Game Development Reference
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Fig. 6.7 Coding flow for one CG
after each
pairs are coded
sequentially in the reverse scan order until the coding of all pairs are finished. Similar
to the coding of
(
Level
,
Run
)
pair to signal a stop. Then, the
(
Level
,
Run
)
(
Level
,
Run
)
pairs in CBAC for AVS1, the Level is represented by
its magnitude absLe
el and the sign information.
It is observed that depending on whether the CG is the last CG, the distribution of
the position of the last nonzero coefficient shows different exhibitions. As a result,
two last coefficient position coding schemes are utilized accordingly. For the last
CG, the position of the last nonzero coefficient in the CG is mostly random but has
a general tendency to be close to the top-left corner of the sub-block. The position
is then directly coded in its
v
(
,
)
-coordinates relative to the top-left position of one
CG, namely, LastPosX and LastPosY . For CGs other than the last CG, the position
x
y
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