is coded, the texture and depth of each non-basic viewpoint are coded sequentially. , and so on until all video sequences are encoded. Since there is a lot of cross-redundant information among multi-view videos, inter-view information is used to improve compression efficiency when encoding non-basic views. In the current general test environment of 3D-HEVC, the texture and depth quantization parameters QP of the basic viewpoint are a set of fixed combinations, as shown in Table 1. The QP of the texture and depth of the non-basic viewpoint is based on the QP value corresponding to the basic viewpoint plus ΔQP, and the default value of ΔQP is 3, which can be set in the encoding configuration file.
在深度图编码过程中,通过率失真优化的方法来选择最佳编码模式和参数,即选择率失真代价J=D+λ·R最小的编码模式作为最终的编码模式,其中,D表示当前编码模式下带来的失真,R表示当前编码模式下所需的编码比特数,λ为拉格朗日乘子。In the depth map encoding process, the best encoding mode and parameters are selected through the rate-distortion optimization method, that is, the encoding mode with the smallest rate-distortion cost J=D+λ·R is selected as the final encoding mode, where D represents the current encoding The distortion brought by the mode, R represents the number of coded bits required in the current coding mode, and λ is the Lagrangian multiplier.
由于深度视频并不是用于直接观看,而是用来合成虚拟视图以供终端用户观看。最终编码深度图的目的是获得一定质量的虚拟视图。而影响虚拟视图质量的因素不仅仅只有深度图,还有很多其他的因素,比如用于合成的纹理视频质量、合成过程中的取整操作都会引入失真,只将深度图自身的失真作为率失真优化过程中的失真衡量是不恰当的。所以把当前编码深度块引入的合成视点失真也作为率失真优化过程中的失真衡量。Because the depth video is not used for direct viewing, but for synthesizing virtual views for end users to watch. The purpose of finally encoding the depth map is to obtain a certain quality of virtual view. The factors affecting the quality of the virtual view are not only the depth map, but also many other factors, such as the texture video quality used for synthesis, and the rounding operation in the synthesis process will introduce distortion, and only the distortion of the depth map itself is regarded as rate distortion. Distortion measurement during optimization is inappropriate. Therefore, the synthetic view distortion introduced by the current coded depth block is also used as the distortion measure in the rate-distortion optimization process.
在3D-HEVC的深度编码过程中,把视点合成失真变化SVDC引入率失真优化中进行选择深度图的编码模式。由于失真机制的改变,率失真优化过程中深度图所用的拉格朗日乘子也应作相应的修正。目前3D-HEVC参考软件中,将深度图率失真优化过程中的拉格朗日乘子用一个与深度图量化参数QP相关的缩放因子进行修正。In the depth coding process of 3D-HEVC, the view synthesis distortion change SVDC is introduced into the rate-distortion optimization to select the coding mode of the depth map. Due to the change of the distortion mechanism, the Lagrangian multipliers used in the depth map during the rate-distortion optimization process should also be corrected accordingly. In the current 3D-HEVC reference software, the Lagrangian multiplier in the depth map rate-distortion optimization process is corrected with a scaling factor related to the depth map quantization parameter QP.
拉格朗日乘子可以表示为用于编码的一个比特的价值大小。通常人们认为由纹理编码和深度编码分别引入的视点合成失真之间是相互独立的,然而纹理视频质量直接影响合成视图质量,在纹理编码质量较低时,即使增加用于深度编码的比特数,对合成视图质量带来的提升也微乎其微,这时候应该增大深度编码时的拉格朗日乘子来避免不必要的比特开销。从理论上讲,基本视点可以用任意QP组合进行编码。当采用纹理QP变化,而深度QP不变进行编码时,目前编码标准中深度图的拉格朗日乘子只与深度QP有关,并没有考虑纹理质量对其的影响。基于以上分析,单方面考虑拉格朗日乘子与深度图QP的关系不具有准确性和普适性,在纹理QP变化编码时会降低3D视频的整体编码性能。The Lagrangian multiplier can be expressed as the value of one bit used for encoding. It is generally believed that the view synthesis distortions introduced by texture coding and depth coding are independent of each other. However, the quality of texture video directly affects the quality of synthetic views. When the quality of texture coding is low, even if the number of bits used for depth coding is increased, The improvement to the quality of the synthetic view is also negligible. At this time, the Lagrangian multiplier during depth coding should be increased to avoid unnecessary bit overhead. Theoretically, base viewpoints can be encoded with any combination of QPs. When the texture QP is changed and the depth QP is unchanged for coding, the Lagrangian multiplier of the depth image in the current coding standard is only related to the depth QP, and the influence of the texture quality on it is not considered. Based on the above analysis, it is not accurate and universal to consider the relationship between Lagrangian multipliers and depth map QP unilaterally, and it will reduce the overall coding performance of 3D video when coding texture QP changes.
