WO2018195405A1 - Systems and methods for game-generated motion vectors - Google Patents
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- WO2018195405A1 WO2018195405A1 PCT/US2018/028544 US2018028544W WO2018195405A1 WO 2018195405 A1 WO2018195405 A1 WO 2018195405A1 US 2018028544 W US2018028544 W US 2018028544W WO 2018195405 A1 WO2018195405 A1 WO 2018195405A1
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Definitions
- New methods for integrating the encoding process into the video rendering process can provide significant reductions in encoding time while also reducing computational power, improving the quality of the encoded video, and retaining the original bitstream data format to preserve interoperability of existing hardware devices.
- the most computationally-complex and time-consuming step in the video encoder, motion estimation can be skipped for each inter frame. Additionally, the motion vectors supplied by the graphics engine will be more accurate than those approximated by a block-based motion estimation algorithm, which will improve the quality of the encoded video.
- this technology is deficient compared to the present invention at least because it does not disclose nor use a graphics engine that provides both the final rendered frame and properly formatted motion vector data for injection into the video codec engine, such that the video codec engine does not need to perform any motion estimation prior to transmitting encoded video data to the remote client coding engine.
- the present invention's improvement to computer technology provides reductions in encoding time and computational power, improvement in the quality of the encoded video, and results the retention of the original bitstream data format in order to preserve interoperability.
- U.S. Patent Application Publication No. 2011/0261885 Al (“the '885 Publication”), discloses systems and methods directed to bandwidth reduction through the integration of motion estimation and macroblock encoding.
- the motion estimation may be performed using fetched video data to generate motion estimation related information, including motion vectors. These motion vectors may correspond to a current macroblock, using corresponding video data cached in the buffer.
- the '885 Publication technology is deficient compared to the present invention at least because it does not disclose nor use a graphics engine that provides both the final rendered frame and properly formatted motion vector data for injection into the video codec engine, such that the video codec engine does not need to perform any motion estimation prior to transmitting encoded video data to the remote client coding engine.
- the technology of the '885 Publication does not provide the same reductions in encoding time and computational power, and the improvement in the quality of the encoded video that the present invention offers. [0009] As is apparent from the above discussion of the state of art in this technology, there is a need in the art for an improvement to the present computer technology related to video encoding in game environments.
- FIG. 1 is a block diagram illustrating a 3D graphics engine rendering a video for encoding and transmission to a client;
- FIG. 2 is a flow diagram illustrating the steps required for latency reduction by injection of motion vectors generated by the 3D graphics engine into the modified encoding process of FIG. 4;
- FIG. 3 is a diagram illustrating the transformation of per-pixel motion vectors generated in the graphics engine into per-macroblock motion vectors for injection into the encoding engine.
- FIG. 4 is a flow diagram illustrating the required alterations to a video encoding process used in FIG 1.
- Per-pixel motion vector data that is already generated by the graphics engine for each video frame can be converted to per-block motion vector data and injected into the codec engine to circumvent the motion estimation step which is the single most complex and computationally-intensive step in the encoding process.
- per-pixel motion vectors may already be calculated for each video frame. The conversion from per-pixel motion vectors to per-block motion vectors can be performed by finding the mean vector for each macroblock of 16x16 pixels.
- the conversion is performed in the 3D graphics engine so that only a small fraction of the original motion vector data needs to be passed from the 3D graphics engine to the coding engine. In cases where the graphics engine and coding engine do not share memory, this will also help reduce memory bandwidth consumption.
- the per-block motion vectors are injected into the codec engine, skipping the motion estimation step entirely, without significantly modifying the rest of the encoding process.
- FIGs. 1-4 illustrate an example technique for the improvement of video encoding in video streaming applications where a 3D graphics engine generates accompanying motion vector data in the process of rendering a video frame.
- FIG. 1 illustrates an example system in which video is rendered and encoded for transmission to a remote client 116.
- a 3D graphics engine 100 running in memory 106 on some server architecture 120, passes video and supplemental motion vector information about a rendered video frame to a codec engine (referred to herein as codec or encoder) 102 which generates an encoded bitstream 108 for transmission to a client computer system 116.
- the server architecture 120 is any combination of hardware or software which can support the functions of both a graphics engine and a codec engine.
- the graphics engine 100 may be implemented as, for example, a GPU executing video game software 104 loaded into some computer readable memory 106, while the codec engine 102 may be implemented as a CPU running video encoding software.
- the coding engine 102 generates encoded video data 108 for transmission to some remote client computer system 116, which includes a remote coding engine (codec) 110, which decodes the bitstream for playback on a display 114 driven by a display controller 112.
