CHAPTER 4 A NEW APPROACH FOR FAST MULTIPLE SPRITES GENERATION
4.5 Complexity Analysis
Complexity can be discussed in two different ways: time and space. Both complexities of the proposed and optimal method are discussed.
The complexity of Farins’ optimal method is divided into two parts: the building of coding cost matrix described in Section 1.5.1, and the optimal partition algorithm described in
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Section 1.5.2. While building the cost matrix, the coding cost of all sub-sequences beginning at frame i and ending at frame k with reference frame r must be computed. Suppose that the sequence has N frames, the time and space complexity of building a cost matrix will be N3. However, they had developed a method to reduce the space required to N2. The optimal partition algorithm using Eq. (1.12) to find the best partition frame-by-frame takes N2 time.
The proposed method calculates the accumulated translation and scaling first, and both of them take linear time. The finding of candidate partition points is also linear time because it only observes the changes of accumulated translation and scaling once. Let M be the number of candidate partition points found in Section 4.3.1, finding reference frame for all possible sub-sequences takes M2×N time. Finally, the Farins’ optimal partition is applied. Since only M candidate partition points are involved, it takes only M2 time. The accumulated translations and scalings must be hold in memory and the coding-cost matrix must be generated. These will need 2N+M2 space.
Table 4.5 shows the complexity of both methods. The proposed method takes
2
2 N M
M N
N + + × + time, i.e. O(M2×N) in time and O(M2)+O(N) in space. Since M is usually very small in contrast to N in practical, for example, M=9 and N=300 in the sequence ‘stefan’, this makes the complexity of the proposed method better than the optimal method.
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Table 4.5 Complexity comparison.
Time Space
Farin et al.’s optimal
method O(N3) O(N2)
Proposed method O(M2N) O(M2)+O(N)
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CHAPTER 5
CONCLUSIONS AND FUTURE RESEARCH DIRECTIONS
5.1 Conclusions
An effective sprite generator without segmentation masks is proposed. The method is based on MPEG-4’s framework. A balanced feature point extraction with object removing is introduced to increase the precision of estimated global motion parameters. In order to remove the demand of segmentation masks, an intelligent blending strategy is proposed. It counts the occurrence of pixels and chooses the pixels with higher count to be blended into the sprite. The ghostlike shadows in the sprite generated by conventional reliability-based blending are eliminated, and the average PSNR is increased slightly.
An efficient and fast method for generating multiple sprites is also proposed. In contrast to the conventional sprite generating method that using a single sprite, using multiple sprites reduces the storage space of sprites. Conventional multiple sprite generation method uses an exhaustive search to find the optimal subsequence partition and optimal reference frame of each partition. However, the exhaustive search costs a lot of time. The proposed method consists of a sub-sequence partition algorithm and a fast reference frame selection algorithm, which are developed based on the frame accumulated translations and scalings. By using the proposed methods, a video sequence can be partitioned and reference frame can be selected in a very short time. In order to increase the performance of selected reference frames, two
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reference frame validation methods are also proposed. The proposed validation methods searches frames close to the result of the fast reference frame selection method and check if better reference frame exists. The experimental results also show that the proposed method greatly increases the executing speed from 10 to 190 times in contrast to the Farins’ optimal method, the total sprite size is slightly higher and the qualities of generated sprites are preserved.
5.2 Future Research Directions
A sprite is a ‘pure’ background generated from a video sequence. This makes generated sprites very useful. For example, in a change-detection-mask based video object detection system, a sprite can be applied as the reference background instead of previous frames to achieve better results. We will work on the moving object detection methods based on generated sprites.
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PUBLICATION LIST
We summarize the publication status of the proposed methods and our research status in the following.
(1) I-Sheng Kuo and Ling-Hwei Chen, “High Visual Quality Sprite Generator using Automatic Segmentation and Intelligent Blending,” Visual Communications & Image Processing 2005 (VCIP ‘05), Proceedings of the SPIE, vol. 5960, Jul. 2005, pp. 2128-2139.
(2) I-Sheng Kuo and Ling-Hwei Chen, “A High Visual Quality Sprite Generator using Intelligent Blending without Segmentation Masks,” International Journal of Pattern Recognition and Artificial Intelligence, vol. 20, no. 8, Dec. 2006, pp. 1139–1158.
(3) I-Sheng Kuo and Ling-Hwei Chen, “A Fast Multi-Sprite Generator with Near-Optimum Coding Bit-Rate,” accepted by International Journal of Pattern Recognition and Artificial Intelligence.