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View Full Version : Triangular Motion Compensation


chornobyl
16th December 2008, 18:47
I got mad idea about motion compensation: why not use triangular surface (polygon) for motion compensation instead of current square blocks.
Triangle may have any size(from very small to frame large)
Triangle deformation is more natural in video instead of block moving
Videocard may be used heavily on de/compression as triangle its primary object in 3d graphics
1 select some area in frame1 using three points.
2 set new coordinates of this points
3 deform area1 within triangle into area2

__
* \ * ---___
| \ | *
| 1 * ==> \ 2 /
| / | /
* / *

Dark Shikari
16th December 2008, 19:08
Warped-grid-based motion compensation and affine motion compensation (both of which this effectively is) aren't new ideas. Nokia MVC implemented the latter and the former has been used in some research implementations. I haven't seen them use triangles though.

MfA
17th December 2008, 03:52
For very low bandwidth applications I can see some justification for content based meshes, but for high quality coding you are going to be dealing with relatively small triangles. At that point I don't really see the advantage in using a mesh any more, might just as well go for per pixel ME/MC ...