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Viewing file: vp3-format.txt (45.88 KB) -rw-r--r-- Select action/file-type: (+) | (+) | (+) | Code (+) | Session (+) | (+) | SDB (+) | (+) | (+) | (+) | (+) | (+) | VP3 Bitstream Format and Decoding Process by Mike Melanson (mike at multimedia.cx) v0.5: December 8, 2004 [December 8, 2004: Note that this document is not complete and likely will never be completed. However, it helped form the basis of Theora I specification available at http://www.theora.org/doc/Theora_I_spec.pdf ] Contents -------- * Introduction * Underlying Coding Concepts * VP3 Coding Overview * VP3 Chunk Format * Decoding The Frame Header * Initializing The Quantization Matrices * Hilbert Coding Pattern * Unpacking The Block Coding Information * Unpacking The Macroblock Coding Mode Information * Unpacking The Macroblock Motion Vectors * Unpacking The DCT Coefficients * Reversing The DC Prediction * Reconstructing The Frame * Theora Specification * Appendix A: Quantization Matrices And Scale Factors * Appendix B: Macroblock Coding Mode Alphabets * Appendix C: DCT Coefficient VLC Tables * Appendix D: The VP3 IDCT * Acknowledgements * References * Changelog Introduction ------------ A company named On2 (http://www.on2.com) created a video codec named VP3. Eventually, they decided to open source it. Like any body of code that was produced on a deadline, the source code was not particularly clean or well-documented. This makes it difficult to understand the fundamental operation of the codec. This document describes the VP3 bitstream format and decoding process at a higher level than source code. Underlying Coding Concepts -------------------------- In order to understand the VP3 coding method it is necessary to understand the individual steps in the process. Like many multimedia compression algorithms VP3 does not consist of a single coding method. Rather, it uses a chain of methods to achieve compression. If you are acquainted with the MPEG video clique then many of VP3's coding concepts should look familiar as well. What follows is a list of the coding methods used in VP3 and a brief description of each. * Discrete Cosine Transform (DCT): This is a magical mathematical function that takes a group of numbers and turns it into another group of numbers. The transformed group of numbers exhibits some curious properties. Notably, larger numbers are concentrated in certain areas of the transformed group. A video codec like VP3 often operates on 8x8 blocks of numbers. When these 8x8 blocks are transformed using a DCT the larger numbers occur mostly in the up and left areas of the block with the largest number occurring as the first in the block (up-left corner). This number is called the DC coefficient. The other 63 numbers are called the AC coefficients. The DCT and its opposite operation, the inverse DCT, require a lot of multiplications. Much research and experimentation is focused of optimizing this phase of the coding/decoding process. * Quantization: This coding step tosses out information by essentially dividing a number to be coded by a factor and throwing away the remainder. The inverse process (dequantization) involves multiplying by the same factor to obtain a number that is close enough to the original. * Run Length Encoding (RLE): The concept behind RLE is to shorten runs of numbers that are the same. For example, the string "88888" is encoded as (5, 8), indicating a run of 5 '8' numbers. In VP3 (and MPEG/JPEG), RLE is used to record the number of zero-value coefficients that occur before a non-zero coefficient. For example: 0 0 0 0 5 0 2 0 0 0 9 is encoded as: (4, 5), (1, 2), (3, 9) This indicates that a run of 4 zeroes is followed by a coefficient of 5; then a run of 1 zero is followed by 2; then a run of 3 zeroes is followed by 9. * Zigzag Ordering: After transforming and quantizing a block of samples, the samples are not in an optimal order for run length encoding. Zigzag ordering rearranges the samples to put more zeros between non-zero samples. * Differential (or Delta) Pulse Code Modulation (DPCM): 1 + 1 = 2. Got that? Seriously, that is what DPCM means. Rather than encoding absolute values, encode the differences between successive values. For example: 82 84 81 80 86 88 85 Can be delta-encoded as: 82 +2 -3 -1 +6 +2 -3 Most of the numbers turn into smaller numbers which require less information to encode. * Motion Compensation: Simply, this coding method specifies that a block from a certain position in the previous frame is to be copied into a