Game Development Reference
In-Depth Information
Fig. 4.8 Prediction direction
offset
(
d x
,
d y
)
Pc [ x
,
y ]
= (
ia
+ (
x
(
L
>>
1
)
1
) ×
ib
+ (
y
(
L
>>
1
)
1
) ×
ic
+
16
)>>
5
(4.34)
where ia is equal to
(
row
[
L
]+
col
[
L
] )<<
4 and ib is equal to
(
32
×
ih
×
i mult
+
(
i weight
>>
1
))/
i weight and ic is equal to
(
32
×
i
v ×
i mult
+ (
i weight
>>
1
))/
i weight. And i mult, i weight are computed as:
i weight
=
1
<<
ib Shift
[
log
(
L
)
2
]
(4.35a)
7 ( L >> 1 ) 1
ih
=
( i +
1
) × (
row [
( L >>
1
) +
1
+ i ]
+
row [
( L >>
1
)
1
i ]
)
i =
0
(4.35b)
(
L
>>
1
)
1
i
v =
(
i
+
1
) × (
col [
(
L
>>
1
) +
1
+
i ]
+
col [
(
L
>>
1
)
1
i ]
)
j
=
0
(4.35c)
i mult
=
ib mult
[
Log
(
L
)
2
]
(4.35d)
ib mult
[
5
]={
13
;
17
;
5
;
11
;
23
}
(4.35e)
ib shift
[
5
]={
7
;
10
;
11
;
15
;
19
}
(4.35f)
It should be pointed out that all interpolated prediction sample Pc
[
x
,
y
]
should
be also clipped in to the sample bit-depth range as luma.
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