表1 基本视点纹理与深度的量化参数Table 1 Quantization parameters of basic viewpoint texture and depth
发明内容Contents of the invention
本发明为克服现有技术的不足,在考虑纹理视频质量的情况下,提供一种用于多视点深度视频编码的拉格朗日乘子修正方法,以提升3D视频的整体编码性能。In order to overcome the deficiencies of the prior art, the present invention provides a Lagrangian multiplier correction method for multi-viewpoint depth video coding in consideration of texture video quality, so as to improve the overall coding performance of 3D video.
本发明的思路是:在目前3D-HEVC的编码框架下,当采用纹理QP变化,而深度QP不变进行编码时,深度图的拉格朗日乘子只与深度QP有关。意味着不同的纹理QP编码情况下,相同深度QP编码的过程并没有考虑到纹理质量对拉格朗日乘子的影响。从理论上讲,多视点纹理视频和深度视频可以采用任意QP组合进行编码。当纹理视频质量较好,即纹理QP较小时,深度图质量对合成视图的质量贡献很大,这时深度图编码比特可适当增加,相当于使拉格朗日乘子变小,即用少量的深度比特来换取较大的合成视点质量提升。而当纹理视频质量不够好,即纹理QP较大时,由于合成视图的质量主要由失真的纹理视频决定,即使深度编码比特再大也不能带来合成视图质量的急剧提升,因此应增大拉格朗日乘子来避免不必要的比特开销。The idea of the present invention is: under the current 3D-HEVC coding framework, when the texture QP is changed and the depth QP is unchanged for coding, the Lagrangian multiplier of the depth map is only related to the depth QP. It means that in the case of different texture QP encodings, the same depth QP encoding process does not take into account the impact of texture quality on Lagrangian multipliers. Theoretically, multi-view texture video and depth video can be encoded with any combination of QPs. When the quality of the texture video is good, that is, when the texture QP is small, the quality of the depth map contributes a lot to the quality of the synthetic view. At this time, the coding bits of the depth map can be appropriately increased, which is equivalent to making the Lagrangian multiplier smaller, that is, using a small amount of of depth bits in exchange for a larger synthetic view quality improvement. However, when the quality of the texture video is not good enough, that is, when the texture QP is large, since the quality of the synthesized view is mainly determined by the distorted texture video, no matter how large the depth coding bit is, it cannot bring about a sharp improvement in the quality of the synthesized view, so it should be increased. Grange multipliers to avoid unnecessary bit overhead.
为实现上述目的,本发明的技术方案如下:To achieve the above object, the technical scheme of the present invention is as follows:
(1)在编码基本视点的深度图前,对其采用的拉格朗日乘子进行修正:(1) Before encoding the depth map of the basic viewpoint, the Lagrangian multiplier used for it is corrected:
(1a)根据同视点纹理视频编码所采用的量化参数Qt以及待编码深度的量化参数Qd,构建修正因子为:(1a) According to the quantization parameter Q t used in the same-viewpoint texture video coding and the quantization parameter Q d of the depth to be encoded, the correction factor is constructed as follows:
k(Qt,Qd)=2aQt+bQd+c <1>k(Q t ,Q d )=2 aQt+bQd+c <1>
其中,a、b、c为修正因子中三个数值不同的常量系数,a=0.3421、b=-0.2402、c=-4.543;Among them, a, b, and c are three constant coefficients with different values in the correction factor, a=0.3421, b=-0.2402, c=-4.543;
(1b)用修正因子对深度图编码率失真优化中用到的拉格朗日乘子进行修正,得到修正后的拉格朗日乘子为:(1b) Use the correction factor to correct the Lagrangian multipliers used in the depth map encoding rate-distortion optimization, and the corrected Lagrangian multipliers are:
λ′depth=k(Qt,Qd)·λdepth <2>λ′ depth = k(Q t , Q d )·λ depth <2>
其中,λdepth为3D-HEVC中深度图编码所采用的拉格朗日乘子,其计算方式为:Among them, λ depth is the Lagrangian multiplier used in the depth map encoding in 3D-HEVC, and its calculation method is:
λdepth=β·W·2((Qd-12)/3.0) λ depth = β·W·2 ((Qd-12)/3.0)
其中,W为加权因子,该值由编码配置和编码图像在图像组GOP中所处的位置决定;β为尺度参数,其取值依赖于当前图像是否作为参考图像,当作为非参考图像时,取值为1.0,当作为参考图像时,取值为1.0-Clip3(0.0,0.5,0.05·NB),其中NB表示图像组GOP中B帧参考图像的个数。Among them, W is a weighting factor, which is determined by the encoding configuration and the position of the encoded image in the GOP of pictures; β is a scale parameter, and its value depends on whether the current image is used as a reference image. When it is used as a non-reference image, The value is 1.0, and when used as a reference image, the value is 1.0-Clip3( 0.0,0.5,0.05 ·NB ), where NB represents the number of B -frame reference images in the group of pictures GOP.
