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Alan C. Bovik

Publications and source records attributed to Alan C. Bovik.

At least 73 records · Page 4Linked to original sources

Making Video Quality Assessment Models Robust to Bit Depth

We introduce a novel feature set, which we call HDRMAX features, that when included into Video Quality Assessment (VQA) algorithms designed for Standard Dynamic Range (SDR) videos, sensitizes them to distortions of High Dynamic Range (HDR) videos that are inadequately accounted for by these algorithms. While these features are not specific to HDR, and also augment the equality prediction performances of VQA models on SDR content, they are especially effective on HDR. HDRMAX features modify powerful priors drawn from Natural Video Statistics (NVS) models by enhancing their measurability where they visually impact the brightest and darkest local portions of videos, thereby capturing distortions that are often poorly accounted for by existing VQA models. As a demonstration of the efficacy of our approach, we show that, while current state-of-the-art VQA models perform poorly on 10-bit HDR databases, their performances are greatly improved by the inclusion of HDRMAX features when tested on HDR and 10-bit distorted videos.

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Self-Supervised Learning of Perceptually Optimized Block Motion Estimates for Video Compression

Block based motion estimation is integral to inter prediction processes performed in hybrid video codecs. Prevalent block matching based methods that are used to compute block motion vectors (MVs) rely on computationally intensive search procedures. They also suffer from the aperture problem, which can worsen as the block size is reduced. Moreover, the block matching criteria used in typical codecs do not account for the resulting levels of perceptual quality of the motion compensated pictures that are created upon decoding. Towards achieving the elusive goal of perceptually optimized motion estimation, we propose a search-free block motion estimation framework using a multi-stage convolutional neural network, which is able to conduct motion estimation on multiple block sizes simultaneously, using a triplet of frames as input. This composite block translation network (CBT-Net) is trained in a self-supervised manner on a large database that we created from publicly available uncompressed video content. We deploy the multi-scale structural similarity (MS-SSIM) loss function to optimize the perceptual quality of the motion compensated predicted frames. Our experimental results highlight the computational efficiency of our proposed model relative to conventional block matching based motion estimation algorithms, for comparable prediction errors. Further, when used to perform inter prediction in AV1, the MV predictions of the perceptually optimized model result in average Bjontegaard-delta rate (BD-rate) improvements of -1.70% and -1.52% with respect to the MS-SSIM and Video Multi-Method Assessment Fusion (VMAF) quality metrics, respectively as compared to the block matching based motion estimation system employed in the SVT-AV1 encoder.

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Subjective Assessment of High Dynamic Range Videos Under Different Ambient Conditions

High Dynamic Range (HDR) videos can represent a much greater range of brightness and color than Standard Dynamic Range (SDR) videos and are rapidly becoming an industry standard. HDR videos have more challenging capture, transmission, and display requirements than legacy SDR videos. With their greater bit depth, advanced electro-optical transfer functions, and wider color gamuts, comes the need for video quality algorithms that are specifically designed to predict the quality of HDR videos. Towards this end, we present the first publicly released large-scale subjective study of HDR videos. We study the effect of distortions such as compression and aliasing on the quality of HDR videos. We also study the effect of ambient illumination on perceptual quality of HDR videos by conducting the study in both a dark lab environment and a brighter living-room environment. A total of 66 subjects participated in the study and more than 20,000 opinion scores were collected, which makes this the largest in-lab study of HDR video quality ever. We anticipate that the dataset will be a valuable resource for researchers to develop better models of perceptual quality for HDR videos.

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FUNQUE: Fusion of Unified Quality Evaluators

Fusion-based quality assessment has emerged as a powerful method for developing high-performance quality models from quality models that individually achieve lower performances. A prominent example of such an algorithm is VMAF, which has been widely adopted as an industry standard for video quality prediction along with SSIM. In addition to advancing the state-of-the-art, it is imperative to alleviate the computational burden presented by the use of a heterogeneous set of quality models. In this paper, we unify "atom" quality models by computing them on a common transform domain that accounts for the Human Visual System, and we propose FUNQUE, a quality model that fuses unified quality evaluators. We demonstrate that in comparison to the state-of-the-art, FUNQUE offers significant improvements in both correlation against subjective scores and efficiency, due to computation sharing.

