Browsing by Author "Kuo, I-Sheng"
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Item type:Item, A FAST MULTISPRITE GENERATOR WITH NEAR-OPTIMUM CODING BIT-RATE(2009-03-01) ;Kuo, I-Sheng ;Chen, Ling-Hwei ;資訊工程學系Department of Computer ScienceSprite coding, which can increase the coding efficiency of backgrounds greatly, is a novel technology adopted in MPEG-4 object-based coding. Due to the geometric transformation applied to each nonreference frame in the procedure of sprite coding, the generated sprite is distorted and the available view angles relative to the reference frame are restricted. These problems can be resolved by using multiple sprites. An optimal multisprite generator has been proposed by Farin et al., but the optimal method requires high computation in the sprite coding cost. To treat this disadvantage, a fast multisprite partition algorithm is proposed in this paper based on frame translations and scalings. The proposed algorithm divides a video sequence into several subsequences, and a sprite is generated from each subsequence. The experimental results show that the executing speed of the proposed method is increased by 10 to 190 times than the optimal method, with the total size of generated sprites is slightly higher and the qualities of generated sprites are preserved.Item type:Item, A high visual quality sprite generator using intelligent blending without segmentation masks(2006-12-01) ;Kuo, I-Sheng ;Chen, Ling-Hwei ;資訊工程學系Department of Computer ScienceThe sprite generator introduced in MPEG-4 blends frames by averaging, which will make places, that are always occupied by moving objects, look blurred. Thus, providing segmented masks for moving objects is suggested. Several researchers have employed automatic segmentation methods to produce moving object masks. Based on these masks, they used a reliability-based blending strategy to generate sprites. Since perfect segmentation is impossible, some ghost-like shadows will appear in the generated sprite. To treat this problem, in this paper, an intelligent blending strategy without needing segmentation masks is proposed. It is based on the fact that for each point in the generated sprite, the corresponding pixels in most frames belong to background and only few belong to moving objects. A counting schema is provided to make only background points participate in average blending. The experimental result shows that the visual quality of the generated sprite using the proposed blending strategy is close to that using manually segmented masks and is better than that generated by Lu-Gao-Wu method. No ghostlike shadows are produced. Furthermore, a uniform feature point extraction method is proposed to increase the precision of global motion estimation, the effectiveness of this part is presented by showing the comparison results with other existing method.