(1c)由式<1>和式<2>,得到深度图修正后的拉格朗日乘子为:(1c) From Equation <1> and Equation <2>, the Lagrange multiplier after correction of the depth map is obtained as:
λ′depth=β·W·2a′Qt+b′Qd+c′ λ' depth = β·W·2 a'Qt+b'Qd+c'
其中,a′、b′、c′为拉格朗日乘子中三个数值不同的常量系数, Among them, a', b', c' are three constant coefficients with different values in the Lagrange multiplier,
(1d)根据修正后的拉格朗日乘子λ′depth,得到运动估计中使用的拉格朗日乘子λmotion:(1d) According to the modified Lagrangian multiplier λ′ depth , the Lagrangian multiplier λ motion used in motion estimation is obtained:
(2)将修正后的拉格朗日乘子λ′depth集成到高效视频编码标准的3D扩展3D-HEVC参考软件中,得到修正后的高效视频编码标准的3D扩展3D-HEVC参考软件B;(2) Integrating the revised Lagrangian multiplier λ' depth into the 3D extended 3D-HEVC reference software of the high-efficiency video coding standard, obtaining the revised 3D extended 3D-HEVC reference software B of the high-efficiency video coding standard;
(3)用修正后的参考软件B对3D视频序列进行编码。(3) Encode the 3D video sequence with the modified reference software B.
本发明与现有技术相比,具有以下优点:Compared with the prior art, the present invention has the following advantages:
第一,本发明根据待编码深度图的量化参数Qd和同视点已编码纹理的量化参数Qt,构建修正因子,以对拉格朗日乘子进行修正,用修正后的拉格朗日乘子对深度图进行编码,克服了现有技术中没有考虑到深度编码采用的拉格朗日乘子与对应视点纹理质量的关系,提升3D视频的整体编码性能,并可用于对任意纹理深度QP组合方式的3D视频进行编码。First, according to the quantization parameter Q d of the depth image to be coded and the quantization parameter Q t of the coded texture of the same viewpoint, the present invention constructs a correction factor to correct the Lagrangian multiplier, and use the corrected Lagrangian The multiplier encodes the depth map, overcomes the relationship between the Lagrangian multiplier used in depth encoding and the texture quality of the corresponding viewpoint in the prior art, improves the overall encoding performance of 3D video, and can be used for any texture depth 3D video in QP combination mode is encoded.
第二,在考虑纹理视频质量变化的情况下,用已修正的参考软件B对不同的3D标准测试序列进行编码,与用原始参考软件编码的结果相比,相同合成视图质量下,平均能节省1.3%的总码率。Second, encoding different 3D standard test sequences with the modified reference software B, taking into account texture video quality variations, saves on average at the same synthetic view quality compared to the results encoded with the original reference software. 1.3% of the total code rate.
附图说明Description of drawings
图1为现有3D-HEVC的编码框架。Figure 1 shows the existing 3D-HEVC coding framework.
图2是本发明的实现流程图。Fig. 2 is the realization flowchart of the present invention.
具体实施方式detailed description
以下结合附图和实例对本发明作进一步详细描述。The present invention will be described in further detail below in conjunction with accompanying drawings and examples.