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CONVIQT: Contrastive Video Quality Estimator

Perceptual video quality assessment (VQA) is an integral component of many streaming and video sharing platforms. Here we consider the problem of learning perceptually relevant video quality representations in a self-supervised manner. Distortion type identification and degradation level determination is employed as an auxiliary task to train a deep learning model containing a deep Convolutional Neural Network (CNN) that extracts spatial features, as well as a recurrent unit that captures temporal information. The model is trained using a contrastive loss and we therefore refer to this training framework and resulting model as CONtrastive VIdeo Quality EstimaTor (CONVIQT). During testing, the weights of the trained model are frozen, and a linear regressor maps the learned features to quality scores in a no-reference (NR) setting. We conduct comprehensive evaluations of the proposed model on multiple VQA databases by analyzing the correlations between model predictions and ground-truth quality ratings, and achieve competitive performance when compared to state-of-the-art NR-VQA models, even though it is not trained on those databases. Our ablation experiments demonstrate that the learned representations are highly robust and generalize well across synthetic and realistic distortions. Our results indicate that compelling representations with perceptual bearing can be obtained using self-supervised learning. The implementations used in this work have been made available at https://github.com/pavancm/CONVIQT.

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Making Video Quality Assessment Models Sensitive to Frame Rate Distortions

We consider the problem of capturing distortions arising from changes in frame rate as part of Video Quality Assessment (VQA). Variable frame rate (VFR) videos have become much more common, and streamed videos commonly range from 30 frames per second (fps) up to 120 fps. VFR-VQA offers unique challenges in terms of distortion types as well as in making non-uniform comparisons of reference and distorted videos having different frame rates. The majority of current VQA models require compared videos to be of the same frame rate, but are unable to adequately account for frame rate artifacts. The recently proposed Generalized Entropic Difference (GREED) VQA model succeeds at this task, using natural video statistics models of entropic differences of temporal band-pass coefficients, delivering superior performance on predicting video quality changes arising from frame rate distortions. Here we propose a simple fusion framework, whereby temporal features from GREED are combined with existing VQA models, towards improving model sensitivity towards frame rate distortions. We find through extensive experiments that this feature fusion significantly boosts model performance on both HFR/VFR datasets as well as fixed frame rate (FFR) VQA databases. Our results suggest that employing efficient temporal representations can result much more robust and accurate VQA models when frame rate variations can occur.

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Estimating the Resize Parameter in End-to-end Learned Image Compression

We describe a search-free resizing framework that can further improve the rate-distortion tradeoff of recent learned image compression models. Our approach is simple: compose a pair of differentiable downsampling/upsampling layers that sandwich a neural compression model. To determine resize factors for different inputs, we utilize another neural network jointly trained with the compression model, with the end goal of minimizing the rate-distortion objective. Our results suggest that "compression friendly" downsampled representations can be quickly determined during encoding by using an auxiliary network and differentiable image warping. By conducting extensive experimental tests on existing deep image compression models, we show results that our new resizing parameter estimation framework can provide Bjøntegaard-Delta rate (BD-rate) improvement of about 10% against leading perceptual quality engines. We also carried out a subjective quality study, the results of which show that our new approach yields favorable compressed images. To facilitate reproducible research in this direction, the implementation used in this paper is being made freely available online at: https://github.com/treammm/ResizeCompression.

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Perceptual Quality Assessment of UGC Gaming Videos

In recent years, with the vigorous development of the video game industry, the proportion of gaming videos on major video websites like YouTube has dramatically increased. However, relatively little research has been done on the automatic quality prediction of gaming videos, especially on those that fall in the category of "User-Generated-Content" (UGC). Since current leading general-purpose Video Quality Assessment (VQA) models do not perform well on this type of gaming videos, we have created a new VQA model specifically designed to succeed on UGC gaming videos, which we call the Gaming Video Quality Predictor (GAME-VQP). GAME-VQP successfully predicts the unique statistical characteristics of gaming videos by drawing upon features designed under modified natural scene statistics models, combined with gaming specific features learned by a Convolution Neural Network. We study the performance of GAME-VQP on a very recent large UGC gaming video database called LIVE-YT-Gaming, and find that it both outperforms other mainstream general VQA models as well as VQA models specifically designed for gaming videos. The new model will be made public after paper being accepted.

