Towards Deep Learning Methods for Quality Assessment of Computer-Generated Imagery

May 02, 2020 Β· Declared Dead Β· πŸ› arXiv.org

πŸ‘» CAUSE OF DEATH: Ghosted
No code link whatsoever

"No code URL or promise found in abstract"

Evidence collected by the PWNC Scanner

Authors Markus Utke, Saman Zadtootaghaj, Steven Schmidt, Sebastian MΓΆller arXiv ID 2005.00836 Category cs.MM: Multimedia Cross-listed cs.CV, eess.IV Citations 5 Venue arXiv.org Last Checked 3 months ago
Abstract
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special characteristics such as extremely high motion for some games, special motion patterns, synthetic content and repetitive content, which makes the state-of-the-art video and image quality metrics perform weaker for this special computer generated content. In this paper, we outline our plan to build a deep learningbased quality metric for video gaming quality assessment. In addition, we present initial results by training the network based on VMAF values as a ground truth to give some insights on how to build a metric in future. The paper describes the method that is used to choose an appropriate Convolutional Neural Network architecture. Furthermore, we estimate the size of the required subjective quality dataset which achieves a sufficiently high performance. The results show that by taking around 5k images for training of the last six modules of Xception, we can obtain a relatively high performance metric to assess the quality of distorted video games.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

πŸ“œ Similar Papers

In the same crypt β€” Multimedia

R.I.P. πŸ‘» Ghosted

Video Generation From Text

Yitong Li, Martin Renqiang Min, ... (+3 more)

cs.MM πŸ› AAAI πŸ“š 300 cites 8 years ago

Died the same way β€” πŸ‘» Ghosted