参照图2,本发明多视点深度视频编码的拉格朗日乘子修正方法,包括如下步骤:With reference to Fig. 2, the Lagrangian multiplier correction method of multi-view depth video coding of the present invention comprises the following steps:
步骤1,确定深度图拉格朗日乘子的修正因子与纹理量化参数Qt、深度量化参数Qd的关系。Step 1, determine the relationship between the correction factor of the Lagrangian multiplier of the depth map and the texture quantization parameter Qt and the depth quantization parameter Qd .
(1a)设定修正因子k为2x形式,变量x以0.5为间隔变化在[-6,-1]范围之内,得到11个不同的修正因子,用这些修正因子分别修正高效视频编码标准的3D扩展3D-HEVC参考软件中深度编码采用的拉格朗日乘子,得到11个修正后的参考软件;(1a) Set the correction factor k in the form of 2 x , the variable x changes in the range of [-6,-1] at an interval of 0.5, and 11 different correction factors are obtained, and these correction factors are used to modify the high-efficiency video coding standard The Lagrangian multipliers used in the depth coding in the 3D extended 3D-HEVC reference software obtained 11 revised reference software;
(1b)用上述修正后的参考软件对多个3D标准测试序列的两个视点情况预编码97帧,其中采用的纹理深度QP组合[Qt,Qd]分别为:[23,34]、[25,34]、[27,34];[28,39]、[30,39]、[32,39];[33,42]、[35,42]、[37,42];[38,45]、[40,45]、[42,45];(1b) Use the above-mentioned modified reference software to precode 97 frames of two viewpoints of multiple 3D standard test sequences, in which the texture depth QP combinations [Q t , Q d ] used are: [23,34], [25,34], [27,34]; [28,39], [30,39], [32,39]; [33,42], [35,42], [37,42]; [38 ,45], [40,45], [42,45];
(1c)将解码端重建的多视点纹理和深度视频利用视点合成算法合成出多视点间的虚拟视点视图,与原始3D-HEVC参考软件在相同QP组合下编码的结果以BDBR的形式进行比较,将性能最好的结果所对应的k作为该QP组合的最优k。(1c) Synthesize the multi-viewpoint texture and depth video reconstructed by the decoding end into a virtual viewpoint view between multiple viewpoints using a viewpoint synthesis algorithm, and compare it with the result encoded by the original 3D-HEVC reference software under the same QP combination in the form of BDBR, The k corresponding to the result with the best performance is taken as the optimal k of the QP combination.
所述视点合成算法为3D-HEVC标准采用的基于深度图像绘制DIBR算法;The viewpoint synthesis algorithm is based on the depth image rendering DIBR algorithm adopted by the 3D-HEVC standard;
所述BDBR形式,表示在相同客观质量下,用修正后的软件编码得到的视频相对于原始软件在码率上的变化情况;The BDBR form represents the change in the code rate of the video encoded by the modified software relative to the original software under the same objective quality;
(1d)将每个纹理深度QP组合与其对应的最优修正因子k进行曲线拟合,得到如下关系:(1d) Curve fitting is performed on each texture depth QP combination and its corresponding optimal correction factor k, and the following relationship is obtained:
k=2aQt+bQd+c <1>k=2 aQt+bQd+c <1>
其中,Qt为纹理量化参数,Qd为深度量化参数,a、b、c为修正因子中三个数值不同的常量系数,其取值均由预编码测试而得,不同的测试配置方案结果会有偏差,本实施例取a=0.3421、b=-0.2402、c=-4.543。Among them, Q t is the texture quantization parameter, Q d is the depth quantization parameter, a, b, and c are three constant coefficients with different values in the correction factor, and their values are all obtained from the pre-coding test. The results of different test configuration schemes There will be deviations. In this embodiment, a=0.3421, b=-0.2402, and c=-4.543 are taken.
步骤2,修正深度编码采用的拉格朗日乘子。Step 2, modifying the Lagrangian multipliers used in depth coding.
