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Alan C. Bovik

Publications and source records attributed to Alan C. Bovik.

At least 55 records · Page 3Linked to original sources

Convex Hull Prediction for Adaptive Video Streaming by Recurrent Learning

Adaptive video streaming relies on the construction of efficient bitrate ladders to deliver the best possible visual quality to viewers under bandwidth constraints. The traditional method of content dependent bitrate ladder selection requires a video shot to be pre-encoded with multiple encoding parameters to find the optimal operating points given by the convex hull of the resulting rate-quality curves. However, this pre-encoding step is equivalent to an exhaustive search process over the space of possible encoding parameters, which causes significant overhead in terms of both computation and time expenditure. To reduce this overhead, we propose a deep learning based method of content aware convex hull prediction. We employ a recurrent convolutional network (RCN) to implicitly analyze the spatiotemporal complexity of video shots in order to predict their convex hulls. A two-step transfer learning scheme is adopted to train our proposed RCN-Hull model, which ensures sufficient content diversity to analyze scene complexity, while also making it possible to capture the scene statistics of pristine source videos. Our experimental results reveal that our proposed model yields better approximations of the optimal convex hulls, and offers competitive time savings as compared to existing approaches. On average, the pre-encoding time was reduced by 53.8% by our method, while the average Bjontegaard delta bitrate (BD-rate) of the predicted convex hulls against ground truth was 0.26%, and the mean absolute deviation of the BD-rate distribution was 0.57%.

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YouDream: Generating Anatomically Controllable Consistent Text-to-3D Animals

3D generation guided by text-to-image diffusion models enables the creation of visually compelling assets. However previous methods explore generation based on image or text. The boundaries of creativity are limited by what can be expressed through words or the images that can be sourced. We present YouDream, a method to generate high-quality anatomically controllable animals. YouDream is guided using a text-to-image diffusion model controlled by 2D views of a 3D pose prior. Our method generates 3D animals that are not possible to create using previous text-to-3D generative methods. Additionally, our method is capable of preserving anatomic consistency in the generated animals, an area where prior text-to-3D approaches often struggle. Moreover, we design a fully automated pipeline for generating commonly found animals. To circumvent the need for human intervention to create a 3D pose, we propose a multi-agent LLM that adapts poses from a limited library of animal 3D poses to represent the desired animal. A user study conducted on the outcomes of YouDream demonstrates the preference of the animal models generated by our method over others. Turntable results and code are released at https://youdream3d.github.io/

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C3DAG: Controlled 3D Animal Generation using 3D pose guidance

Recent advancements in text-to-3D generation have demonstrated the ability to generate high quality 3D assets. However while generating animals these methods underperform, often portraying inaccurate anatomy and geometry. Towards ameliorating this defect, we present C3DAG, a novel pose-Controlled text-to-3D Animal Generation framework which generates a high quality 3D animal consistent with a given pose. We also introduce an automatic 3D shape creator tool, that allows dynamic pose generation and modification via a web-based tool, and that generates a 3D balloon animal using simple geometries. A NeRF is then initialized using this 3D shape using depth-controlled SDS. In the next stage, the pre-trained NeRF is fine-tuned using quadruped-pose-controlled SDS. The pipeline that we have developed not only produces geometrically and anatomically consistent results, but also renders highly controlled 3D animals, unlike prior methods which do not allow fine-grained pose control.

