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128                      Chapter 5.  Warping-Based  Motion  Estimation  Techniques


                   u                                x
                v                                y

                         A'     B'                       A      B
                                           grid (nodal)
                                             points
                       C'      D'                        C      D





                          reference frame                  current frame
                           A'                              A      B
                                  B'

                         C'      D'         warping        C      D
                                       (spatial transformation)
                       Figure 5.1:  Warping-based motion estimation and compensation



            5.2.1  Shape of Patches
            The  most  widely  used  shapes  are  triangles  and  quadrilaterals.  Nakaya  and
            Harashima [114] showed that equilateral triangles are optimal, in the prediction-
            quality  sense,  when  the  a ne  transformation  is  used,  whereas  squares  are
            optimal  when  the  bilinear  transformation  is  used.  Square  patches  are  some-
            times  preferred  because  they  are  compatible  with  current  block-based  video
            coding  methods  and  standards.  Triangular  patches  are  more  compatible  with
            model-based coding methods, where wireframe models are usually de(ned in
            terms of triangles.

            5.2.2  Type of Mesh

            The  mesh  structure  can  be  (xed  or  adaptive.  A  'xed  mesh  is  one  that  is
            built  according  to  a  predetermined  pattern,  e.g.,  a  regular  mesh  with  square
            patches. An adaptive  mesh, on the other hand, is one that is adaptively built
            according  to  frame  contents  and  motion.  Adaptive  meshes  can  be  content-
            based  or  motion-based.  In  content-based  adaptive  meshes,  nodes  are  placed
            to (t  important features like  contours and  edges  [111,  121].  In  motion-based
            adaptive  meshes,  more  nodes  are  placed  in  moving  areas.  This  is  usually
            achieved  using  a  hierarchical  (usually,  quad-tree)  mesh  structure  [109,  120,
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