Overfitted codecs compress an image by learning a decoder tailored to the content during the encoding. As such, they trade increased encoding complexity for strong compression performance and low decoding complexity. This work introduces Cool-chic 5.0, the latest version in the Cool-chic series of overfitted codecs, featuring an updated decoder architecture and an improved optimization process. Cool-chic 5.0 outperforms all overfitted codecs with 10 times less encoding iterations. It offers -11
Motion compensation is a key component of video codecs. Conventional codecs (HEVC and VVC) have carefully refined this coding step, with an important focus on sub-pixel motion compensation. On the other hand, learned codecs achieve sub-pixel motion compensation through simple bilinear filtering. This paper offers to improve learned codec motion compensation by drawing inspiration from conventional codecs. It is shown that the usage of more advanced interpolation filters, block-based motion information and finite motion accuracy lead to better compression performance and lower decoding complexity. Experimental results are provided on the Cool-chic video codec, where we demonstrate a rate decrease of more than 10
Neural image compression, based on auto-encoders and overfitted representations, relies on a latent representation of the coded signal. This representation needs to be compact and uses low resolution feature maps. In the decoding process, those latents are upsampled and filtered using stacks of convolution filters and non linear elements to recover the decoded image.Therefore, the upsampling process is crucial in the design of a neural coding scheme and is of particular importance for overfitted codecs where the network parameters, including the upsampling filters, are part of the representation.This paper addresses the improvement of the upsampling process in order to reduce its complexity and limit the number of parameters. A new upsampling structure is presented whose improvements are illustrated within the Cool-Chic overfitted image coding framework. The proposed approach offers a rate reduction of 4.7%. The source code is available [1].
This paper summarises the design of the Cool-Chic candidate for the Challenge on Learned Image Compression. This candidate attempts to demonstrate that neural coding methods can lead to low complexity and lightweight image decoders while still offering competitive performance. The approach is based on the already published overfitted lightweight neural networks Cool-Chic, further adapted to the human subjective viewing targeted in this challenge.
This paper presents a method allowing learned video encoders to apply arbitrary latent refinement strategies to serve as RateDistortion Optimization (RDO) at the time of encoding. To do so, a latent domain search is applied on an initial latent representation of the video signal. This search is implemented as a set of iterations, each of which performs a gradient descent with back-propagation of error defined by a Lagrangian RD cost. This cost function is intentionally chosen to be the same as the cost function that was used during the end-to-end model training, except that instead of updating model weights, each iteration fine-tunes the latent representation itself. Moreover, a temporal look-ahead is integrated in the cost function of I and P frames to take into account the cascade effect of their latent fine-tuning on subsequent frames in the Group of Pictures (GOP). The experiments show that the proposed latent space RDO method can improve by 11.6% and 9.4% in terms of BD-BR coding efficiency in Random-Access (RA) and All-Intra (AI) configurations, when applied on top a high-performance opensource end-to-end codec.
Image-based rendering techniques stand at the core of an immersive experience for the user, as they generate novel views given a set of multiple input images. Since they have shown good performance in terms of objective and subjective quality, the research community devotes great effort to their improvement. However, the large volume of data necessary to render at the receiver's side hinders applications in limited bandwidth environments or prevents their employment in real-time applications. We present LeHoPP, a method for input pixel pruning, where we examine the importance of each input pixel concerning the rendered view, and we avoid the use of irrelevant pixels. Even without retraining the image-based rendering network, our approach shows a good tradeoff between synthesis quality and pixel rate. When tested in the general neural rendering framework, compared to other pruning baselines, LeHoPP gains between 0.9 dB and 3.6 dB on average.
This paper presents a method that enables arbitrary end-to-end Learning-based image/video codecs to apply spatial rate allocation. At the frame-level, the forward pass of the underlying encoder network is followed by a latent refinement step, in which a customized loss function is minimized. This loss function takes as input an arbitrary pixel-wise map that defines the interest of each pixel and computes a weighted distortion with respect to the given interest map. Back-propagation of the customized loss function using the gradient descent gives a refined version of the frame latent in which the quality of regions of interest (ROI) is improved at the cost of quality of regions of disinterest. The proposed method is implemented on top of an existing end-to-end LVC, called AIVC 1 https://githuh.com/Orange-OpenSource/AIVC, using salience-based interest maps. Experiments show that the proposed method can effectively improve the quality of regions of interest frames. Notably, BD-BR performance using Weighted PSNR (WPSNR) shows an improvement of up to 21% by the proposed method.
