Game Development Reference
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And if the prediction mode is 0
23, the vertical transform will be done as
Y 4 × 4 =
S 4 ×
Y 4 × 4 .
(5.21)
S 4 is defined as
.
123
35
8
3
32
120 30
10
S 4 =
14
25
123
22
8
13
19
126
4 intraprediction block, if the secondary transform is used, a combined
transform is done as
For 4
×
D 4 .
Y 4 × 4 =
D 4 ×
X
×
(5.22)
D 4 is defined as
34 58
72
81
77 69
7
75
D 4 =
79
33
75 58
55
84 73
28
5.3.3 Quantization in AVS2
In AVS2, the quantization is combined together with the normalization of the trans-
form, which can be implemented by multiplication and right shift. Assuming the
transform coefficients matrix is Y M 1 × M 2 , and the BitDepth is 8 the quantization is
done as,
YQ
[
i
][
j
]= (((
Y
[
i
][
j
W
[
i
][
j
] >>
WqmShif t
) ×
Q
[
qp
] )>>
4
+ (<< (
Quant Shi f t
1
))) >>
Quant Shi f t
(5.23)
where W
is listed as Table 5.1 ,
where qp is the quantization parameter. QuantShift which can be derived form slice
header or sequence header is dependent on the transform block size, sample bit-depth
BitDepth , which is computed as,
[
i
][
j
]
is the weighted quantization matrix, Q
[
qp
]
Quant Shi f t
=
ST
[
qp
]+ (
BitDepth
14
) +
log 2 (
M 1 ×
M 2 )/
2
(5.24)
where the ST indicates the shifting table which is listed in Table 5.1 .
 
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