new position in the current frame. This technique is often combined with DCT and DPCM coding, as well as fractional pixel motion. * Entropy Coding (a.k.a. Huffman Coding): This is the process of coding frequently occurring symbols with fewer bits than symbols that are not likely to occur as frequently. * Variable Length Run Length Booleans: An initial Boolean bit is extracted from the bitstream. A variable length code (VLC) is extracted from the bitstream and converted to a count. This count indicates that the next (count) elements are to be set to the Boolean value. Afterwards, the Boolean value is toggled, the next VLC is extracted and converted to a count, and the process continues until all elements are set to either 0 or 1. * YUV Colorspace: Like many modern video codecs, VP3 operates on a YUV colorspace rather than a RGB colorspace. Specifically, VP3 uses YUV 4:2:0, alias YUV420P, YV12. Note: Throughout the course of this document, the U and V planes (a.k.a., Cb and Cr planes) will be collectively referred to as C planes (color or chrominance planes). * Frame Types: VP3 has intra-coded frames, a.k.a. intraframes, I-frames, or keyframes. VP3 happens to call these golden frames. VP3 has interframes, a.k.a. predicted frames or P-frames. These frames can use information from either the previous interframe or from the previous golden frame. VP3 Overview ------------ The first thing to understand about the VP3 coding method is that it encodes all 3 planes upside down. That is, the data is encoded from bottom-to-top rather than top-to-bottom as is done with many video codecs. VP3 codes a video frame by first breaking each of the 3 planes (Y, U, and V) into a series of 8x8 blocks called fragments. VP3 also has a notion of superblocks. Superblocks encapsulate 16 fragments arranged in a 4x4 matrix. Each plane has its own set of superblocks. Further, VP3 also uses the notion of macroblocks which is the same as that found in JPEG/MPEG. One macroblock encompasses 4 blocks from the Y plane arranged in a 2x2 matrix, 1 block from the U plane, and 1 block from the V plane. While a fragment or a superblock applies to 1 and only 1 plane, a macroblock extends over all 3 planes. VP3 compresses golden frames by transforming each fragment with a discrete cosine transform. Each transformed sample is then quantized and the DC coefficient is reduced via DPCM using a combination of DC coefficients from surrounding fragments as predictors. Then, each fragment's DC coefficient is entropy-coded in the output bitstream, followed by each fragment's first AC coefficient, then each second AC coefficient, and so on. An interframe, naturally, is more complicated. While there is only one coding mode available for a golden frame (intra coding), there are 8 coding modes that the VP3 coder can choose from for interframe macroblocks. Intra coding as seen in the keyframe is still available. The rest of the modes involve encoding a fragment diff, either from the previous frame or the golden frame, from the same coordinate or from the same coordinate plus a motion vector. All of the macroblock coding modes and motion vectors are encoded in an interframe bitstream. VP3 Chunk Format ---------------- The high-level format of a compressed VP3 frame is laid out as: * chunk header * block coding information * macroblock coding mode information * motion vectors * DC coefficients * 1st AC coefficients * 2nd AC coefficients * ... * 63rd AC coefficients Decoding The Frame Header ------------------------- The chunk header always contains at least 1 byte which has the following format: bit 7: 0 = golden frame, 1 = interframe bit 6: unused bits 5-0: Quality index (0..63) Further, if the frame is a golden frame, there are 2 more bytes in the header: byte 0: version byte 0 byte 1: bits 7-3: VP3 version number (stored) bit 2: key frame coding method (0 = DCT key frame, only type supported) bits 1-0: unused, spare bits All frame headers are encoded with a quality index. This 6-bit value is used to index into 2 dequantizer scaling tables, 1 for DC values and 1 for AC values. Each of the 3 dequantization tables is modified per these scaling values. Initializing The Quantization Matrices -------------------------------------- VP3 has three static matrices for quantizing and dequantizing fragments. One matrix is for quantizing golden frame Y fragments, one matrix is for quantizing golden frame C fragments, and one matrix is for quantizing both golden frame and interframe Y or C fragments. While these matrices are static, they are adjusted