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Cut-FUNQUE: An Objective Quality Model for Compressed Tone-Mapped High Dynamic Range Videos

High Dynamic Range (HDR) videos have enjoyed a surge in popularity in recent years due to their ability to represent a wider range of contrast and color than Standard Dynamic Range (SDR) videos. Although HDR video capture has seen increasing popularity because of recent flagship mobile phones such as Apple iPhones, Google Pixels, and Samsung Galaxy phones, a broad swath of consumers still utilize legacy SDR displays that are unable to display HDR videos. As result, HDR videos must be processed, i.e., tone-mapped, before streaming to a large section of SDR-capable video consumers. However, server-side tone-mapping involves automating decisions regarding the choices of tone-mapping operators (TMOs) and their parameters to yield high-fidelity outputs. Moreover, these choices must be balanced against the effects of lossy compression, which is ubiquitous in streaming scenarios. In this work, we develop a novel, efficient model of objective video quality named Cut-FUNQUE that is able to accurately predict the visual quality of tone-mapped and compressed HDR videos. Finally, we evaluate Cut-FUNQUE on a large-scale crowdsourced database of such videos and show that it achieves state-of-the-art accuracy.

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Subjective Quality Assessment of Compressed Tone-Mapped High Dynamic Range Videos

High Dynamic Range (HDR) videos are able to represent wider ranges of contrasts and colors than Standard Dynamic Range (SDR) videos, giving more vivid experiences. Due to this, HDR videos are expected to grow into the dominant video modality of the future. However, HDR videos are incompatible with existing SDR displays, which form the majority of affordable consumer displays on the market. Because of this, HDR videos must be processed by tone-mapping them to reduced bit-depths to service a broad swath of SDR-limited video consumers. Here, we analyze the impact of tone-mapping operators on the visual quality of streaming HDR videos. To this end, we built the first large-scale subjectively annotated open-source database of compressed tone-mapped HDR videos, containing 15,000 tone-mapped sequences derived from 40 unique HDR source contents. The videos in the database were labeled with more than 750,000 subjective quality annotations, collected from more than 1,600 unique human observers. We demonstrate the usefulness of the new subjective database by benchmarking objective models of visual quality on it. We envision that the new LIVE Tone-Mapped HDR (LIVE-TMHDR) database will enable significant progress on HDR video tone mapping and quality assessment in the future. To this end, we make the database freely available to the community at https://live.ece.utexas.edu/research/LIVE_TMHDR/index.html

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Bitrate Ladder Construction using Visual Information Fidelity

Recently proposed perceptually optimized per-title video encoding methods provide better BD-rate savings than fixed bitrate-ladder approaches that have been employed in the past. However, a disadvantage of per-title encoding is that it requires significant time and energy to compute bitrate ladders. Over the past few years, a variety of methods have been proposed to construct optimal bitrate ladders including using low-level features to predict cross-over bitrates, optimal resolutions for each bitrate, predicting visual quality, etc. Here, we deploy features drawn from Visual Information Fidelity (VIF) (VIF features) extracted from uncompressed videos to predict the visual quality (VMAF) of compressed videos. We present multiple VIF feature sets extracted from different scales and subbands of a video to tackle the problem of bitrate ladder construction. Comparisons are made against a fixed bitrate ladder and a bitrate ladder obtained from exhaustive encoding using Bjontegaard delta metrics.

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Subjective and Objective Analysis of Indian Social Media Video Quality

We conducted a large-scale subjective study of the perceptual quality of User-Generated Mobile Video Content on a set of mobile-originated videos obtained from the Indian social media platform ShareChat. The content viewed by volunteer human subjects under controlled laboratory conditions has the benefit of culturally diversifying the existing corpus of User-Generated Content (UGC) video quality datasets. There is a great need for large and diverse UGC-VQA datasets, given the explosive global growth of the visual internet and social media platforms. This is particularly true in regard to videos obtained by smartphones, especially in rapidly emerging economies like India. ShareChat provides a safe and cultural community oriented space for users to generate and share content in their preferred Indian languages and dialects. Our subjective quality study, which is based on this data, offers a boost of cultural, visual, and language diversification to the video quality research community. We expect that this new data resource will also allow for the development of systems that can predict the perceived visual quality of Indian social media videos, to control scaling and compression protocols for streaming, provide better user recommendations, and guide content analysis and processing. We demonstrate the value of the new data resource by conducting a study of leading blind video quality models on it, including a new model, called MoEVA, which deploys a mixture of experts to predict video quality. Both the new LIVE-ShareChat dataset and sample source code for MoEVA are being made freely available to the research community at https://github.com/sandeep-sm/LIVE-SC