(2a)用步骤1中得到的修正因子k对深度图编码率失真优化中用到的拉格朗日乘子进行修正,得到修正后的拉格朗日乘子为:(2a) Use the correction factor k obtained in step 1 to correct the Lagrangian multipliers used in the depth map coding rate-distortion optimization, and the corrected Lagrangian multipliers are:
λ′depth=k·λdepth <2>λ′ depth = k·λ depth <2>
其中,λdepth为现有3D-HEVC中深度图编码所采用的拉格朗日乘子,其计算方式为:Among them, λ depth is the Lagrangian multiplier used in the existing 3D-HEVC depth image coding, and its calculation method is:
λdepth=β·W·2((Qd-12)/3.0) λ depth = β·W·2 ((Qd-12)/3.0)
其中,W为加权因子,该值由编码配置和编码图像在图像组GOP中所处的位置决定;β为尺度参数,其取值依赖于当前图像是否作为参考图像,当作为非参考图像时,取值为1.0,当作为参考图像时,取值为1.0-Clip3(0.0,0.5,0.05·NB),其中NB表示图像组GOP中B帧参考图像的个数;Among them, W is a weighting factor, which is determined by the encoding configuration and the position of the encoded image in the GOP of pictures; β is a scale parameter, and its value depends on whether the current image is used as a reference image. When it is used as a non-reference image, The value is 1.0, when used as a reference image, the value is 1.0-Clip3(0.0,0.5,0.05 N B ), where N B represents the number of B frame reference images in the group of pictures GOP;
(2b)由式<1>和式<2>,将深度图修正后的拉格朗日乘子写为如下形式:(2b) From formula <1> and formula <2>, the Lagrangian multiplier after the correction of the depth map is written as the following form:
λ′depth=β·W·2a′Qt+b′Qd+c′ λ' depth = β·W·2 a'Qt+b'Qd+c'
其中,a′、b′、c′为拉格朗日乘子中三个数值不同的常量系数, Among them, a', b', c' are three constant coefficients with different values in the Lagrange multiplier,
(2c)根据修正后的拉格朗日乘子λ′depth,得到运动估计中使用的拉格朗日乘子λ′motion:(2c) According to the modified Lagrangian multiplier λ′ depth , the Lagrangian multiplier λ′ motion used in motion estimation is obtained:
步骤3,将修正后的拉格朗日乘子λ′depth集成到高效视频编码标准的3D扩展3D-HEVC参考软件HTM13.0中,得到修正后的高效视频编码标准的3D扩展3D-HEVC参考软件B。Step 3: Integrate the modified Lagrange multiplier λ′ depth into the 3D extended 3D-HEVC reference software HTM13.0 of the high-efficiency video coding standard, and obtain the modified 3D extended 3D-HEVC reference software of the high-efficiency video coding standard software B.
步骤4,用修正后的参考软件B对3D视频序列进行编码。Step 4, use the modified reference software B to encode the 3D video sequence.
本发明的效果通过以下测试进一步说明:Effect of the present invention is further illustrated by following tests:
测试内容1:Test content 1:
用修正后的参考软件B对3D标准测试序列在3D-HEVC通用测试环境CTC中进行编码,其中纹理深度QP组合[Qt,Qd]为[25,34]、[30,39]、[35,42]、[40,45];用原始参考软件HTM13.0在相同纹理深度QP组合下对3D标准测试序列进行编码。Use the revised reference software B to encode the 3D standard test sequence in the 3D-HEVC general test environment CTC, where the texture depth QP combination [Q t , Q d ] is [25,34], [30,39], [ 35,42], [40,45]; 3D standard test sequences were encoded with the original reference software HTM13.0 under the same texture depth QP combination.
将上述两者的编码结果以BDBR的形式进行性能比较,得出在相同合成视图质量下的编码纹理和深度的总码率结果,如表2。Comparing the above two encoding results in the form of BDBR, the total bit rate results of encoding texture and depth under the same synthetic view quality are obtained, as shown in Table 2.
所述BDBR形式,表示在合成视图质量下,用修正后的软件编码得到的结果相对于原始软件在码率上的变化情况,负号表示码率节省量。The BDBR form indicates the change in the code rate of the result obtained by using the modified software encoding relative to the original software under the synthetic view quality, and the negative sign indicates the code rate savings.
测试内容2:Test content 2:
用修正后的参考软件B对3D标准测试序列在纹理深度QP组合[Qt,Qd]:[23,34]、[28,39]、[33,42]、[38,45]下进行编码;用原始参考软件HTM13.0在相同纹理深度QP组合下对3D标准测试序列进行编码。The 3D standard test sequence is performed under the texture depth QP combination [Q t , Q d ]: [23,34], [28,39], [33,42], [38,45] with the modified reference software B Encoding: The 3D standard test sequence was encoded with the original reference software HTM13.0 under the same texture depth QP combination.