according to quality index coded in the header. The quality index is an index into 2 64-element tables: dc_scale_factor[] and ac_scale_factor[]. Each quantization factor from each of the three quantization matrices is adjusted by the appropriate scale factor according to this formula: base quantizer * scale factor quantizer = ----------------------------- 100 where scale factor = dc_scale_factor[quality_index] for DC dequantizer ac_scale_factor[quality_index] for AC dequantizer The quantization matrices need to be recalculated at the beginning of a frame decode if the current frame's quality index is different from the previous frame's quality index. See Appendix A for the complete VP3 quantization matrices and scale factor tables. As an example, this is the base quantization matrix for golden frame Y fragments: 16 11 10 16 24 40 51 61 12 12 14 19 26 58 60 55 14 13 16 24 40 57 69 56 14 17 22 29 51 87 80 62 18 22 37 58 68 109 103 77 24 35 55 64 81 104 113 92 49 64 78 87 103 121 120 101 72 92 95 98 112 100 103 99 If a particular coded frame specifies a quality index of 54. Element 54 of the dc_scale_factor table is 20, thus: 16 * 20 DC coefficient quantizer = ------- = 3 100 Element 54 of the ac_scale_factor table is 24. The AC coefficient quantizers are each scaled using this factor, e.g.: 11 * 24 ------- = 2 100 100 * 24 -------- = 24 100 [not complete; still need to explain how these quantizers are saturated and scaled with respect to the DCT process] Hilbert Coding Pattern ---------------------- VP3 uses a Hilbert pattern to code fragments within a superblock. A Hilbert pattern is a recursive pattern that can grow quite complicated. The coding pattern that VP3 uses is restricted to this pattern subset, where each fragment in a superblock is represented by a 'X': X -> X X -> X | ^ v | X <- X X <- X | ^ v | X X -> X X | ^ | ^ v | v | X -> X X -> X As an example of this pattern, consider a plane that is 256 samples wide and 64 samples high. Each fragment row will be 32 fragments wide. The first superblock in the plane will be comprised of these 16 fragments: 0 1 2 3 ... 31 32 33 34 35 ... 63 64 65 66 67 ... 95 96 97 98 99 ... 127 The order in which these 16 fragments are coded is: 0 | 0 1 14 15 32 | 3 2 13 12 64 | 4 7 8 11 96 | 5 6 9 10 All of the image coding information, including the block coding status and modes, the motion vectors, and the DCT coefficients, are all coded and decoded using this pattern. Thus, it is rather critical to have the pattern and all of its corner cases handled correctly. In the above example, if the bottom row and left column were not present due to the superblock being in a corner, the pattern proceeds as if the missing fragments were present, but the missing fragments are omitted in the final coding list. The coding order would be: 0, 1, 2, 3, 4, 7, 8, 13, 14 Unpacking The Block Coding Information -------------------------------------- After unpacking the frame header, the decoder unpacks the block coding information. The only information determined in this phase is whether a particular superblock and its fragments are coded in the current frame or unchanged from the previous frame. The actual coding method is determined in the next phase. If the frame is a golden frame then every superblock, macroblock, and fragment is marked as coded. If the frame is an interframe, then the block coding information must be decoded. This is the phase where a decoder will build a list of coded fragments for which coding mode, motion vector, and DCT coefficient data must be decoded. First, a list of partially-coded superblocks is unpacked from the stream. This list is coded as a series of variable-length run length codes (VLRLC). First, the code is initialized by reading the next bit in the stream. Then, while there are still superblocks remaining in the list, fetch a VLC from the stream according to this table: Codeword Run Length 0 1 10x 2-3 110x 4-5 1110xx 6-9 11110xxx 10-17 111110xxxx 18-33 111111xxxxxxxxxxxx 34-4129 For example, a VLC of 1101 represents a run length of 5. If the VLRLC was initialized to 1, then the next 5 superblocks would be set to 1, indicating that they are partially coded in the current frame. Then the bit value is toggled to 0, another VLC is fetched from the stream and the process continues until each superblock has been marked either partially coded (1) or not (0). If any of the superblocks were marked as not partially coded in the previous step, then a list of fully-coded superblocks is unpacked next using the same VLRLC as the list of