为了解决H.264/AVC中帧间模式选择的计算复杂度,分析了帧间模式的统计特性,提出了一种新的快速帧间模式选择方法。通过帧间模式编码的统计分析,确定模式选择中的备选模式集合;利用时间和空间上相邻已编码宏块的相关性,预测当前宏块的率...为了解决H.264/AVC中帧间模式选择的计算复杂度,分析了帧间模式的统计特性,提出了一种新的快速帧间模式选择方法。通过帧间模式编码的统计分析,确定模式选择中的备选模式集合;利用时间和空间上相邻已编码宏块的相关性,预测当前宏块的率失真代价,作为提前中止阈值。实验结果显示,相对于H.264/AVC JM 10.2,该方法实现了70%以上的宏块只进行一至两次的率失真代价处理即可获得最佳的编码结果,在保持PSNR不变的情况下,平均码率增加了0.5%,计算复杂度缩小了将近61.8%。展开更多
Modern computer graphics applications usually require high resolution object models for realistic rendering. However, it is expensive and difficult to deform such models in real time. In order to reduce the computatio...Modern computer graphics applications usually require high resolution object models for realistic rendering. However, it is expensive and difficult to deform such models in real time. In order to reduce the computational cost during deformations, a dense model is often manipulated through a simplified structure, called cage, which envelops the model. However, cages are usually built interactively by users, which is tedious and time-consuming. In this paper, we introduce a novel method that can build cages automatically for both 2D polygons and 3D triangular meshes. The method consists of two steps: 1) simplifying the input model with quadric error metrics and quadratic programming to build a coarse cage; 2) removing the self-intersections of the coarse cage with Delaunay partitions. With this new method, a user can build a cage to envelop an input model either entirely or partially with the approximate vertex number the user specifies. Experimental results show that, compared to other cage building methods with the same number of vertex, cages built by our method are more similar to the input models. Thus, the dense models can be manipulated with higher accuracy through our cages.展开更多
文摘为了解决H.264/AVC中帧间模式选择的计算复杂度,分析了帧间模式的统计特性,提出了一种新的快速帧间模式选择方法。通过帧间模式编码的统计分析,确定模式选择中的备选模式集合;利用时间和空间上相邻已编码宏块的相关性,预测当前宏块的率失真代价,作为提前中止阈值。实验结果显示,相对于H.264/AVC JM 10.2,该方法实现了70%以上的宏块只进行一至两次的率失真代价处理即可获得最佳的编码结果,在保持PSNR不变的情况下,平均码率增加了0.5%,计算复杂度缩小了将近61.8%。
基金Supported by the NSFC-Guangdong Joint Fund under Grant Nos. U0735001,U0835004,U0935004the National Basic Research 973 Program of China under Grant No. 2011CB302204
文摘Modern computer graphics applications usually require high resolution object models for realistic rendering. However, it is expensive and difficult to deform such models in real time. In order to reduce the computational cost during deformations, a dense model is often manipulated through a simplified structure, called cage, which envelops the model. However, cages are usually built interactively by users, which is tedious and time-consuming. In this paper, we introduce a novel method that can build cages automatically for both 2D polygons and 3D triangular meshes. The method consists of two steps: 1) simplifying the input model with quadric error metrics and quadratic programming to build a coarse cage; 2) removing the self-intersections of the coarse cage with Delaunay partitions. With this new method, a user can build a cage to envelop an input model either entirely or partially with the approximate vertex number the user specifies. Experimental results show that, compared to other cage building methods with the same number of vertex, cages built by our method are more similar to the input models. Thus, the dense models can be manipulated with higher accuracy through our cages.