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Foveation-based Deep Video Compression without Motion Search

The requirements of much larger file sizes, different storage formats, and immersive viewing conditions of VR pose significant challenges to the goals of acquiring, transmitting, compressing, and displaying high-quality VR content. At the same time, the great potential of deep learning to advance progress on the video compression problem has driven a significant research effort. Because of the high bandwidth requirements of VR, there has also been significant interest in the use of space-variant, foveated compression protocols. We have integrated these techniques to create an end-to-end deep learning video compression framework. A feature of our new compression model is that it dispenses with the need for expensive search-based motion prediction computations. This is accomplished by exploiting statistical regularities inherent in video motion expressed by displaced frame differences. Foveation protocols are desirable since only a small portion of a video viewed in VR may be visible as a user gazes in any given direction. Moreover, even within a current field of view (FOV), the resolution of retinal neurons rapidly decreases with distance (eccentricity) from the projected point of gaze. In our learning based approach, we implement foveation by introducing a Foveation Generator Unit (FGU) that generates foveation masks which direct the allocation of bits, significantly increasing compression efficiency while making it possible to retain an impression of little to no additional visual loss given an appropriate viewing geometry. Our experiment results reveal that our new compression model, which we call the Foveated MOtionless VIdeo Codec (Foveated MOVI-Codec), is able to efficiently compress videos without computing motion, while outperforming foveated version of both H.264 and H.265 on the widely used UVG dataset and on the HEVC Standard Class B Test Sequences.

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Learning to Compress Videos without Computing Motion

With the development of higher resolution contents and displays, its significant volume poses significant challenges to the goals of acquiring, transmitting, compressing, and displaying high-quality video content. In this paper, we propose a new deep learning video compression architecture that does not require motion estimation, which is the most expensive element of modern hybrid video compression codecs like H.264 and HEVC. Our framework exploits the regularities inherent to video motion, which we capture by using displaced frame differences as video representations to train the neural network. In addition, we propose a new space-time reconstruction network based on both an LSTM model and a UNet model, which we call LSTM-UNet. The new video compression framework has three components: a Displacement Calculation Unit (DCU), a Displacement Compression Network (DCN), and a Frame Reconstruction Network (FRN). The DCU removes the need for motion estimation found in hybrid codecs and is less expensive. In the DCN, an RNN-based network is utilized to compress displaced frame differences as well as retain temporal information between frames. The LSTM-UNet is used in the FRN to learn space-time differential representations of videos. Our experimental results show that our compression model, which we call the MOtionless VIdeo Codec (MOVI-Codec), learns how to efficiently compress videos without computing motion. Our experiments show that MOVI-Codec outperforms the Low-Delay P veryfast setting of the video coding standard H.264 and exceeds the performance of the modern global standard HEVC codec, using the same setting, as measured by MS-SSIM, especially on higher resolution videos. In addition, our network outperforms the latest H.266 (VVC) codec at higher bitrates, when assessed using MS-SSIM, on high-resolution videos.

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Subjective and Objective Analysis of Streamed Gaming Videos

The rising popularity of online User-Generated-Content (UGC) in the form of streamed and shared videos, has hastened the development of perceptual Video Quality Assessment (VQA) models, which can be used to help optimize their delivery. Gaming videos, which are a relatively new type of UGC videos, are created when skilled gamers post videos of their gameplay. These kinds of screenshots of UGC gameplay videos have become extremely popular on major streaming platforms like YouTube and Twitch. Synthetically-generated gaming content presents challenges to existing VQA algorithms, including those based on natural scene/video statistics models. Synthetically generated gaming content presents different statistical behavior than naturalistic videos. A number of studies have been directed towards understanding the perceptual characteristics of professionally generated gaming videos arising in gaming video streaming, online gaming, and cloud gaming. However, little work has been done on understanding the quality of UGC gaming videos, and how it can be characterized and predicted. Towards boosting the progress of gaming video VQA model development, we conducted a comprehensive study of subjective and objective VQA models on UGC gaming videos. To do this, we created a novel UGC gaming video resource, called the LIVE-YouTube Gaming video quality (LIVE-YT-Gaming) database, comprised of 600 real UGC gaming videos. We conducted a subjective human study on this data, yielding 18,600 human quality ratings recorded by 61 human subjects. We also evaluated a number of state-of-the-art (SOTA) VQA models on the new database, including a new one, called GAME-VQP, based on both natural video statistics and CNN-learned features. To help support work in this field, we are making the new LIVE-YT-Gaming Database, publicly available through the link: https://live.ece.utexas.edu/research/LIVE-YT-Gaming/index.html .