partially-coded superblocks. Initialize the VLRLC with the next bit in the stream. For each superblock that was not marked as partially coded, mark it with either a 0 or 1 according to the current VLRLC. By the end of this step, each superblock will be marked as either not coded, partially coded, or fully coded. Let's work through an example with an image frame that is 256x64 pixels. This means that the Y plane contains 4x2 superblocks and each of the C planes contains 2 superblocks each. The superblocks are numbered as follows: Y: 0 1 2 3 U: 8 9 4 5 6 7 V: 10 11 This is the state of the bitstream: 1100011001101 Which is interpreted as: initial 2 1's 1 0 4 1's 5 0's 1 100 0 1100 1101 Superblocks 0-1 and 3-6 are marked as partially coded. Since there were blocks that were not marked, proceed to unpack the list of fully-coded superblocks. This is the state of the bitstream: 1101101 Which is interpreted as: initial 3 1's 3 0's 1 101 100 Superblocks 2, 7, and 8 are marked as fully coded while superblocks 9, 10, and 11 are marked as not coded. If any of the superblocks were marked as partially coded, the next data in the bitstream will define which fragments inside each partially-coded superblock are coded. This is the first place where the Hilbert pattern comes into play. For each partially-coded superblock, iterate through each fragment according to the Hilbert pattern. Use the VLRLC method, only with a different table, to determine which fragments are coded. The VLRLC table for fragment coding runs is: Codeword Run Length 0x 1-2 10x 3-4 110x 5-6 1110xx 7-10 11110xx 11-14 11111xxxx 15-30 Continuing with the contrived example, superblocks 0 and 1 are both partially coded. This is the state of the bitstream: 0011001111010001111010...(not complete) Which is interpreted as: initial 2 0's 3 1's 13 0's 1 1 13 0's 0 01 100 1111010 00 1111010 ... This indicates that fragments 2-4 in superblock 0 are coded, while fragments 0, 1, and 5-15 are not. Note that the run of 12 0's cascades over into the next fragment, indicating that fragment 0 of superblock 1 is not coded. Fragment 1 of superblock 1 is coded, while the rest of the superblock's fragments are not coded. The example ends there (a real bitstream should have enough data to describe all of the partially-coded superblocks). Superblock 2 is fully coded which means all 16 fragments are coded. Thus, superblocks 0-2 have the following coded fragments: 0 | x x x x x x x x 0 1 14 15 32 | 3 2 x x x 2 x x 3 2 13 12 64 | 4 x x x x x x x 4 7 8 11 96 | x x x x x x x x 5 6 9 10 This is a good place to generate the list of coded fragment numbers for this frame. In this case, the list will begin as: 33 32 64 37 8 9 41 40 72 104 105 73 ... and so on through the remaining 8 fragments of superblock 2 and onto the fragments for the remaining superblocks that are either fully or partially coded. Unpacking The Macroblock Coding Mode Information ------------------------------------------------ After unpacking the block coding information, the decoder unpacks the macroblock coding mode information. This process is simple when decoding a golden frame-- since the only possible decoding mode is INTRA, no macroblock coding mode information is transmitted. However, in an interframe, each coded macroblock is encoded with one of 8 methods: 0, INTER_NO_MV: current fragment = (fragment from previous frame @ same coordinates) + (DCT-encoded residual) 1, INTRA: current fragment = DCT-encoded block, just like in a golden frame 2, INTER_PLUS_MV: current fragment = (fragment from previous frame @ (same coords + motion vector)) + (DCT-encoded residual) 3, INTER_LAST_MV: same as INTER_PLUS_MV but using the last motion vector decoded from the bitstream 4, INTER_PRIOR_LAST; same as INTER_PLUS_MV but using the second-to-last motion vector decoded from the bitstream 5, USING_GOLDEN: same as INTER_NO_MV but referencing the golden frame instead of previous interframe 6, GOLDEN_MV: same as INTER_PLUS_MV but referencing the golden frame instead of previous interframe 7, INTER_FOURMV: same as INTER_PLUS_MV except that each of the 4 Y fragments gets its own motion vector, and the U and V fragments share the same motion vector which is the average of the 4 Y fragment vectors The MB coding mode information is encoded using one of 8 alphabets. The first 3 bits of the MB coding mode stream indicate which of the 8 alphabets, 0..7, to use to decode the MB coding information in this frame. The reason for the different alphabets is to minimize the number of bits needed to encode this section