将上述两者的编码结果以BDBR的形式进行性能比较,得出在相同合成视图质量下总码率的变化情况,如表2。Comparing the above two encoding results in the form of BDBR, the change of the total bit rate under the same synthetic view quality is obtained, as shown in Table 2.
测试内容3:Test content 3:
用修正后的参考软件B对3D标准测试序列在纹理深度QP组合[Qt,Qd]:[27,34]、[32,39]、[37,42]、[42,45]下进行编码;用原始参考软件HTM13.0在相同纹理深度QP组合下对3D标准测试序列进行编码。The 3D standard test sequence is performed under the texture depth QP combination [Q t , Q d ]: [27,34], [32,39], [37,42], [42,45] with the modified reference software B Encoding: The 3D standard test sequence was encoded with the original reference software HTM13.0 under the same texture depth QP combination.
将上述两者的编码结果以BDBR的形式进行性能比较,得出在相同合成视图质量下总码率的变化情况,如表2。Comparing the above two encoding results in the form of BDBR, the change of the total bit rate under the same synthetic view quality is obtained, as shown in Table 2.
测试内容4:Test content 4:
用修正后的参考软件B对3D标准测试序列在纹理深度QP组合[Qt,Qd]:[21,34]、[26,39]、[31,42]、[36,45]下进行编码;用原始参考软件HTM13.0在相同纹理深度QP组合下对3D标准测试序列进行编码。The 3D standard test sequence is performed under the texture depth QP combination [Q t , Q d ]: [21,34], [26,39], [31,42], [36,45] with the modified reference software B Encoding: The 3D standard test sequence was encoded with the original reference software HTM13.0 under the same texture depth QP combination.
将上述两者的编码结果以BDBR的形式进行性能比较,得出在相同合成视图质量下总码率的变化情况,如表2。Comparing the above two encoding results in the form of BDBR, the change of the total bit rate under the same synthetic view quality is obtained, as shown in Table 2.
测试内容5:Test content 5:
用修正后的参考软件B对3D标准测试序列在纹理和深度QP组合[Qt,Qd]:[29,34]、[34,39]、[39,42]、[44,45]下进行编码;用原始参考软件HTM13.0在相同纹理深度QP组合下对3D标准测试序列进行编码。3D standard test sequence under texture and depth QP combination [Q t , Q d ] with revised reference software B: [29,34], [34,39], [39,42], [44,45] Encoding; use the original reference software HTM13.0 to encode the 3D standard test sequence under the same texture depth QP combination.
将上述两者的编码结果以BDBR的形式进行性能比较,得出在相同合成视图质量下总码率的变化情况,如表2。Comparing the above two encoding results in the form of BDBR, the change of the total bit rate under the same synthetic view quality is obtained, as shown in Table 2.
表2 性能比较结果Table 2 Performance comparison results
由表2可以看出,对不同的3D标准测试序列,在相同合成视图质量下,测试内容1的平均总码率基本不变,测试内容2的结果平均能节省0.6%的总码率,测试内容3的结果平均能节省0.7%的总码率,测试内容4的结果平均能节省2.6%的总码率,测试内容5的结果平均能节省2.5%的总码率。It can be seen from Table 2 that for different 3D standard test sequences, under the same synthetic view quality, the average total code rate of test content 1 is basically unchanged, and the results of test content 2 can save 0.6% of the total code rate on average. The results of content 3 can save an average of 0.7% of the total bit rate, the results of test content 4 can save an average of 2.6% of the total bit rate, and the results of test content 5 can save an average of 2.5% of the total bit rate.
以上内容是结合具体的优选实施方式对本发明所作了详细说明,但本发明不限于上述实施方式。在所属技术领域的普通技术人员所具备的知识范围内,还可以在不脱离本发明思路的前提下做出各种变化,都应当视为属于本发明的保护范围。The above content is a detailed description of the present invention in conjunction with specific preferred embodiments, but the present invention is not limited to the above embodiments. Within the scope of the knowledge of those skilled in the art, various changes can be made without departing from the idea of the present invention, and all changes should be deemed to belong to the protection scope of the present invention.
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