• Title/Summary/Keyword: 실시간 양자화 방법

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The Technique of Blocking Artifacts Reduction Method Based on Spatially Adaptive Image Restoration (공간 적응적 영상복원을 이용한 블록화 현상 제거 기법)

  • Kim, Tae-Keun;Woo, Hun-Bae;Paik, Joon-Ki
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.12
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    • pp.46-54
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    • 1998
  • In this paper we propose a fast adaptive image restoration filter using DCT-based block classification for reducing block artifacts in compressed images. In order to efficiently reduce block artifacts, edge direction of each block is classified by using the DCT coefficients, and the constrained least square (CLS) on the observation that the quantization operation in a series of coding process is a nonlinear and many-to-one mapping operator. And then we propose an approximated version of constrained optimization technique as a restoration process for removing the nonlinear and space-varying degradation operator. For real-time implementation, the proposed restoration filter can be realized in the form of a truncated FIR filter, which is suitable for postprocessing reconstructed images in HDTV, DVD, or video conference systems.

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DCT Coefficient Block Size Classification for Image Coding (영상 부호화를 위한 DCT 계수 블럭 크기 분류)

  • Gang, Gyeong-In;Kim, Jeong-Il;Jeong, Geun-Won;Lee, Gwang-Bae;Kim, Hyeon-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.880-894
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    • 1997
  • In this paper,we propose a new algorithm to perform DCT(Discrete Cosine Transform) withn the area reduced by prdeicting position of quantization coefficients to be zero.This proposed algorithm not only decreases the enoding time and the decoding time by reducing computation amount of FDCT(Forward DCT)and IDCT(Inverse DCT) but also increases comprossion ratio by performing each diffirent horizontal- vereical zig-zag scan assording to the calssified block size for each block on the huffiman coeing.Traditional image coding method performs the samd DCT computation and zig-zag scan over all blocks,however this proposed algorthm reduces FDCT computation time by setting to zero insted of computing DCT for quantization codfficients outside classfified block size on the encoding.Also,the algorithm reduces IDCT computation the by performing IDCT for only dequantization coefficients within calssified block size on the decoding.In addition, the algorithm reduces Run-Length by carrying out horizontal-vertical zig-zag scan approriate to the slassified block chraateristics,thus providing the improverment of the compression ratio,On the on ther hand,this proposed algorithm can be applied to 16*16 block processing in which the compression ratio and the image resolution are optimal but the encoding time and the decoding time take long.Also,the algorithm can be extended to motion image coding requirng real time processing.

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An effective transform hardware design for real-time HEVC encoder (HEVC 부호기의 실시간처리를 위한 효율적인 변환기 하드웨어 설계)

  • Jo, Heung-seon;Kumi, Fred Adu;Ryoo, Kwang-ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.416-419
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    • 2015
  • In this paper, we propose an effective design of transform hardware for real-time HEVC(High Efficiency Video Coding) encoder. HEVC encoder determines the transform mode($4{\times}4$, $8{\times}8$, $16{\times}16$, $32{\times}32$) by comparing RDCost. RDCost require a significant amount of computation and time because it is determined by bit-rate and distortion which is computated via transform, quantization, dequantization, and inverse transform. This paper therefore proposes a new method for transform mode determination using sum of transform coefficient. Also, proposed hardware architecture is implemented with multiplexer, recursive adder/subtracter, and shifter only to derive reduction of the computation. Proposed method for transform mode determination results in an increase of 0.096 in BD-PSNR, 0.057 in BD-Bitrate, and decrease of 9.3% in encoding time by comparing HM 10.0. The hardware which is proposed is implemented by 256K logic gates in TSMC 130nm process. Its maximum operation frequency is 200MHz. At 140MHz, the proposed hardware can support 4K Ultra HD video encoding at 60fps in real time.

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Content Analysis-based Adaptive Filtering in The Compressed Satellite Images (위성영상에서의 적응적 압축잡음 제거 알고리즘)

  • Choi, Tae-Hyeon;Ji, Jeong-Min;Park, Joon-Hoon;Choi, Myung-Jin;Lee, Sang-Keun
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.5
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    • pp.84-95
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    • 2011
  • In this paper, we present a deblocking algorithm that removes grid and staircase noises, which are called "blocking artifacts", occurred in the compressed satellite images. Particularly, the given satellite images are compressed with equal quantization coefficients in row according to region complexity, and more complicated regions are compressed more. However, this approach has a problem that relatively less complicated regions within the same row of complicated regions have blocking artifacts. Removing these artifacts with a general deblocking algorithm can blur complex and undesired regions as well. Additionally, the general filter lacks in preserving the curved edges. Therefore, the proposed algorithm presents an adaptive filtering scheme for removing blocking artifacts while preserving the image details including curved edges using the given quantization step size and content analysis. Particularly, WLFPCA (weighted lowpass filter using principle component analysis) is employed to reduce the artifacts around edges. Experimental results showed that the proposed method outperforms SA-DCT in terms of subjective image quality.

