3D Video Coding for Embedded Devices: Energy Efficient by Bruno Zatt, Muhammad Shafique, Sergio Bampi, Jörg Henkel

By Bruno Zatt, Muhammad Shafique, Sergio Bampi, Jörg Henkel (auth.)

This publication exhibits readers how you can strengthen energy-efficient algorithms and architectures to let high-definition 3D video coding on resource-constrained embedded units. clients of the Multiview Video Coding (MVC) average face the problem of exploiting its 3D video-specific coding instruments for expanding compression potency on the fee of accelerating computational complexity and, as a result, the strength intake. This publication allows readers to lessen the multiview video coding strength intake via together contemplating the algorithmic and architectural degrees. assurance comprises an advent to 3D movies and an in depth dialogue of the present state of the art of 3D video coding, in addition to energy-efficient algorithms for 3D video coding and energy-efficient structure for 3D video coding.

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2003) in comparison to the CAVLC encoder. The tables of probability used in CABAC are updated at bit level and present strong data dependencies. For further information please refer to (JVT 2009a, b; Richardson 2010). After the entropy coding, the bitstream is assembled and the encoding is complete. However, every macroblock has to be reconstructed to work as reference for further MBs. For that, the inverse quantization and inverse transforms are applied to the quantized coefficients (the same data previously sent to the entropy).

To quantify the distortion, different metrics may be used; some examples are sum of absolute differences (SAD), sum of absolute transformed differences (SATD), and sum of square errors (SSE). The SSE is mostly used in the mode decision step since it provides better PSNR results. The reason is that PSNR is calculated using mean square errors (MSE) which is only a division of SSE value, so the SSE is directly related to PSNR. It is important to understand that PSNR is currently the widely most accepted objective video quality metric.

The cameras that capture the different sequences in a given 3D scene are located near each other (typically, about 5–20 cm apart) (Su et al. 2006); thus there are many regions that are shared between neighboring cameras. 13. The MVC defines the disparity estimation (DE) to exploit the redundancy between different views and minimize the transmission of replicated information multiple times. The approach of the DE is similar to the ME. It searches for the best matching candidate block within frames of the neighboring views.

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