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Neil Birkbeck

Publications and source records attributed to Neil Birkbeck.

30 records · Page 2Linked to original sources

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}.

cs.CV↗

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

cs.MM↗

Multi-feature 360 Video Quality Estimation

We propose a new method for the visual quality assessment of 360-degree (omnidirectional) videos. The proposed method is based on computing multiple spatio-temporal objective quality features on viewports extracted from 360-degree videos. A new model is learnt to properly combine these features into a metric that closely matches subjective quality scores. The main motivations for the proposed approach are that: 1) quality metrics computed on viewports better captures the user experience than metrics computed on the projection domain; 2) the use of viewports easily supports different projection methods being used in current 360-degree video systems; and 3) no individual objective image quality metric always performs the best for all types of visual distortions, while a learned combination of them is able to adapt to different conditions. Experimental results, based on both the largest available 360-degree videos quality dataset and a cross-dataset validation, demonstrate that the proposed metric outperforms state-of-the-art 360-degree and 2D video quality metrics.

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UGC-VQA: Benchmarking Blind Video Quality Assessment for User Generated Content

Recent years have witnessed an explosion of user-generated content (UGC) videos shared and streamed over the Internet, thanks to the evolution of affordable and reliable consumer capture devices, and the tremendous popularity of social media platforms. Accordingly, there is a great need for accurate video quality assessment (VQA) models for UGC/consumer videos to monitor, control, and optimize this vast content. Blind quality prediction of in-the-wild videos is quite challenging, since the quality degradations of UGC content are unpredictable, complicated, and often commingled. Here we contribute to advancing the UGC-VQA problem by conducting a comprehensive evaluation of leading no-reference/blind VQA (BVQA) features and models on a fixed evaluation architecture, yielding new empirical insights on both subjective video quality studies and VQA model design. By employing a feature selection strategy on top of leading VQA model features, we are able to extract 60 of the 763 statistical features used by the leading models to create a new fusion-based BVQA model, which we dub the \textbf{VID}eo quality \textbf{EVAL}uator (VIDEVAL), that effectively balances the trade-off between VQA performance and efficiency. Our experimental results show that VIDEVAL achieves state-of-the-art performance at considerably lower computational cost than other leading models. Our study protocol also defines a reliable benchmark for the UGC-VQA problem, which we believe will facilitate further research on deep learning-based VQA modeling, as well as perceptually-optimized efficient UGC video processing, transcoding, and streaming. To promote reproducible research and public evaluation, an implementation of VIDEVAL has been made available online: \url{https://github.com/tu184044109/VIDEVAL_release}.

cs.CV↗

Regression or Classification? New Methods to Evaluate No-Reference Picture and Video Quality Models

Video and image quality assessment has long been projected as a regression problem, which requires predicting a continuous quality score given an input stimulus. However, recent efforts have shown that accurate quality score regression on real-world user-generated content (UGC) is a very challenging task. To make the problem more tractable, we propose two new methods - binary, and ordinal classification - as alternatives to evaluate and compare no-reference quality models at coarser levels. Moreover, the proposed new tasks convey more practical meaning on perceptually optimized UGC transcoding, or for preprocessing on media processing platforms. We conduct a comprehensive benchmark experiment of popular no-reference quality models on recent in-the-wild picture and video quality datasets, providing reliable baselines for both evaluation methods to support further studies. We hope this work promotes coarse-grained perceptual modeling and its applications to efficient UGC processing.

cs.CV↗

Capturing Video Frame Rate Variations via Entropic Differencing

High frame rate videos are increasingly getting popular in recent years, driven by the strong requirements of the entertainment and streaming industries to provide high quality of experiences to consumers. To achieve the best trade-offs between the bandwidth requirements and video quality in terms of frame rate adaptation, it is imperative to understand the effects of frame rate on video quality. In this direction, we devise a novel statistical entropic differencing method based on a Generalized Gaussian Distribution model expressed in the spatial and temporal band-pass domains, which measures the difference in quality between reference and distorted videos. The proposed design is highly generalizable and can be employed when the reference and distorted sequences have different frame rates. Our proposed model correlates very well with subjective scores in the recently proposed LIVE-YT-HFR database and achieves state of the art performance when compared with existing methodologies.

