Page 162 - Video Coding for Mobile Communications Efficiency, Complexity, and Resilience
P. 162

Section 5.4.  Discussion                                      139


               The  WBA  requires  about  118.83  seconds=frame.  This  is  a  huge  increase
            over both the BMA and the BMA-HO algorithms. This increase is due mainly
            to  the  iterative  procedure  used  to  re(ne  the  initial  nodal  vector  estimates.
            Remember that in each iteration, for a single node to be re(ned, spatial trans-
            formation  and  bilinear  interpolation  have  to  be  used  to  compensate  the  four
            patches  connected  to  the  node.  There  are  a  number  of  methods  that  can  be
            used to alleviate this complexity. Examples are the use of fewer iterations per
                                        1
            frame,  the  use  of  a  line-scanning technique  to  perform  the  spatial  transfor-
            mation,  the  use  of  a  simpler  interpolation  method  (e.g.,  nearest  neighbor)  or
            the use of a noniterative motion estimation algorithm, e.g. Ref. 130. Most of
            these methods, however, reduce the computational complexity at the expense
            of a reduced prediction quality.


            5.4  Discussion


            Block  matching  methods  have  always  been  criticized  because  of  their  sim-
            ple  uniform  translational  model.  The  argument  against  this  model  is  that,  in
            practice, a block can contain multiple moving objects and the motion is usu-
            ally  more  complex  than  simple  translation.  The  shortcomings  of  this  model
            may appear as poor prediction quality for objects with nontranslational motion
            and  also  as  blocking  artefacts  within  motion-compensated  frames.  Warping-
            based methods employing higher-order motion models have been proposed in
            the  literature  as  alternatives  to  block-matching  methods.  This  chapter  inves-
            tigated  the  performance  of  warping-based  methods  and  compared  it  to  that
            of  block-matching  methods.  The  results  of  this  comparison  have  shown  that
            despite  their  improvements  over  basic  block-matching  methods,  the  use  of
            warping-based methods in applications like mobile video communication may
            not  be  justi(able,  due  to  the  huge  increase  in  computational  complexity.  In
            fact,  similar  (if  not  better)  improvements  can  be  obtained,  at  a  fraction  of
            the complexity, by simply augmenting basic block-matching methods with ad-
            vanced techniques like subpel accuracy and overlapped motion compensation.
            One can argue that warping-based methods can also bene(t from subpel accu-
            racy and overlapped motion compensation, as shown in Refs. 113 and 117, but
            again this will further increase complexity. In addition to their high computa-
            tional  complexity,  warping-based  methods  can  su>er  from  warping  artefacts,




              1 Once  the  motion  vector  of  a  pel  (x; y)  within  a  patch  is  interpolated  from  the  four  nodal
            vectors  at  the  vertices  of  the  patch,  it  can  be  shown  that  the  motion  vectors  of  the  next  pel  in
            the line (x +1;y) and the next pel in the column (x; y + 1) can be obtained by adding a simple
            update term. This is known as line scanning [107].
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