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Section 5.2.  Warping-Based  Methods:  A  Review              129


            115, 123]. Although adaptive meshes can improve prediction quality, they have
            the  disadvantages  of  increased  computational  complexity  (for  the  generation
            and adaptation processes) and increased overhead (to describe the structure of
            the mesh). The structure overhead can be removed by applying the adaptation
            process based on previous frames that are available at the decoder.

            5.2.3  Spatial Transformation

            As shown by Seferidis and Ghanbari [119], the perspective transform achieves
            the best prediction-quality performance. However, the high computational com-
            plexity of this transformation limits its use in practice. The a ne transforma-
            tion  is  the  least  computationally  complex,  but  it  has  the  fewest  degrees  of
            freedom. The performance of the bilinear transformation is very close to that
            of the perspective transformation, with the advantage of reduced computational
            complexity. However, a study by Nakaya and Harashima [114] showed that the
            a ne and bilinear transformations have almost the same performance when the
            patch  shape  is  optimized  (equilateral  triangles  and  squares,  respectively).  In
            fact, the same study showed that the performance of the a ne transformation
            can be superior as the number of nodes decreases.

            5.2.4  Continuous Versus Discontinuous Methods

            Adjacent  patches  in  the  current  frame  have  common  vertices  between  them.
            There are two main methods for estimating the motion of such common ver-
            tices.  If  the  motion  of  common  vertices  is  estimated  independent  from  each
            other  (i.e.,  common  vertices  are  assigned  di>erent  motion  vectors),  then  this
            will result in a discontinuous motion (eld with discontinuities along the bound-
            aries of the patches. This is known as the discontinuous method. The motion
            (eld  in  this  case  has  similarities  with  that  produced  by  the  BMA.  If,  how-
            ever, a restriction is applied such that common vertices have the same motion
            vector,  then  this  will  result  in  a  continuous  motion  (eld  and  the  method
            is  known  as  the  continuous  method.  The  two  methods  are  illustrated  in
            Figure 5.2.
               As pointed out by Ghanbari et al. [115], the discontinuous method is more
            Dexible  and  can  compensate  for  more  general  complex  motion.  However,  as
            pointed out by Nakaya and Harashima [114], since discontinuities are allowed
            along the boundaries of patches, this method can su>er from blocking artefacts.
            Another  disadvantage  of  the  discontinuous  method  is  that  it  generates  more
            motion overhead (four motion vectors per patch) compared to the continuous
            method (about one motion vector per patch).
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