• Title/Summary/Keyword: Mpeg-4

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Analysis on Video coding for machines using Adversarial Attack (적대적 공격을 이용한 VCM 비디오 부호화 분석)

  • Choo, Hyon-Gon;Lim, Hanshin;Lee, Jin Young;Lee, Hee Kyung;Cheong, Won-Sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.4-6
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    • 2021
  • MPEG(Moving Pictures Experts Group)에서는 딥러닝을 포함한 머신 비전과 관련하여 Video for machines 란 이름의 새로운 부호화 표준에 대한 논의를 진행하고 있다. VCM 에서는 기존의 비디오 부호화와 달리 머신을 기준으로 한 비디오 부호화를 목표로 한다. 본 논문에서는 적대적 공격 모델을 이용하여 VCM 부호화에 대해서 분석을 하고자 한다. 적대적 공격 모델 관점에서 비디오 부호화의 특성에 대해서 살펴보고, 이를 고려한 부호화 개발 방향에 대해 살펴본다.

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UHD 4K end to end broadcast solution over DVB-T2 SFN network using HEVC real time encoding

  • Dimitrakopulos, Nik
    • Broadcasting and Media Magazine
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    • v.19 no.2
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    • pp.36-45
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    • 2014
  • With major sports events such as FIFA World Cup and The Olympic Games coming up, UHDTV technology has been given a major push by broadcasters, test and measurement (T&M), and consumer electronics (TV and set-top box) manufacturers. The increase in picture resolution ($3840{\times}2160$) for 4K and ($7680{\times}4320$) for 8K compared to current HDTV ($1920{\times}1080$), as well as the need to deliver these services in higher frame rates (50/60 up to 100/120fps) translate to a big challenge in UHDTV content delivery to households over terrestrial transmission due to higher data rates. DVB-T2 has been favored by many countries across the world as it is proven to give the best spectral efficiency for terrestrial broadcasting. On the other hand MPEG-4 appears to be the bottleneck for UHDTV since a much higher data rate is needed to deliver such services. Therefore HEVC becomes mandatory for UHDTV delivery over DVB-T2. In this paper, we will give an overview about a complete end-to-end solution for UHDTV delivery over DVB-T2 based on a realistic SFN scenario in Seoul metropolitan area.

Compression of time-varying volume data using Daubechies D4 filter (Daubechies D4 필터를 사용한 시간가변(time-varying) 볼륨 데이터의 압축)

  • Hur, Young-Ju;Lee, Joong-Youn;Koo, Gee-Bum
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.982-987
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    • 2007
  • The necessity of data compression scheme for volume data has been increased because of the increase of data capacity and the amount of network uses. Now we have various kinds of compression schemes, and we can choose one of them depending on the data types, application fields, the preferences, etc. However, the capacity of data which is produced by application scientists has been excessively increased, and the format of most scientific data is 3D volume. For 2D image or 3D moving pictures, many kinds of standards are established and widely used, but for 3D volume data, specially time-varying volume data, it is very difficult to find any applicable compression schemes. In this paper, we present a compression scheme for encoding time-varying volume data. This scheme is aimed to encoding time-varying volume data for visualization. This scheme uses MPEG's I- and P-frame concept for raising compression ratio. Also, it transforms volume data using Daubechies D4 filter before encoding, so that the image quality is better than other wavelet-based compression schemes. This encoding scheme encodes time-varying volume data composed of single precision floating-point data. In addition, this scheme provides the random reconstruction accessibility for an unit, and can be used for compressing large time-varying volume data using correlation between frames while preserving image qualities.

