Title
A Novel Gaming Video Encoding Process Using In-Game Motion Vectors
Abstract
In this paper, we propose a motion preprocessing method for the use in the game application pipeline, which is composed of two stages: the proposed preprocessing method and the High Efficiency Video Coding (HEVC) encoder. The method accepts the object information from the game application, preprocesses the motion vectors of objects, and pass the preprocessed motion data to the HEVC encoder. The HEVC encoder takes the motion data as the initial (or the dedicated) value of motion estimation. Therefore, the traditional diamond search can be skipped and hence increase the encoding performance of the HEVC encoder. In the motion preprocessing method, the following three steps are taken: a coordination system transformation, determining motion vectors for <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$4\times 4$ </tex-math></inline-formula> -checkerboard blocks [Atomic Block (AB)], and the selection of proper motion vectors for all varieties of prediction units in the encoder. With a focus on the special issues, such as move-out zone and bi-directional prediction, we are able to further optimize the performance of the encoder. We examined two types of 2D gaming scenes in our experiments. The experimental results show that, as compared with the original diamond search method provided by the encoder, our algorithm is able to achieve up to 49.0% time reduction of video encoding. The <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Bjontegaard Delta bit rate</italic> can achieve up to −17.0% in the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">random_access</italic> mode while combining with the <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\times 265$ </tex-math></inline-formula> encoder and up to −26.2% in the <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">lowdelay</italic> mode while combining with the HM-16 encoder.
Year
DOI
Venue
2020
10.1109/TCSVT.2019.2911030
IEEE Transactions on Circuits and Systems for Video Technology
Keywords
DocType
Volume
Encoding,Games,Rendering (computer graphics),Motion estimation,Prediction algorithms,Pipelines,Diamond
Journal
30
Issue
ISSN
Citations 
7
1051-8215
0
PageRank 
References 
Authors
0.34
5
3
Name
Order
Citations
PageRank
Chi-Wei Lu100.34
Sheng-De Wang272068.13
Shao-Yi Chien31603154.48