Game Development Reference
In-Depth Information
) μ g 2
N
N
f n (
) μ f 2
g n (
1
N
1
N
.
M DC =
,
max
k
k
(11.25)
n
=
1
n
=
1
The spatial quality indices computed from all of the Gabor sub-bands and the
Gaussian sub-band can then be pooled to obtain an quality index using
K k = 1 E S (
P
i 0 ,
k
) +
E DC (
i 0 )
Q S (
i 0 ) =
1
.
(11.26)
P
+
1
Then the motion tuned temporal index is calculated as follows. Let ʻ be a N -
dimensional vector which is composed of N elements of the horizontal component
of the motion flow field of the reference sequence spanned by the window B centered
on i 0 . Similarly ˆ represents the vertical component of motion flow. Then ʴ (
)
represents the perpendicular distance of a point from a plane in a 3-D space and is
given by
k
ʻ n μ 0 (
k
) + ˆ n v 0 (
k
) + ˉ 0 (
k
)
ʴ n (
k
) =
1
ʻ
.
(11.27)
n + ˆ
n +
1
A set of weights based on these distances is designed as follows,
ˁ (
k
) ʴ n (
k
)
ʱ n (
k
) =
1
,
(11.28)
ˁ (
k
)
where ˁ (
denotes the radius of the sphere along which the center frequency of the
k th filter lies in the frequency domain.
k
)
ʱ n (
k
) μ ʱ
ʱ n (
) μ ʱ ,
ʱ n (
k
) =
1
(11.29)
max
k
K
P
k
=
1
,
2
,...,
k
1 ʱ n (
k
)
and μ ʱ =
=
. Motion tuned responses from the reference and distorted video
K
P
r and
d using
sequences may be constructed using these weights. Define N -vectors
v
v
f n (
) μ f 2
+ k = 1 ʱ n (
2
DC
k
)
f n (
k
)
r
v
n =
C 3 ,
(11.30)
f n (
) μ f 2
+ k = 1
2
DC
f n (
k
)
+
g n (
) μ g 2
+ k = 1 ʱ n (
2
) g n (
DC
k
k
)
d
n
v
=
C 3 .
(11.31)
g n (
) μ g 2
+ k = 1 g n (
2
DC
k
)
+
 
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