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Video Error Concealment using Neighboring Motion Vectors (주변의 움직임 벡터를 사용한 비디오 에러 은닉 기법)

  • 임유두;이병욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.3C
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    • pp.257-263
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    • 2003
  • Error control and concealment in video communication is becoming increasingly important because transmission errors can cause single or multiple loss of macroblocks in video delivery over unreliable channels such as wireless networks and the internet. This paper describes a temporal error concealment by postprocessing. Lost image blocks are overlapped block motion compensated (OBMC) using median of motion vectors from adjacent blocks at the decoder. The results show a significant improvement over zero motion error concealment and other temporal concealment methods such as Motion Vector Rational Interpolation or Side Match Criterion OBMC by 1.4 to 3.5㏈ gain in PSNR. We present experimental results showing improvements in PSNR and computational complexity.

Implementation and Performance Measurement of Personal Media Gateway for Applications over BcN Networks (BcN용 미디어 프로세서형 단말(PMG)의 구현 및 성능시험)

  • Jang, Seong-Hwan;Yang, Soo-Kyung;Cha, Young;Choi, Woo-Suk;Son, Seok-Bae;Kim, Jung-Joon
    • 한국정보통신설비학회:학술대회논문집
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    • 2005.08a
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    • pp.329-332
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    • 2005
  • In this paper, we describe implementation of personal media gateway (PMG) for applications over BcN networks. PMG is a TV based set-top terminal, which enables transmission of Full D1 high quality video and audio at the speed of maximum 2Mbps. It supports SIP protocol and QoS for the BcN networks. The hardware of the PMG consists of host module, audio/video codec processing module, DTMF module, and remote control I/O module. H.263 and MPEG4 software are implemented in DSP as codec for hi-directional communication and streaming, respectively. G.711 and Ogg-Vorbis are implemented as audio codec. We examined the quality of video using the Video Quality Test Equpment, which was developed by KT Convergence Lab. The experimental results show the video quality of MOS 4.1 and audio quality of MOS 4.3. We expect that PMG will be prospective business models, and create new customer value.

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Three-dimensional Texture Coordinate Coding Using Texture Image Rearrangement (텍스처 영상 재배열을 이용한 삼차원 텍스처 좌표 부호화)

  • Kim, Sung-Yeol;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.6 s.312
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    • pp.36-45
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    • 2006
  • Three-dimensional (3-D) texture coordinates mean the position information of torture segments that are mapped into polygons in a 3-D mesh model. In order to compress texture coordinates, previous works reused the same linear predictor that had already been employed to code geometry data. However, the previous approaches could not carry out linear prediction efficiently since texture coordinates were discontinuous along a coding order. Especially, discontinuities of texture coordinates became more serious in the 3-D mesh model including a non-atlas texture. In this paper, we propose a new scheme to code 3-D texture coordinates using as a texture image rearrangement. The proposed coding scheme first extracts texture segments from a texture. Then, we rearrange the texture segments consecutively along the coding order, and apply a linear prediction to compress texture coordinates. Since the proposed scheme minimizes discontinuities of texture coordinates, we can improve coding efficiency of texture coordinates. Experiment results show that the proposed scheme outperforms the MPEG-4 3DMC standard in terms of coding efficiency.

A Dynamic Video Adaptation Scheme based on Size and Quality Predictions (동영상 스트림 크기 및 품질 예측에 기반한 동적 동영상 적응변환 방법)

  • Kim Jonghang;Nang Jongho
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.2
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    • pp.95-105
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    • 2005
  • This paper proposes a new dynamic video adaptation scheme that could generate an adapted video stream customized to the requesting mobile device and current network status without repeated decode-encode cycles. In the proposed adaptation scheme, the characteristics of the video codec such as MPEG-1/-2/-4 are analyzed in advance focused on the relationships between the size and Quality of the encoded video stream, and they are stored in the proxy as a codec-dependent characteristic table. When a mobile device requests a video stream, it is dynamically decoded-encoded in the proxy with the highest quality to extract the contents-dependent attributes of the requested video stream. By comparing these attributes with codec-dependent characteristic table, the size and Quality of the requested video stream when being adapted to the target mobile device could be predicted. With this prediction, a version of adapted video stream, that meets the size constraints of mobile device while keeping the quality of encoded video stream as high as possible, could be selected without repeated decode-encode cycles. Experimental results show that the errors in our proposed scheme are less than 5% and produce an appropriate adapted video stream very quickly. It could be used t(1 build a proxy server for mobile devices that could quickly transcode the video streams widely spread in Internet which are encoded with various video codecs.