A transcoding scheme for the High Efficiency Video Coding (HEVC) is proposed that allows any partial frame modification to be followed by a partial re-compression of only the modified areas, while guaranteeing identical reconstruction of non-modified areas. To this end, first, syntax elements of all Coding Units (CU) in the frame are parsed and decoded according to their scan order. Then CUs that are collocated with a replaced area are re-encoded with new content to generate a partial set of new syntax elements. In order to avoid spatial propagation of the decoding mismatch due to the new content, CUs on the border of the replaced area are losslessly coded such that reconstruction of immediately neighboring CUs in the scan order are protected from the modification. The proposed method has been implemented on top of the HEVC test Model (HM) in All-Intra (AI) coding configuration and experiments show that, depending on the test parameters, it can offer both a bitrate saving (up to 4% in terms of BD-BR) and a transcoding acceleration (up to 83%) compared to a full transcoding scheme.
We propose a neural image codec at reduced complexity which overfits the decoder parameters to each input image. While autoencoders perform up to a million multiplications per decoded pixel, the proposed approach only requires 2300 multiplications per pixel. Albeit low-complexity, the method rivals autoencoder performance and surpasses HEVC performance under various coding conditions. Additional lightweight modules and an improved training process provide a 14% rate reduction with respect to previous overfitted codecs, while offering a similar complexity. This work is made open-source at http://orange-opensource.github.io/Cool-Chic/.
We introduce COOL-CHIC, a Coordinate-based Low Complexity Hierarchical Image Codec. It is a learned alternative to autoencoders with 629 parameters and 680 multiplications per decoded pixel. COOL-CHIC offers compression performance close to modern conventional MPEG codecs such as HEVC and is competitive with popular autoencoder-based systems. This method is inspired by Coordinate-based Neural Representations, where an image is represented as a learned function which maps pixel coordinates to RGB values. The parameters of the mapping function are then sent using entropy coding. At the receiver side, the compressed image is obtained by evaluating the mapping function for all pixel coordinates. COOL-CHIC implementation is made open-source.
Obtaining an accurate depth map of a scene is very important for major applications like immersive video, robotics, autonomous driving, and many more. The different methods to estimate depths can be classified as conventional and learning-based methods. While these methods have been studied for their depth accuracy, less attention has been paid to studying their performance in the use case of depth image-based rendering (DIBR). Here we study and evaluate two conventional methods and five learning-based methods for a real-world use case of immersive video transmission in the context of MPEG-I. The user-requested views are synthesized using Test Model for Immersive Video (TMIV) from the depth maps obtained by all methods and original texture views. The synthesized images are compared with their original counterparts using various quality metrics.
The MPEG immersive video (MIV) standard has been developed to efficiently compress volumetric video content and enable an immersive user experience. MIV deals with an enormous amount of data that comes in the form of multi-view plus depth videos, which is efficiently reduced in the process of pruning, by tackling the redundancies among the views. This paper presents a novel approach for improving the existing immersive video coding scheme. The proposed approach reduces the amount of transmitted depth data, leveraging the fact that the depth information is partially contained in texture videos. The study proposes a method that ensures a reliable recovery of depths at the decoder-side. This method provides BD-rate improvements on both high and low bitrate ranges, with up to 22.57% Y-PSNR, 25.76%VMAF, 24.07% MS-SSIM, and 22.94% IV-PSNR metric gain, given a low bitrate setting.
Immersive video often refers to multiple views with texture and scene geometry information, from which different viewports can be synthesized on the client side. To design efficient immersive video coding solutions, it is desirable to minimize bitrate, pixel rate and complexity. We investigate whether the classical approach of sending the geometry of a scene as depth maps is appropriate to serve this purpose. Previous work shows that bypassing depth transmission entirely and estimating depth at the client side improves the synthesis performance while saving bitrate and pixel rate. In order to understand if the encoder side depth maps contain information that is beneficial to be transmitted, we first explore a hybrid approach which enables partial depth map transmission using a block-based RD-based decision in the depth coding process. This approach reveals that partial depth map transmission may improve the rendering performance but does not present a good compromise in terms of compression efficiency. This led us to address the remaining drawbacks of decoder side depth estimation: complexity and depth map inaccuracy. We propose a novel system that takes advantage of high quality depth maps at the server side by encoding them into lightweight features that support the depth estimator at the client side. These features allow reducing the amount of data that has to be handled during decoder side depth estimation by 88%, which significantly speeds up the cost computation and the energy minimization of the depth estimator. Furthermore, −46.0% and −37.9% average synthesis BD-Rate gains are achieved compared to the classical approach with depth maps estimated at the encoder.