- the remote client computer system 116 is any combination of hardware, device, or software which enables the decoding and display of the encoded bitstream 108.
- FIG. 2 illustrates the steps required to achieve faster encoding times by reusing existing supplemental data from the rendering process in the video encoding process.
- the supplemental data must first be generated as a normal operational feature of the graphics engine 100 located at a server 120.
- GPUs have become more powerful and ubiquitous, real-time per- pixel motion vector generation has become a common feature in modern video game engines.
- a 3D graphics engine will generate ancillary outputs during the color generation process to be used as inputs for later post-process passes.
- the ancillary outputs may include information written to the accumulation, color, or velocity buffers, three memory locations allocated for the temporary storage of information about pixel depth, pixel color, and pixel movement respectively.
- the per-pixel velocities from the velocity buffer are first down sampled into a smaller number of tiles, where each tile assumes the max velocity from the pixel group. The tiles are then masked using the per-pixel depths in the accumulation buffer and the results applied to the per-pixel colors in the color buffer to generate motion blur.
- the reconstruction filter method which improve fidelity, performance, or both, but the concepts remain similar and a velocity buffer contains the per-pixel motion between two adjacent frames.
- 'velocity' is the term used in graphics engine terminology and 'motion vector' is the term used in video encoding terminology, the terms are functionally equivalent and a per-pixel velocity is the same thing as a per-pixel motion vector.
- the velocity buffer contains the supplemental data, in the form of per-pixel motion vectors, which will be reused in the video encoding process.
- step 204 the graphics engine 100 located at the server 120 converts the per-pixel motion vectors to per-block motion vectors based on the macroblock size to be used in encoding.
- the H.264 codec uses 16x16 pixel macroblocks by default and has the option to sub-divide further.
- the 256 per-pixel motion vectors can be averaged together to provide a single mean vector that will serve as the per-block motion vector. This process is described in further detail in connection with FIG 3.
- step 206 the per-macroblock motion vector information is injected into the coding engine/encoder 102 located at the server 120, bypassing the motion estimation step.
- the motion estimation step can be completely disabled, which provides a significant savings in CPU computation time. The time savings in the CPU should more than offset the additional time required to calculate the average vectors in the GPU (in step 204) and transfer them to the CPU.
- step 208 because the per-block motion vectors supplied by the graphics engine 100 are interchangeable with those calculated in a typical motion estimation step, encoding begins from the motion compensation step onward (step 208).
- the rest of the video encoding process, as described in further detail in connection with FIG. 4, is not appreciably different from the typical motion compensation, residual calculation, and encoding steps performed by an encoding standard that uses motion estimation techniques.
- FIG. 3 illustrates in further detail the transformation, occurring in the graphics engine 100, from per-pixel motion vectors to per-macroblock motion vectors.
- a 3D graphics engine 100 located at a server 120 will generate per-pixel motion vectors and store the data in the velocity buffer 300 also located at the server 120.
- the velocity buffer 300 may contain data only for dynamic objects, excluding the motion information imparted by the player-camera movement.
- a compute shader 302 will combine the vectors in the velocity buffer 300 with the camera velocity for all static objects not already included in the velocity buffer and store the per- pixel result in the motion vector buffer 304.
- the camera velocity is the 2D projection of the rotational and translational camera movement during the frame. Specific graphics engines may use slightly different methods to calculate these per-pixel motion vectors for the entire screen space, but the concepts remain the same.
- the H.264 encoder uses a default macroblock size of 16x16, but can be subdivided into smaller sizes down to 4x4.
- a 4x4 macroblock 306 is used as a simplified case but the method should be extrapolated to match the macroblock size used in the encoder.
- For a 4x4 macroblock 306 there are 16 per-pixel motion vectors 308 stored in the motion vector buffer 304. These per-pixel motion vectors 308 need to be transformed 312 into a single per- macroblock motion vector 310 that can be injected into the encoder for use in motion
- the arithmetic mean of the set of per-pixel vectors 308 is a transformation 312 method with a low computational-complexity and short compute time.
- Optional modifications can be made to the arithmetic mean transformation 312 to improve quality at the cost of additional computational complexity or power.
- vector median filtering techniques can be applied to remove discontinuities in the macroblock' s vector field before the arithmetic mean computation to ensure that the per-macroblock motion vector 310 is representative of most pixels in the macroblock 306. Because the resultant per-macroblock motion vector is derived from pixel-perfect motion vectors that were originally computed based on known object-movement data, these per-macroblock motion vectors will always be a more accurate representation than those calculated by existing block-based motion estimation algorithms that can only derive movement based on pixel color data.
- FIG. 4 illustrates a method for skipping the computationally-complex motion estimation process by injecting motion vectors generated in the graphics engine 100 of the server 120 of FIG. 1 into the coding engine 102 of the server 120 FIG. 1.