A Cross-Layer based Video Transmission Scheme using Efficient Bandwidth Estimation in IEEE 802.11e EDCA (IEEE 802.11e EDCA에서 효율적인 대역폭 측정을 통한 Cross-Layer 기반의 비디오 전송 기법)

  • Shin, Pil-Gyu;Lee, Sun-Hun;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.35 no.3
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    • pp.173-182
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    • 2008
  • Promoting quality of streaming service in wireless networks has attracted intensive research over the years. Instable wireless channel condition causes high transmission delay and packet loss, due to fading and interference. Therefore, they lead to degrade quality of video streaming service. The IEEE 802.11 Working Group is currently working on a new standard called IEEE 802.11e to support quality of service in WLANs. And several schemes were proposed in order to guarantee QoS. However, they are not adaptable to network condition. Accordingly, they suffered video quality degradation, due to buffer overflow or packet loss. In this paper, to promote quality of video streaming service in WLANs, we propose a cross-layer architecture based on IEEE 802.11e EDCA model. Our cross-layer architecture provides differentiated transmission mechanism of IEEE 802.11e EDCA based on priority of MPEG-4 video frames and adaptively controls the transmission rate by dropping video frames through the efficient bandwidth estimation based on distinction of each AC. Through the simulation, proposed scheme is shown to be able to improve end-to-end qualify for video streaming service in WLANs.

Design of EPG Information Player System using DCT based Blind Watermark (DCT기반의 블라인드 워터마크를 이용한 EPG 정보 재생기 설계)

  • Kim, Dae-Jin;Choi, Hong-Sub
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.1-10
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    • 2011
  • While the broadband network and multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading with recently starting IPTV. Generally, PC player can display digital contents obtained through middleware like a settop box and can only bring the informations about contents like CODEC, bitrate etc. useful for only experts. But general users want to know more optional informations like content's subject, description etc. So unlike previous PC player, we proposed a player system that can get inserted informations, namely EPG(Electronic Program Guide), without database after bringing contents to PC through settop box. In addition, we also proposed DCT(Discrete Cosine Transform) based blind watermark generating method to insert EPG informations. We can extract watermark without original image and insert robust watermark in proportion to coefficients in frequency domain. And we analyzed and parsed PSI data from MPEG-TS. So we could insert wanted information using watermark from EPG. And we composed UI by extracting EPG information from watermark interted contents. Finally we modularized whole system into the watermark insert/extract application and directshow filter based player. So we tried to design this system so that the general developer can do in a way that is easier and faster.

Development of Conversion Solutions for Interoperability of Applications on Different Mobile Internet Platforms (이기종 무선인터넷 플랫폼의 어플리케이션 상호 호환을 위한 변환 솔루션 개발)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Hong, Chang-Pyo;Ryu, Jong-Min;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.1-9
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    • 2007
  • Cellular operators develop high speed mobile internet and multi-function cellular phones to activate new business model based on mobile internet services. Domestic cellular operators evolve their mobile networks from cdma2000-1x and EvDo to HSDPA to activate high speed mobile internet services. They also develop mobile internet platforms such as WIPI, BREW, and J2ME on multi-function cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS. But, content providers have problems of redevelopment of the same mobile internet application on different mobile internet platforms provided by cellular operators. In this paper, we develop conversion solutions for interoperability of mobile internet applications on WIPI and BREW using an one-pass compiler. We confirm the performance the proposed conversion solutions for the API conversion rate, the converted file size, and the full conversion time using the popular mobile games which are the killer applications on WiPI and BREW.