Game Development Reference
In-Depth Information
Fig. 9.2
Hierarchical P coding structure
Table 9.2
Performance
comparisons between the
proposed scheme of
hierarchical P coding
structure and RD4.0 anchor
for low delay P
Sequences
Y(%)
U(%)
V(%)
−
−
−
Pku_girls
5.00
8.00
8.30
Pku_parkwalk
−
7.10
−
11.30
−
13.90
Traffic
−
5.30
−
6.80
−
6.80
−
−
−
Sunflower
4.70
8.30
8.90
Pedestrian_area
−
5.10
−
6.90
−
5.30
Kimono1
−
2.00
−
3.50
−
3.80
Cactus
−
7.60
−
9.30
−
11.00
BasketballDrive
0.00
−
2.60
−
1.90
BasketballDrill
−
9.60
−
9.50
−
9.70
BQMall
−
2.20
−
5.00
−
4.50
PartyScene
−
7.90
−
11.40
−
12.40
RaceHorsesC
−
0.80
−
1.80
−
1.90
BasketBallPass
−
2.50
−
3.60
−
3.50
BQSquare
−
7.30
−
21.00
−
19.60
BlowingBubbles
−
7.30
−
10.10
−
10.90
RaceHorses
−
1.50
−
2.20
−
2.70
City
−
2.20
6.50
−
5.20
Crew
−
0.20
1.40
−
2.00
Vidyo1
−
4.20
7.20
−
5.90
Vidyo3
−
3.30
4.70
−
6.90
−
−
Average
4.30
7.00
7.30
9.1.3 Adaptive Larangian Multiplier Selection
In AVS2, the Rate-GoP concept is introduced in the hieratical GoP structure, as
shown in Figs.
9.3
and
9.4
. The frame with lower layer level is reconstructed with
better quality, which will be referred more frequently. This frame plays a crucial role