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FAVER: Blind Quality Prediction of Variable Frame Rate Videos

Video quality assessment (VQA) remains an important and challenging problem that affects many applications at the widest scales. Recent advances in mobile devices and cloud computing techniques have made it possible to capture, process, and share high resolution, high frame rate (HFR) videos across the Internet nearly instantaneously. Being able to monitor and control the quality of these streamed videos can enable the delivery of more enjoyable content and perceptually optimized rate control. Accordingly, there is a pressing need to develop VQA models that can be deployed at enormous scales. While some recent effects have been applied to full-reference (FR) analysis of variable frame rate and HFR video quality, the development of no-reference (NR) VQA algorithms targeting frame rate variations has been little studied. Here, we propose a first-of-a-kind blind VQA model for evaluating HFR videos, which we dub the Framerate-Aware Video Evaluator w/o Reference (FAVER). FAVER uses extended models of spatial natural scene statistics that encompass space-time wavelet-decomposed video signals, to conduct efficient frame rate sensitive quality prediction. Our extensive experiments on several HFR video quality datasets show that FAVER outperforms other blind VQA algorithms at a reasonable computational cost. To facilitate reproducible research and public evaluation, an implementation of FAVER is being made freely available online: \url{https://github.com/uniqzheng/HFR-BVQA}.

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RAPIQUE: Rapid and Accurate Video Quality Prediction of User Generated Content

Blind or no-reference video quality assessment of user-generated content (UGC) has become a trending, challenging, heretofore unsolved problem. Accurate and efficient video quality predictors suitable for this content are thus in great demand to achieve more intelligent analysis and processing of UGC videos. Previous studies have shown that natural scene statistics and deep learning features are both sufficient to capture spatial distortions, which contribute to a significant aspect of UGC video quality issues. However, these models are either incapable or inefficient for predicting the quality of complex and diverse UGC videos in practical applications. Here we introduce an effective and efficient video quality model for UGC content, which we dub the Rapid and Accurate Video Quality Evaluator (RAPIQUE), which we show performs comparably to state-of-the-art (SOTA) models but with orders-of-magnitude faster runtime. RAPIQUE combines and leverages the advantages of both quality-aware scene statistics features and semantics-aware deep convolutional features, allowing us to design the first general and efficient spatial and temporal (space-time) bandpass statistics model for video quality modeling. Our experimental results on recent large-scale UGC video quality databases show that RAPIQUE delivers top performances on all the datasets at a considerably lower computational expense. We hope this work promotes and inspires further efforts towards practical modeling of video quality problems for potential real-time and low-latency applications. To promote public usage, an implementation of RAPIQUE has been made freely available online: \url{https://github.com/vztu/RAPIQUE}.

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Image Quality Assessment using Contrastive Learning

We consider the problem of obtaining image quality representations in a self-supervised manner. We use prediction of distortion type and degree as an auxiliary task to learn features from an unlabeled image dataset containing a mixture of synthetic and realistic distortions. We then train a deep Convolutional Neural Network (CNN) using a contrastive pairwise objective to solve the auxiliary problem. We refer to the proposed training framework and resulting deep IQA model as the CONTRastive Image QUality Evaluator (CONTRIQUE). During evaluation, the CNN weights are frozen and a linear regressor maps the learned representations to quality scores in a No-Reference (NR) setting. We show through extensive experiments that CONTRIQUE achieves competitive performance when compared to state-of-the-art NR image quality models, even without any additional fine-tuning of the CNN backbone. The learned representations are highly robust and generalize well across images afflicted by either synthetic or authentic distortions. Our results suggest that powerful quality representations with perceptual relevance can be obtained without requiring large labeled subjective image quality datasets. The implementations used in this paper are available at \url{https://github.com/pavancm/CONTRIQUE}.