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HIDRO-VQA: High Dynamic Range Oracle for Video Quality Assessment

We introduce HIDRO-VQA, a no-reference (NR) video quality assessment model designed to provide precise quality evaluations of High Dynamic Range (HDR) videos. HDR videos exhibit a broader spectrum of luminance, detail, and color than Standard Dynamic Range (SDR) videos. As HDR content becomes increasingly popular, there is a growing demand for video quality assessment (VQA) algorithms that effectively address distortions unique to HDR content. To address this challenge, we propose a self-supervised contrastive fine-tuning approach to transfer quality-aware features from the SDR to the HDR domain, utilizing unlabeled HDR videos. Our findings demonstrate that self-supervised pre-trained neural networks on SDR content can be further fine-tuned in a self-supervised setting using limited unlabeled HDR videos to achieve state-of-the-art performance on the only publicly available VQA database for HDR content, the LIVE-HDR VQA database. Moreover, our algorithm can be extended to the Full Reference VQA setting, also achieving state-of-the-art performance. Our code is available publicly at https://github.com/avinabsaha/HIDRO-VQA.

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A FUNQUE Approach to the Quality Assessment of Compressed HDR Videos

Recent years have seen steady growth in the popularity and availability of High Dynamic Range (HDR) content, particularly videos, streamed over the internet. As a result, assessing the subjective quality of HDR videos, which are generally subjected to compression, is of increasing importance. In particular, we target the task of full-reference quality assessment of compressed HDR videos. The state-of-the-art (SOTA) approach HDRMAX involves augmenting off-the-shelf video quality models, such as VMAF, with features computed on non-linearly transformed video frames. However, HDRMAX increases the computational complexity of models like VMAF. Here, we show that an efficient class of video quality prediction models named FUNQUE+ achieves SOTA accuracy. This shows that the FUNQUE+ models are flexible alternatives to VMAF that achieve higher HDR video quality prediction accuracy at lower computational cost.

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Joint Deep Image Restoration and Unsupervised Quality Assessment

Deep learning techniques have revolutionized the fields of image restoration and image quality assessment in recent years. While image restoration methods typically utilize synthetically distorted training data for training, deep quality assessment models often require expensive labeled subjective data. However, recent studies have shown that activations of deep neural networks trained for visual modeling tasks can also be used for perceptual quality assessment of images. Following this intuition, we propose a novel attention-based convolutional neural network capable of simultaneously performing both image restoration and quality assessment. We achieve this by training a JPEG deblocking network augmented with "quality attention" maps and demonstrating state-of-the-art deblocking accuracy, achieving a high correlation of predicted quality with human opinion scores.

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Quality Modeling Under A Relaxed Natural Scene Statistics Model

Information-theoretic image quality assessment (IQA) models such as Visual Information Fidelity (VIF) and Spatio-temporal Reduced Reference Entropic Differences (ST-RRED) have enjoyed great success by seamlessly integrating natural scene statistics (NSS) with information theory. The Gaussian Scale Mixture (GSM) model that governs the wavelet subband coefficients of natural images forms the foundation for these algorithms. However, the explosion of user-generated content on social media, which is typically distorted by one or more of many possible unknown impairments, has revealed the limitations of NSS-based IQA models that rely on the simple GSM model. Here, we seek to elaborate the VIF index by deriving useful properties of the Multivariate Generalized Gaussian Distribution (MGGD), and using them to study the behavior of VIF under a Generalized GSM (GGSM) model.