cs.MM↗

Predicting the Quality of Compressed Videos with Pre-Existing Distortions

Over the past decade, the online video industry has greatly expanded the volume of visual data that is streamed and shared over the Internet. Moreover, because of the increasing ease of video capture, many millions of consumers create and upload large volumes of User-Generated-Content (UGC) videos. Unlike streaming television or cinematic content produced by professional videographers and cinemagraphers, UGC videos are most commonly captured by naive users having limited skills and imperfect technique, and often are afflicted by highly diverse and mixed in-capture distortions. These UGC videos are then often uploaded for sharing onto cloud servers, where they further compressed for storage and transmission. Our paper tackles the highly practical problem of predicting the quality of compressed videos (perhaps during the process of compression, to help guide it), with only (possibly severely) distorted UGC videos as references. To address this problem, we have developed a novel Video Quality Assessment (VQA) framework that we call 1stepVQA (to distinguish it from two-step methods that we discuss). 1stepVQA overcomes limitations of Full-Reference, Reduced-Reference and No-Reference VQA models by exploiting the statistical regularities of both natural videos and distorted videos. We show that 1stepVQA is able to more accurately predict the quality of compressed videos, given imperfect reference videos. We also describe a new dedicated video database which includes (typically distorted) UGC reference videos, and a large number of compressed versions of them. We show that the 1stepVQA model outperforms other VQA models in this scenario. We are providing the dedicated new database free of charge at https://live.ece.utexas.edu/research/onestep/index.html

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Subjective Quality Assessment for YouTube UGC Dataset

Due to the scale of social video sharing, User Generated Content (UGC) is getting more attention from academia and industry. To facilitate compression-related research on UGC, YouTube has released a large-scale dataset. The initial dataset only provided videos, limiting its use in quality assessment. We used a crowd-sourcing platform to collect subjective quality scores for this dataset. We analyzed the distribution of Mean Opinion Score (MOS) in various dimensions, and investigated some fundamental questions in video quality assessment, like the correlation between full video MOS and corresponding chunk MOS, and the influence of chunk variation in quality score aggregation.

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A Comparative Evaluation of Temporal Pooling Methods for Blind Video Quality Assessment

Many objective video quality assessment (VQA) algorithms include a key step of temporal pooling of frame-level quality scores. However, less attention has been paid to studying the relative efficiencies of different pooling methods on no-reference (blind) VQA. Here we conduct a large-scale comparative evaluation to assess the capabilities and limitations of multiple temporal pooling strategies on blind VQA of user-generated videos. The study yields insights and general guidance regarding the application and selection of temporal pooling models. In addition, we also propose an ensemble pooling model built on top of high-performing temporal pooling models. Our experimental results demonstrate the relative efficacies of the evaluated temporal pooling models, using several popular VQA algorithms, and evaluated on two recent large-scale natural video quality databases. In addition to the new ensemble model, we provide a general recipe for applying temporal pooling of frame-based quality predictions.

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Visual Distortions in 360-degree Videos

Omnidirectional (or 360-degree) images and videos are emergent signals in many areas such as robotics and virtual/augmented reality. In particular, for virtual reality, they allow an immersive experience in which the user is provided with a 360-degree field of view and can navigate throughout a scene, e.g., through the use of Head Mounted Displays. Since it represents the full 360-degree field of view from one point of the scene, omnidirectional content is naturally represented as spherical visual signals. Current approaches for capturing, processing, delivering, and displaying 360-degree content, however, present many open technical challenges and introduce several types of distortions in these visual signals. Some of the distortions are specific to the nature of 360-degree images, and often different from those encountered in the classical image communication framework. This paper provides a first comprehensive review of the most common visual distortions that alter 360-degree signals undergoing state of the art processing in common applications. While their impact on viewers' visual perception and on the immersive experience at large is still unknown ---thus, it stays an open research topic--- this review serves the purpose of identifying the main causes of visual distortions in the end-to-end 360-degree content distribution pipeline. It is essential as a basis for benchmarking different processing techniques, allowing the effective design of new algorithms and applications. It is also necessary to the deployment of proper psychovisual studies to characterise the human perception of these new images in interactive and immersive applications.

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