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
)
+