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One Transform To Compute Them All: Efficient Fusion-Based Full-Reference Video Quality Assessment

The Visual Multimethod Assessment Fusion (VMAF) algorithm has recently emerged as a state-of-the-art approach to video quality prediction, that now pervades the streaming and social media industry. However, since VMAF requires the evaluation of a heterogeneous set of quality models, it is computationally expensive. Given other advances in hardware-accelerated encoding, quality assessment is emerging as a significant bottleneck in video compression pipelines. Towards alleviating this burden, we propose a novel Fusion of Unified Quality Evaluators (FUNQUE) framework, by enabling computation sharing and by using a transform that is sensitive to visual perception to boost accuracy. Further, we expand the FUNQUE framework to define a collection of improved low-complexity fused-feature models that advance the state-of-the-art of video quality performance with respect to both accuracy, by 4.2\% to 5.3\%, and computational efficiency, by factors of 3.8 to 11 times!

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GAMIVAL: Video Quality Prediction on Mobile Cloud Gaming Content

The mobile cloud gaming industry has been rapidly growing over the last decade. When streaming gaming videos are transmitted to customers' client devices from cloud servers, algorithms that can monitor distorted video quality without having any reference video available are desirable tools. However, creating No-Reference Video Quality Assessment (NR VQA) models that can accurately predict the quality of streaming gaming videos rendered by computer graphics engines is a challenging problem, since gaming content generally differs statistically from naturalistic videos, often lacks detail, and contains many smooth regions. Until recently, the problem has been further complicated by the lack of adequate subjective quality databases of mobile gaming content. We have created a new gaming-specific NR VQA model called the Gaming Video Quality Evaluator (GAMIVAL), which combines and leverages the advantages of spatial and temporal gaming distorted scene statistics models, a neural noise model, and deep semantic features. Using a support vector regression (SVR) as a regressor, GAMIVAL achieves superior performance on the new LIVE-Meta Mobile Cloud Gaming (LIVE-Meta MCG) video quality database.

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Re-IQA: Unsupervised Learning for Image Quality Assessment in the Wild

Automatic Perceptual Image Quality Assessment is a challenging problem that impacts billions of internet, and social media users daily. To advance research in this field, we propose a Mixture of Experts approach to train two separate encoders to learn high-level content and low-level image quality features in an unsupervised setting. The unique novelty of our approach is its ability to generate low-level representations of image quality that are complementary to high-level features representing image content. We refer to the framework used to train the two encoders as Re-IQA. For Image Quality Assessment in the Wild, we deploy the complementary low and high-level image representations obtained from the Re-IQA framework to train a linear regression model, which is used to map the image representations to the ground truth quality scores, refer Figure 1. Our method achieves state-of-the-art performance on multiple large-scale image quality assessment databases containing both real and synthetic distortions, demonstrating how deep neural networks can be trained in an unsupervised setting to produce perceptually relevant representations. We conclude from our experiments that the low and high-level features obtained are indeed complementary and positively impact the performance of the linear regressor. A public release of all the codes associated with this work will be made available on GitHub.

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Study of Subjective and Objective Quality Assessment of Mobile Cloud Gaming Videos

We present the outcomes of a recent large-scale subjective study of Mobile Cloud Gaming Video Quality Assessment (MCG-VQA) on a diverse set of gaming videos. Rapid advancements in cloud services, faster video encoding technologies, and increased access to high-speed, low-latency wireless internet have all contributed to the exponential growth of the Mobile Cloud Gaming industry. Consequently, the development of methods to assess the quality of real-time video feeds to end-users of cloud gaming platforms has become increasingly important. However, due to the lack of a large-scale public Mobile Cloud Gaming Video dataset containing a diverse set of distorted videos with corresponding subjective scores, there has been limited work on the development of MCG-VQA models. Towards accelerating progress towards these goals, we created a new dataset, named the LIVE-Meta Mobile Cloud Gaming (LIVE-Meta-MCG) video quality database, composed of 600 landscape and portrait gaming videos, on which we collected 14,400 subjective quality ratings from an in-lab subjective study. Additionally, to demonstrate the usefulness of the new resource, we benchmarked multiple state-of-the-art VQA algorithms on the database. The new database will be made publicly available on our website: \url{https://live.ece.utexas.edu/research/LIVE-Meta-Mobile-Cloud-Gaming/index.html}