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Subjective and Objective Quality Assessment of High Frame Rate Videos

High frame rate (HFR) videos are becoming increasingly common with the tremendous popularity of live, high-action streaming content such as sports. Although HFR contents are generally of very high quality, high bandwidth requirements make them challenging to deliver efficiently, while simultaneously maintaining their quality. To optimize trade-offs between bandwidth requirements and video quality, in terms of frame rate adaptation, it is imperative to understand the intricate relationship between frame rate and perceptual video quality. Towards advancing progression in this direction we designed a new subjective resource, called the LIVE-YouTube-HFR (LIVE-YT-HFR) dataset, which is comprised of 480 videos having 6 different frame rates, obtained from 16 diverse contents. In order to understand the combined effects of compression and frame rate adjustment, we also processed videos at 5 compression levels at each frame rate. To obtain subjective labels on the videos, we conducted a human study yielding 19,000 human quality ratings obtained from a pool of 85 human subjects. We also conducted a holistic evaluation of existing state-of-the-art Full and No-Reference video quality algorithms, and statistically benchmarked their performance on the new database. The LIVE-YT-HFR database has been made available online for public use and evaluation purposes, with hopes that it will help advance research in this exciting video technology direction. It may be obtained at \url{https://live.ece.utexas.edu/research/LIVE_YT_HFR/LIVE_YT_HFR/index.html}

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High Frame Rate Video Quality Assessment using VMAF and Entropic Differences

The popularity of streaming videos with live, high-action content has led to an increased interest in High Frame Rate (HFR) videos. In this work we address the problem of frame rate dependent Video Quality Assessment (VQA) when the videos to be compared have different frame rate and compression factor. The current VQA models such as VMAF have superior correlation with perceptual judgments when videos to be compared have same frame rates and contain conventional distortions such as compression, scaling etc. However this framework requires additional pre-processing step when videos with different frame rates need to be compared, which can potentially limit its overall performance. Recently, Generalized Entropic Difference (GREED) VQA model was proposed to account for artifacts that arise due to changes in frame rate, and showed superior performance on the LIVE-YT-HFR database which contains frame rate dependent artifacts such as judder, strobing etc. In this paper we propose a simple extension, where the features from VMAF and GREED are fused in order to exploit the advantages of both models. We show through various experiments that the proposed fusion framework results in more efficient features for predicting frame rate dependent video quality. We also evaluate the fused feature set on standard non-HFR VQA databases and obtain superior performance than both GREED and VMAF, indicating the combined feature set captures complimentary perceptual quality information.

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ST-GREED: Space-Time Generalized Entropic Differences for Frame Rate Dependent Video Quality Prediction

We consider the problem of conducting frame rate dependent video quality assessment (VQA) on videos of diverse frame rates, including high frame rate (HFR) videos. More generally, we study how perceptual quality is affected by frame rate, and how frame rate and compression combine to affect perceived quality. We devise an objective VQA model called Space-Time GeneRalized Entropic Difference (GREED) which analyzes the statistics of spatial and temporal band-pass video coefficients. A generalized Gaussian distribution (GGD) is used to model band-pass responses, while entropy variations between reference and distorted videos under the GGD model are used to capture video quality variations arising from frame rate changes. The entropic differences are calculated across multiple temporal and spatial subbands, and merged using a learned regressor. We show through extensive experiments that GREED achieves state-of-the-art performance on the LIVE-YT-HFR Database when compared with existing VQA models. The features used in GREED are highly generalizable and obtain competitive performance even on standard, non-HFR VQA databases. The implementation of GREED has been made available online: https://github.com/pavancm/GREED

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ChipQA: No-Reference Video Quality Prediction via Space-Time Chips

We propose a new model for no-reference video quality assessment (VQA). Our approach uses a new idea of highly-localized space-time (ST) slices called Space-Time Chips (ST Chips). ST Chips are localized cuts of video data along directions that \textit{implicitly} capture motion. We use perceptually-motivated bandpass and normalization models to first process the video data, and then select oriented ST Chips based on how closely they fit parametric models of natural video statistics. We show that the parameters that describe these statistics can be used to reliably predict the quality of videos, without the need for a reference video. The proposed method implicitly models ST video naturalness, and deviations from naturalness. We train and test our model on several large VQA databases, and show that our model achieves state-of-the-art performance at reduced cost, without requiring motion computation.

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