Fast Algorithms and Their VLSI Implementation for 3D Video Systems
博士 === 國立成功大學 === 電機工程學系 === 104 === In recent years, the three-dimensional (3D) video system, which is in the representation of color texture and depth, brings users a more realistic visual experience. To enhance the video quality of the three-dimensional video system, this dissertation proposed a...
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ndltd-TW-104NCKU54420892017-09-24T04:40:42Z http://ndltd.ncl.edu.tw/handle/70566420966927893880 Fast Algorithms and Their VLSI Implementation for 3D Video Systems 立體視訊系統之快速演算法及其硬體架構設計 Pin-ChenKuo 郭品岑 博士 國立成功大學 電機工程學系 104 In recent years, the three-dimensional (3D) video system, which is in the representation of color texture and depth, brings users a more realistic visual experience. To enhance the video quality of the three-dimensional video system, this dissertation proposed a three-dimensional video system with fast algorithms and hardware design. First, a 3DVC encoding system is proposed to reduce the computational complexity of three-dimensional high-efficiency video coding (3D-HEVC) by a fast mode decision method. In this method, the boundary of the depth map is extracted and applied for the unit partition mode detection before the partition for color texture coding. Compared with the related researches, this algorithm can reduce about 67.49% encoding time. Finally, in stereo matching computation, adaptive support weight with census transform-based algorithm is then proposed to estimate the depth map. In the adaptive support weight method, a two-stage method is proposed to reduce the computation. A rough depth map is rapidly generated in the first stage while an adaptive refinement method for each case is applied in the second stage. The computation time is reduced by about 85%. In the census transform based algorithm, an iterative aggregation process is proposed which reduces complexity and is suitable for hardware realization. Furthermore, the corresponding VLSI is provided, and the speed achieves 60 fps with 1080p resolution. For the depth image-based rendering (DIBR) system, two inpainting-based algorithms are proposed for nine views rendering and multi-view rendering, respectively. The nine views rendering DIBR method is implemented on the GPU which can increase the rendering speed. For the multi-view rendering, a patch-matched hole filling algorithm is proposed, where the best patch is searched with adaptive window size in the surrounding region to fill the holes. This work can support 1080p video in real-time at maximum operating frequency 160.2 MHz. This dissertation also proposed a hardware architecture for a new texture plus depth format-2Dcompatible packing and de-packing format. For the architecture, the operation frequency can reach 166.56 MHz, which can support the maximum frame size up to FHD in real-time. Jar-Ferr Yang Bin-Da Liu 楊家輝 劉濱達 2016 學位論文 ; thesis 166 en_US |
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博士 === 國立成功大學 === 電機工程學系 === 104 === In recent years, the three-dimensional (3D) video system, which is in the representation of color texture and depth, brings users a more realistic visual experience. To enhance the video quality of the three-dimensional video system, this dissertation proposed a three-dimensional video system with fast algorithms and hardware design.
First, a 3DVC encoding system is proposed to reduce the computational complexity of three-dimensional high-efficiency video coding (3D-HEVC) by a fast mode decision method. In this method, the boundary of the depth map is extracted and applied for the unit partition mode detection before the partition for color texture coding. Compared with the related researches, this algorithm can reduce about 67.49% encoding time.
Finally, in stereo matching computation, adaptive support weight with census transform-based algorithm is then proposed to estimate the depth map. In the adaptive support weight method, a two-stage method is proposed to reduce the computation. A rough depth map is rapidly generated in the first stage while an adaptive refinement method for each case is applied in the second stage. The computation time is reduced by about 85%. In the census transform based algorithm, an iterative aggregation process is proposed which reduces complexity and is suitable for hardware realization. Furthermore, the corresponding VLSI is provided, and the speed achieves 60 fps with 1080p resolution.
For the depth image-based rendering (DIBR) system, two inpainting-based algorithms are proposed for nine views rendering and multi-view rendering, respectively. The nine views rendering DIBR method is implemented on the GPU which can increase the rendering speed. For the multi-view rendering, a patch-matched hole filling algorithm is proposed, where the best patch is searched with adaptive window size in the surrounding region to fill the holes. This work can support 1080p video in real-time at maximum operating frequency 160.2 MHz. This dissertation also proposed a hardware architecture for a new texture plus depth format-2Dcompatible packing and de-packing format. For the architecture, the operation frequency can reach 166.56 MHz, which can support the maximum frame size up to FHD in real-time.
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author2 |
Jar-Ferr Yang |
author_facet |
Jar-Ferr Yang Pin-ChenKuo 郭品岑 |
author |
Pin-ChenKuo 郭品岑 |
spellingShingle |
Pin-ChenKuo 郭品岑 Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
author_sort |
Pin-ChenKuo |
title |
Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
title_short |
Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
title_full |
Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
title_fullStr |
Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
title_full_unstemmed |
Fast Algorithms and Their VLSI Implementation for 3D Video Systems |
title_sort |
fast algorithms and their vlsi implementation for 3d video systems |
publishDate |
2016 |
url |
http://ndltd.ncl.edu.tw/handle/70566420966927893880 |
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