Compression system which re-uses prior motion vectors

Pulse or digital communications – Bandwidth reduction or expansion – Television or motion video signal

Reexamination Certificate

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Details

C375S240010, C386S349000

Reexamination Certificate

active

06400763

ABSTRACT:

The present invention relates to compression of image sequences. More particularly, this disclosure provides an improved reverse play system that compresses an output image signal by re-using motion vectors from a compressed image input signal.
BACKGROUND
Digital video formats such as those used for high definition television (HDTV) will be much more widely used in the next decade, due to improvements in compression technology and also to laws which mandate HDTV broadcast. These digital video formats typically include more picture information than conventional video (e.g., “NTSC” the present television standard in the United States, as well as “SECAM,” “PAL” and other conventional standards), and bandwidth constraints will likely require storage and transmission in compressed format. This operation conflicts with operation of present day televisions (TVs), video cassette recorders (VCRs) and similar equipment which do not receive and transmit signals in compressed format.
Thus, the new standards probably require compatible video players which also, as with present day equipment, provide search, fast forward, reverse play, and similar functions. However, if the newer digital equipment (e.g., HDTVs) only accept compressed signals, then video players will need to output compressed signals that already incorporate these services, wherein arises a difficulty; performing these functions will likely require a video player to completely de-compress a stored video signal, re-order frames to affect a reverse order, and then compress the re-ordered frames, all in real-time. This processing is computationally very expensive because compression requires a substantial amount of processing resources.
1. Processing Resources Required for Typical Compression
To understand why substantial processing resources are often required, it will be helpful to first discuss compression techniques which rely upon block-based encoding. There are many compression standards which use block-based encoding, but for purposes of explanation, the discussion below focusses on a standard proposed by the Motion Picture Experts Group, called “MPEG-2;” MPEG-2 encodes data in blocks of identically-sized, square “tiles,” and is explained with respect to
FIGS. 1-2
.
FIG. 1
shows two image frames, including an earlier frame
11
and a later frame
13
. In accordance with typical MPEG-2 compression protocol, the later frame
13
is completely divided into a number of square tiles
15
, although only four such tiles are illustrated in
FIG. 1
for purposes of discussion. These tiles each represent a group of pixels, for example, sixteen pixels across by sixteen pixels down, or eight pixels across by eight pixels down. The “pixel” is the smallest unit of image data, and can have a unique color and brightness. To reduce the amount of data that is required to reproduce the later frame, each tile
15
is compressed to simply be information on how that tile can be reproduced from image data elsewhere (i.e., by copying and modifying another part of either the same image frame or another image frame). Otherwise stated, the compression process results in information indicating where other similar data may be found and how that similar data must be modified in order to recreate the tile of interest. In this example, it will be assumed that each tile
15
illustrated in the later frame will be reproduced from the earlier frame. Notably, decoders usually decode one frame at a time from compressed format to the spatial domain, so that when it comes time to decode the later frame, the earlier frame will have already been decoded.
Each frame is tiled in a similar manner, as indicated by corresponding square tiles
17
of the earlier frame. These corresponding tiles
17
might not be the “closest match” with which to recreate the later frame and, for purposes of discussion, it will be assumed that the closest matches are respectively located as identified by reference squares
19
.
Therefore, with reference to
FIG. 2
, each tile of the later frame is recreated using both motion vectors
21
and associated sets of residuals. Four motion vectors
21
are indicated in
FIG. 2
, each identifying an offset for finding the closest match in the prior frame. The motion vectors
21
correspond to the difference in positions (illustrated via
FIG. 1
) between each corresponding tile
15
and their closest matches
19
. The residuals are simply raw differences in pixel intensity and color (there are usually two sets of residuals per motion vector) which are added to the closest match in order to exactly recreate each of the tiles
15
.
Search for the closest match is computationally very expensive, because one must compare each tile
15
with many different identically sized groups of data from the earlier frame
11
; each tile is typically compared with every possible subset of data falling within an earlier frame-search window that is four times the tile size or larger. Usually, the result of each comparison is stored, and the closest match is determined by choosing the subset of data that yields the fewest differences. The amount of processing often required for such “motion search” can be observed by noting that (a) because a search window is often four times tile size, either 256 or 64 different comparisons are performed for each tile to determine its closest match, (b) each pixel in each tile usually has at least 8 bits of brightness information and 8 bits of color information, which are often all used in each comparison (e.g., each and every comparison can involve many thousands of bits), and (c) in a typical digital image signal there may be several thousand tiles that are compressed using motion search. Motion search often requires over seventy percent of processing resources used to compress the video.
2. Difficulties in Reversing Play in a Compressed Signal
As indicated, reverse play conventionally is performed by completely decompressing image frames to the spatial domain, re-ordering those frames, and then compressing those frames, which includes performing motion search as has just been described for each tile of the newly ordered frames. In the example indicated by
FIGS. 1-2
, backward play would be achieved by placing the later frame first, the earlier frame second, and again compressing the two frames (except that this time with motion vectors describing how to produce the earlier frame from the later frame instead of vice-versa).
Conventionally, decoding frames to the spatial domain is needed because block-based compression is typically a one-way function. That is to say, a later frame can be reproduced from an earlier frame upon which it depends, but the reverse is often not true, for reasons explained with reference to FIG.
3
.
As represented by
FIG. 3
, in reverse play, the earlier frame
11
now follows the later frame
13
in order, and the earlier frame must now be reproduced from the later frame. The original encoding of motion vectors and sets of associated residuals, however, does not necessarily reflect all data in the earlier frame
11
. This can be seen by noting that a significant amount of image space for the earlier frame (represented by the shaded region
23
of
FIG. 3
) may have no closest match in the later frame. Since it is desired that this information also be reproduced from a closest match, conventional backward play calls for full motion search as was described above, in the reverse direction. In other words, the earlier frame would be divided into tiles (as indicated by reference blocks
17
in
FIG. 1
) and these tiles would then typically each be compared to subsets of data in a search window in the later frame
13
to determine the closest matches.
Unfortunately, as mentioned, full motion search can take enormous processing resources; if a signal is to be reversed and output in compressed format in real-time, e.g. reverse play by a VCR or video disk player, then full motion search may have to be performed across tens of millions of bits per second, a significant processing task even for today&apo

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