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Helping Visually Impaired People Take Better Quality Pictures

Perception-based image analysis technologies can be used to help visually impaired people take better quality pictures by providing automated guidance, thereby empowering them to interact more confidently on social media. The photographs taken by visually impaired users often suffer from one or both of two kinds of quality issues: technical quality (distortions), and semantic quality, such as framing and aesthetic composition. Here we develop tools to help them minimize occurrences of common technical distortions, such as blur, poor exposure, and noise. We do not address the complementary problems of semantic quality, leaving that aspect for future work. The problem of assessing and providing actionable feedback on the technical quality of pictures captured by visually impaired users is hard enough, owing to the severe, commingled distortions that often occur. To advance progress on the problem of analyzing and measuring the technical quality of visually impaired user-generated content (VI-UGC), we built a very large and unique subjective image quality and distortion dataset. This new perceptual resource, which we call the LIVE-Meta VI-UGC Database, contains $40$K real-world distorted VI-UGC images and $40$K patches, on which we recorded $2.7$M human perceptual quality judgments and $2.7$M distortion labels. Using this psychometric resource we also created an automatic blind picture quality and distortion predictor that learns local-to-global spatial quality relationships, achieving state-of-the-art prediction performance on VI-UGC pictures, significantly outperforming existing picture quality models on this unique class of distorted picture data. We also created a prototype feedback system that helps to guide users to mitigate quality issues and take better quality pictures, by creating a multi-task learning framework.

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HDR-ChipQA: No-Reference Quality Assessment on High Dynamic Range Videos

We present a no-reference video quality model and algorithm that delivers standout performance for High Dynamic Range (HDR) videos, which we call HDR-ChipQA. HDR videos represent wider ranges of luminances, details, and colors than Standard Dynamic Range (SDR) videos. The growing adoption of HDR in massively scaled video networks has driven the need for video quality assessment (VQA) algorithms that better account for distortions on HDR content. In particular, standard VQA models may fail to capture conspicuous distortions at the extreme ends of the dynamic range, because the features that drive them may be dominated by distortions {that pervade the mid-ranges of the signal}. We introduce a new approach whereby a local expansive nonlinearity emphasizes distortions occurring at the higher and lower ends of the {local} luma range, allowing for the definition of additional quality-aware features that are computed along a separate path. These features are not HDR-specific, and also improve VQA on SDR video contents, albeit to a reduced degree. We show that this preprocessing step significantly boosts the power of distortion-sensitive natural video statistics (NVS) features when used to predict the quality of HDR content. In similar manner, we separately compute novel wide-gamut color features using the same nonlinear processing steps. We have found that our model significantly outperforms SDR VQA algorithms on the only publicly available, comprehensive HDR database, while also attaining state-of-the-art performance on SDR content.

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HDR or SDR? A Subjective and Objective Study of Scaled and Compressed Videos

We conducted a large-scale study of human perceptual quality judgments of High Dynamic Range (HDR) and Standard Dynamic Range (SDR) videos subjected to scaling and compression levels and viewed on three different display devices. HDR videos are able to present wider color gamuts, better contrasts, and brighter whites and darker blacks than SDR videos. While conventional expectations are that HDR quality is better than SDR quality, we have found subject preference of HDR versus SDR depends heavily on the display device, as well as on resolution scaling and bitrate. To study this question, we collected more than 23,000 quality ratings from 67 volunteers who watched 356 videos on OLED, QLED, and LCD televisions. Since it is of interest to be able to measure the quality of videos under these scenarios, e.g. to inform decisions regarding scaling, compression, and SDR vs HDR, we tested several well-known full-reference and no-reference video quality models on the new database. Towards advancing progress on this problem, we also developed a novel no-reference model called HDRPatchMAX, that uses both classical and bit-depth sensitive distortion statistics more accurately than existing metrics.

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