THREE-DIMENSIONAL MOTION MAPPING FOR CLOUD GAMING
First Claim
1. A method for three-dimensional motion mapping in video encoding, comprising:
- a) performing a reverse three-dimensional transform for a set of anchor pixels in a current frame of video, thereby producing a set of transformed anchor pixels;
b) for each reverse transformed pixel, indicating that the reverse transformed pixel is occluded if the estimated depth for a corresponding pixel in the previous frame is greater than a real depth for the corresponding pixel in the previous frame, or indicating that the corresponding pixel in the current frame is visible, or indicating that the reverse transformed pixel is not occluded if the estimated depth for the corresponding pixel in the previous frame is not greater than a real depth for the corresponding pixel in the previous frame.c) constructing a motion vector map for at least a subset of the set of reverse transformed pixels;
d) deriving a best target motion vector for each section in a first set of sections in the current frame using the motion vector map or performing motion estimation for each section in a second set of sections in the current frame using the motion vector map, wherein the sections in the second set include occluded pixels;
e) deriving target motion vectors for one or more groups of two or more sections of the current frame, each group comprising two or more adjoining sections each with best target motion vectors; and
f) encoding the current frame using the target motion vectors, the best target motion vector for each section, or motion estimation results.
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Accused Products
Abstract
Three-dimensional motion mapping is disclosed. A reverse three-dimensional transform for a set of anchor pixels in the current frame is performed using a model-view matrix, a projection matrix, and view parameters associated with the computer game. Reverse transformed anchor pixels are indicated as occluded if the estimated depth for the pixel in the previous frame is greater than a real depth for the pixel in the previous frame or otherwise indicated as visible. A motion vector map for a subset of the reverse transformed pixels is constructed. A best target motion vector for a first set of sections in the current frame is derived or motion estimation is performed for sections in a second set that contain occluded pixels. Target motion vectors for groups of two or more sections of the current frame comprising two or more adjoining sections each with best target motion vectors are derived.
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Citations
17 Claims
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1. A method for three-dimensional motion mapping in video encoding, comprising:
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a) performing a reverse three-dimensional transform for a set of anchor pixels in a current frame of video, thereby producing a set of transformed anchor pixels; b) for each reverse transformed pixel, indicating that the reverse transformed pixel is occluded if the estimated depth for a corresponding pixel in the previous frame is greater than a real depth for the corresponding pixel in the previous frame, or indicating that the corresponding pixel in the current frame is visible, or indicating that the reverse transformed pixel is not occluded if the estimated depth for the corresponding pixel in the previous frame is not greater than a real depth for the corresponding pixel in the previous frame. c) constructing a motion vector map for at least a subset of the set of reverse transformed pixels; d) deriving a best target motion vector for each section in a first set of sections in the current frame using the motion vector map or performing motion estimation for each section in a second set of sections in the current frame using the motion vector map, wherein the sections in the second set include occluded pixels; e) deriving target motion vectors for one or more groups of two or more sections of the current frame, each group comprising two or more adjoining sections each with best target motion vectors; and f) encoding the current frame using the target motion vectors, the best target motion vector for each section, or motion estimation results. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 17)
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14. A system for implementing three-dimensional motion mapping, comprising:
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a processor; a memory; and computer-coded instructions embodied in the memory and executable by the processor, wherein the computer coded instructions are configured to implement a method for three-dimensional motion mapping of a current frame of a video game, the method comprising; a) performing a reverse three-dimensional transform for a set of anchor pixels in a current frame of video, thereby producing a set of transformed anchor pixels; b) for each reverse transformed pixel, indicating that the reverse transformed pixel is occluded if the estimated depth for a corresponding pixel in the previous frame is greater than a real depth for the corresponding pixel in the previous frame, or indicating that the corresponding pixel in the current frame is visible, or indicating that the reverse transformed pixel is not occluded if the estimated depth for the corresponding pixel in the previous frame is not greater than a real depth for the corresponding pixel in the previous frame. c) constructing a motion vector map for at least a subset of the set of reverse transformed pixels; d) deriving a best target motion vector for each section in a first set of sections in the current frame using the motion vector map or performing motion estimation for each section in a second set of sections in the current frame using the motion vector map, wherein the sections in the second set include occluded pixels; e) deriving target motion vectors for one or more groups of two or more sections of the current frame, each group comprising two or more adjoining sections each with best target motion vectors; and f) encoding the current frame using the target motion vectors, the best target motion vector for each section, or motion estimation results.
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16. A computer program product comprising:
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a non-transitory, computer-readable storage medium having computer readable program code embodied in said medium for implementing a method for three-dimensional motion mapping of a current video frame in a computer game, the method comprising; a) performing a reverse three-dimensional transform for a set of anchor pixels in a current frame of video, thereby producing a set of transformed anchor pixels; b) for each reverse transformed pixel, indicating that the reverse transformed pixel is occluded if the estimated depth for a corresponding pixel in the previous frame is greater than a real depth for the corresponding pixel in the previous frame, or indicating that the corresponding pixel in the current frame is visible, or indicating that the reverse transformed pixel is not occluded if the estimated depth for the corresponding pixel in the previous frame is not greater than a real depth for the corresponding pixel in the previous frame. c) constructing a motion vector map for at least a subset of the set of reverse transformed pixels; d) deriving a best target motion vector for each section in a first set of sections in the current frame using the motion vector map or performing motion estimation for each section in a second set of sections in the current frame using the motion vector map, wherein the sections in the second set include occluded pixels; e) deriving target motion vectors for one or more groups of two or more sections of the current frame, each group comprising two or more adjoining sections each with best target motion vectors; and f) encoding the current frame using the target motion vectors, the best target motion vector for each section, or motion estimation results.
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Specification