- the resulting bit stream of encoded video data 108 is transmitted to the remote client computer system 116.
- the method shown in FIG. 4 illustrates the encoding process for a single inter- frame, specifically a P-frame as defined by the MPEG family of video codec standards. Intra frame (I-frame) generation will not be altered since motion compensation 406 is not performed in I-frame generation.
- the chroma subsampled video frame 402 and per-block motion vector data 404 will be transferred from the graphics engine 100 as soon as they are available.
- the game-generated motion vectors 404 are used to circumvent the motion vector generation that would otherwise occur in a typical motion estimation 426 step, as outlined in the H.264/MPEG-4 AVC standard.
- the motion estimation 426 step will be skipped, and can be disabled in a software implementation of the coding engine. Skipping the block-based motion estimation 426 step will provide a significant reduction in encoding time, which will more than offset the time taken to convert the velocity buffer data into the appropriate format as described in connection with FIG. 3.
- the motion vectors 404 having already been converted for the appropriate macroblock size, can be used immediately without any alteration to the motion compensation 406.
- the results of the motion compensation 406 are combined with the input chroma subsampled video frame 402 to form the residual image 430, which is processed by the residual transformation & scaling 408, quantization 410, and scanning 412 steps that typically occur within existing hardware or software video encoders.
- the deblocking steps must be performed if the implementation's chosen decoding standard demands it.
- the deblocking settings 420 and deblocked image 428 are calculated by applying the coding standard's algorithms for inverse quantization 414, inverse transform & scale 416, then deblocking 418.
- the scanned coefficients 412 are combined with the deblocking settings 420 and encoded in the entropy coder 422 before being transmitted as a bit stream 108 to the remote client computer system 116 for decoding at the remote client computer system's codec 110.
- the deblocked image 428 becomes the input for the motion compensation 406 of the next frame.
- the bit stream (comprising encoded video data) 108 retains the same format as defined by the encoding standard used in the implementation such as H.264/MPEG-4 AVC.
- This example is specific to the H.264/MPEG-4 AVC standard, can be generally used for similar coding standards that use motion estimation 426 and motion compensation 406 techniques.
- the motion estimation step in traditional H.264 compliant encoding is typically the most computationally-complex and time-consuming step. As discussed herein, reusing game- generated motion vectors can produce significant reductions in encoding time.
- the graphics engine produced output at a resolution of 1280x720 at 60 frames per second.
- the encoding times were captured from an x264 encoder running single-threaded. Running the encoder single-threaded will produce encoding times longer than real-world usage but will normalize measurements to one core so they are directly comparable to each other. Encoding times were first measured using unmodified motion estimation within the encoder, then remeasured in the same environment using the game-generated motion estimation feature enabled.
- a low motion area comprising of a first-person player view of the player's hands, weapon, and a stationary wall. The player's hands and weapons cycle through a slight
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Abstract
Description
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Priority Applications (15)
Application Number | Priority Date | Filing Date | Title |
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KR1020237043929A KR20240001278A (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
DE112018002110.6T DE112018002110T5 (en) | 2017-04-21 | 2018-04-20 | SYSTEMS AND METHODS FOR GAME-GENERATED MOTION VECTORS |
KR1020197033912A KR20200019854A (en) | 2017-04-21 | 2018-04-20 | Systems and Methods for Game-Generated Motion Vectors |
KR1020227028903A KR102617595B1 (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
CA3059740A CA3059740A1 (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
KR1020217038338A KR20210148381A (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
RU2019136490A RU2735241C1 (en) | 2017-04-21 | 2018-04-20 | Systems and methods for motion vectors generated during game |
EP18788077.8A EP3613015A4 (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
BR112019022007-0A BR112019022007A2 (en) | 2017-04-21 | 2018-04-20 | SYSTEMS AND METHODS FOR MOTION VECTORS GENERATED IN GAMES |
JP2020507497A JP7135067B2 (en) | 2017-04-21 | 2018-04-20 | System and method for game-generated motion vectors |
AU2018254550A AU2018254550B2 (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
CN201880040171.3A CN110959169A (en) | 2017-04-21 | 2018-04-20 | System and method for game generated motion vectors |
GB1916979.6A GB2576846A (en) | 2017-04-21 | 2018-04-20 | Systems and methods for game-generated motion vectors |
ZA2019/07680A ZA201907680B (en) | 2017-04-21 | 2019-11-20 | Systems and methods for game-generated motion vectors |
AU2020267252A AU2020267252B2 (en) | 2017-04-21 | 2020-11-12 | Systems and methods for game-generated motion vectors |
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