Decoder-Side Depth Estimation (DSDE) is a system firstly enabled in the novel MPEG Immersive Video (MIV) coding standard. In DSDE, only texture components are coded, while the depth is estimated at the decoder-side. This is motivated by previous work, which has shown high coding gain and pixel rate savings in DSDE. However, the computational complexity remains a concern, as high quality depth search has a high runtime and memory requirement. In this work we extend the concept of depth estimation to depth recovery. Using this mode, the decoder-side depth information is recovered through motion compensation utilizing the displacement vectors contained in the texture bitstream. This strategy enables us to replace most of the complex depth estimation processes with a simple motion compensation step, a decision that is drawn on the encoder-side and signaled per coding unit. With only minor losses in terms of synthesis PSNR and similar perceptual quality in terms of MS-SSIM, the complexity is significantly reduced. Depending on the acceptable loss, up to 80 % of the moving objects depth may be motion compensated instead of estimated by a depth estimator translating into a speed-up of a factor of 104 for inter-frames compared to the reference depth estimator.
Image-based rendering methods synthesize novel views given input images captured from multiple viewpoints to display free viewpoint immersive video. Despite significant progress with the recent learning-based approaches, there are still some drawbacks. In particular, these approaches operate at the still image level and do not maintain consistency among consecutive time instants, leading to temporal noise. To address this, we propose an intra-only framework to identify regions of input images leading to temporally inconsistent synthesized views. Our method synthesizes better and more stable novel views, even in the most general use case of immersive video transmission. We conclude that the network seems to identify and correct spatial features at the still image level that produce artifacts in the temporal dimension.
The MPEG Immersive Video (MIV) standard enables a novel technology denoted as decoder side depth estimation (DSDE) by introducing a dedicated Geometry Absent profile. In DSDE only texture information is coded and the corresponding geometry is reconstructed on the decoder side. MIV further enables the coding of side-information useful to the geometry reconstruction, denoted as Geometry Assistance SEI message. An emerging format for immersive video are Multiplane Images, which is investigated for feasibility in coding systems due to their promising rendering quality with complex sequences. In this work, we show that MIV can be used to construct block-based Multiplane Images on the decoder-side and to enhance the view synthesis performance utilizing the Geometry Assistance SEI. In a complexity-aware setting using only 32 planes, up to 6 dB of quality improvement is achieved compared to the reference.
In an increasingly connected world, consumer video experiences have diversified away from traditional broadcast video into new applications with increased use of non-camera-captured content such as computer screen desktop recordings or animations created by computer rendering, collectively referred to as screen content. There has also been increased use of graphics and character content that is rendered and mixed or overlaid together with camera-generated content. The emerging Versatile Video Coding (VVC) standard, in its first version, addresses this market change by the specification of low-level coding tools suitable for screen content. This is in contrast to its predecessor, the High Efficiency Video Coding (HEVC) standard, where highly efficient screen content support is only available in extension profiles of its version 4. This paper describes the screen content support and the five main low-level screen content coding tools in VVC: transform skip residual coding (TSRC), block-based differential pulse-code modulation (BDPCM), intra block copy (IBC), adaptive color transform (ACT), and the palette mode. The specification of these coding tools in the first version of VVC enables the VVC reference software implementation (VTM) to achieve average bit-rate savings of about 41% to 61% relative to the HEVC test model (HM) reference software implementation using the Main 10 profile for 4:2:0 screen content test sequences. Compared to the HM using the Screen-Extended Main 10 profile and the same 4:2:0 test sequences, the VTM provides about 19% to 25% bit-rate savings. The same comparison with 4:4:4 test sequences revealed bit-rate savings of about 13% to 27% for Y'CBCR and of about 6% to 14% for R'G'B' screen content. Relative to the HM without the HEVC version 4 screen content coding extensions, the bit-rate savings for 4:4:4 test sequences are about 33% to 64% for Y'CBCR and 43% to 66% for R'G'B' screen content.
This paper presents a new approach for achieving bitrate and pixel rate reduction in the MPEG immersive video coding setting. We demonstrate that it is possible to avoid the transmission of some depth information in the Test Model for Immersive Video (TMIV) by estimating it at the receiver's side. Although the transmitted information in TMIV is considered as non-redundant, we show that it is possible to improve this algorithm. This method provides 3.4%, 9.0%, and 12.1% average BD-rate gain for natural content on high, medium, and low bitrate, respectively, with up to respectively 12.3%, 16.0%, and 18.4% peak reductions. Moreover, it preserves the perceptual quality as measured with MS-SSIM and VMAF metrics. Additionally, it decreases the pixel rate by 8.3% for each test sequence.
A transform coefficient coding scheme is proposed for 4 × 4 blocks in Versatile Video Coding (VVC), targeting screen content applications. The proposed algorithm, called Unary Bitplane Coding (UBC), uses unary codes of the coefficient amplitudes and represents each block by their bitplanes. This representation allows exploiting further contextual information for source separation during the entropy coding. Experiments in the Joint Exploration test Model (JEM) show that replacing the existing transform coding with UBC only for 4 × 4 blocks brings on average 2.8% and 3.4% BD-R gain in the random access and all intra modes, respectively.