Hardware Implementation of Real-Time Blind Watermarking by Substituting Bitplanes of Wavelet DC Coefficients (웨이블릿 DC 계수의 비트평면 치환방법에 의한 실시간 블라인드 워터마킹 및 하드웨어 구현)

  • 서영호;김동욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.3C
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    • pp.398-407
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    • 2004
  • In this paper, a blind watermarking method which is suitable to the video compression using 2-D discrete wavelet transform was proposed and implemented into the hardware using VHDL(VHSIC Hardware Description Language). The goal of the proposed watermarking algorithm is the authentication about the manipulation of the watermark embedded image and the detection of the error positions. Considering the compressed video image, the proposed watermarking scheme is unrelated to the quantization and is able to concurrently embed or extract the watermark. We experimentally verified that the lowest frequency subband(LL4) is not sensitive to the change in the spatial domain, so LL4 subband was selected for the mark space. And the combination of the bitplanes which has the properties of both the minimum degradation of the image and the robustness was chosen as the embedded Point in the mark space in LL4 subband. Since we know the watermark embedded positions and the watermark is embedded by not varying the value but changing the value, the watermark can be extracted without the original image. Also, for the security when exposing the watermark embedded position, we embed the encrypted watermark by the block cipher. The proposed watermark algorithm shows the robustness against the general image manipulation and is easily transplanted into the image or video compressor with the minimal changing in the structure. The designed hardware has 4037 LABs(24%) and 85 ESBs(3%) in APEX20KC EP20K400CF672C7 FPGA of Altera and stably operates in 82MHz clock frequency.

Relation between Rainfall Characteristics of Storm Event and Flood Damage (호우의 강우특성과 홍수피해액과의 관계)

  • Choi, Yong-Joon;Park, Doo-Ho;Ahn, Jae-Hyun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2011.05a
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    • pp.54-54
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    • 2011
  • 홍수로 인한 인적 물적 피해는 국가 및 지방자치단체의 치수방재노력에도 불구하고 매년 끊이지 않고 발생하고 있다. 다행히 인명피해의 경우 1970, 80년대 연간 300명 규모에서 2000년대에는 150명 가량으로 줄고 있으나, 재산상의 피해는 매년 증가하고 있는 실정이다. 또한 과거 자연재난에 의한 홍수피해에 기후변화라는 외부요인이 추가적으로 발생하고 있는 실정이며, 국가 경제 발전 및 노령화 사회로 인한 홍수취약인구 증가로 좀 더 적극적인 방재대책이 필요할 것으로 판단된다. 이러한 방재대책 등의 국가정책 수립을 위해서는 장래의 홍수피해 예측이 무엇보다 필요하게 되는데, 현재까지는 홍수피해의 빈도분석 등을 통해 이러한 예측이 이루어지고 있다. 그러나 기후변화라는 외생변수는 과거 자료의 확률적 특성을 마비시켜 이러한 방법론들은 효용성을 잃게될 것으로 전망된다. 홍수피해액을 산정하는 방법은 일반적으로 2005년 이후 하천설계기준에서 채택하고 있는 다차원법을 많이 사용하고 있는데, 이 방법은 침수구역의 물리적 피해를 고려할 수 있어 비교적 정확한 홍수피해액을 산정할 수 있는 것으로 알려져 왔다. 그러나 이 방법을 적용하기 위해서는 정확한 침수심 산정이 무엇보다 필요하게 되는데, 이를 위해서는 지리정보체계(GIS)와 수리모형의 연계가 필수적이다. 따라서 이 방법은 주로 중소유역단위의 취수사업에 적용되어 왔다. 그러나 정책결정에 필요한 대규모유역 또는 지자체단위의 피해비용 산정에의 적용은 한계를 갖게 된다. 따라서 본 연구에서는 향후 기후변화 시나리오에 적용이 가능하도록 과거 홍수피해자료와 호우사상의 강우특성을 중심으로 양자간의 히스토그램 분석을 실시하였다. 또한 실제 홍수피해 조사자료는 대부분 지방자치단체별로 조사가 되고 있는 실정이므로 본 연구에서도 행정구역별로 분석을 수행하였다. 분석 결과 지자체별 전체 피해액은 발생횟수가 높은 중규모 호우사상으로 인한 비중이 가장 높게 나타나고 있으며, 국가에서 집중해야할 치수대책 수립 대상 규모도 이를 중점적으로 고려하여야 할 것으로 판단된다.

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Family Structure and Succession of the Late Chosun Seen through Male Adoption (양자제도를 통해 본 조선후기 가족구조와 가계계승: 의성김씨 호구단자 분석을 중심으로)

  • Park, Soo-Mi
    • Korea journal of population studies
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    • v.30 no.2
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    • pp.71-95
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    • 2007
  • This paper attempts to identify the principle of family succession and family patterns of yangban in the late Chosun period through an analysis of male adaptation cases found in family registration records. The primary source of analysis is the family registration documents of Uiseong Kim's from the late 17th century to the early 20th century. As a result, it is found that there is a substantial change in the patterns of family from the early and mid Chosun period to the late Chosun period. The change is the strengthening of the principle of patriarchy succession through male adoption. Looking at the data as a whole, the average number of household members is increased and the membership of kinship also expanded. In contrast to the family patterns of the early Chosun period, not only the patterns of Uiseong Kim's family are predominately immediate family or collateral family but also the majority is extended family in the 18th and 19th centuries. The male adoption cases recorded in Uiseong Kim's family registration documents take up 33.8% of the male adoption cases in the entire family registration documents. This goes to show that the strengthening of the principle of primogeniture succession at a time when child mortality rate is very high resulted in the increase of male adoption. In conclusion, the late Chosun society was a society where the seat of primogeniture was much more important than immediate hereditary members in the family succession.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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