of information. Each alphabet arranges the coding modes in a different order, indexing the 8 modes into 8 index slots. Index 0 is encoded with 1 bit (0), index 1 is encoded with 2 bits (10), index 2 is encoded with 3 bits (110), and so on up to indices 6 and 7 which are encoded with 6 bits each (1111110 and 1111111, respectively): index encoding ----- -------- 0 0 1 10 2 110 3 1110 4 11110 5 111110 6 1111110 7 1111111 For example, the coding modes are arranged in alphabet 1 as follows: index coding mode ----- ----------- 0 MODE_INTER_LAST_MV 1 MODE_INTER_PRIOR_LAST 2 MODE_INTER_PLUS_MV 3 MODE_INTER_NO_MV 4 MODE_INTRA 5 MODE_USING_GOLDEN, 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV This alphabet arrangement is designed for frames in which motion vectors based off of the previous interframe dominate. When unpacking MB coding mode information for a frame, the decoder first reads 3 bits from the stream to determine the alphabet. In this example, the 3 bits would be 001 to indicate alphabet 1. Consider this contrived bitstream following the alphabet number: 1010000011000011111110... The bits are read as follows: 10 10 0 0 0 0 110 0 0 0 1111111 0 index: 1 1 0 0 0 0 2 0 0 0 7 0 This arrangement of indices translates to this series of coding modes: index coding mode ----- ----------- 1 MODE_INTER_PRIOR_LAST 1 MODE_INTER_PRIOR_LAST 0 MODE_INTER_LAST_MV 0 MODE_INTER_LAST_MV 0 MODE_INTER_LAST_MV 0 MODE_INTER_LAST_MV 2 MODE_INTER_PLUS_MV 0 MODE_INTER_LAST_MV 0 MODE_INTER_LAST_MV 0 MODE_INTER_LAST_MV 7 MODE_INTER_FOURMV 0 MODE_INTER_LAST_MV There are 6 pre-defined alphabets. Consult Appendix B for the complete alphabets. What happens if none of the 6 pre-defined alphabets fit? The VP3 encoder can choose to use alphabet 0 which indicates a custom alphabet. The 3-bit coding mode numbers for each index, 0..7, are stored after the alphabet number in the bitstream. For example, the sequence: 000 111 110 101 100 011 010 001 000 would indicate coding alphabet 0 (custom alphabet), index 0 corresponds to coding mode 7 (INTER_FOURMV), index 1 corresponds to coding mode 6 (GOLDEN_MV), and so on down to index 7 which would correspond to coding mode 0 (INTER_NO_MV). There is one more possible alphabet: Alphabet 7. This alphabet is reserved for when there is such a mixture of coding modes used in a frame that using any variable-length coding mode would result in more bits than a fixed-length representation. When alphabet 7 is specified, the decoder reads 3 bits at a time from the bitstream, and uses those directly as the macroblock coding modes. To recap, this is the general algorithm for decoding macroblock coding mode information: if (golden frame) all frames are intracoded, there is no MB coding mode information else read 3 bits from bitstream to determine alphabet if alphabet = 0 this is a custom alphabet, populate index table with 8 3-bit coding modes read from bitstream foreach coded macroblock, unpack a coding mode: if alphabet = 7 read 3 bits from the bitstream as the coding mode for the macroblock else read a VLC from the bitstream use the decoded VLC value to index into the coding mode alphabet selected for this frame and assign the indexed coding mode to this macroblock Unpacking The Macroblock Motion Vectors --------------------------------------- After unpacking the macroblock coding mode information, the decoder unpacks the macroblock motion vectors. This phase essentially assigns a motion vector to each of the 6 constituent fragments of any coded macroblock that requires motion vectors. If the frame is a golden frame then there is no motion compensation and no motion vectors are encoded in the bitstream. If the frame is an interframe, the next bit is read from the bitstream to determine the vector entropy coding method used. If the coding method is zero then all of the vectors will be unpacked using a VLC method. If the coding method is 1 then all of the vectors will be unpacked using a fixed length method. The VLC unpacking method reads 3 bits from the bitstream. These 3 bits comprise a number ranging from 0..7 which indicate the next action: 0, MV component = 0 1, MV component = 1 2, MV component = -1 3, MV component = 2, read next bit for sign 4, MV component = 3, read next bit for sign 5, MV component = 4 + (read next 2 bits), read next bit for sign range: (4..7, -4..-7) 6, MV component = 8 + (read next 3 bits), read next bit for sign range: (8..15, -8..-15) 7, MV component = 16 + (read next 4 bits), read next bit for sign range: (16..31, -16..-31) The fixed length vector unpacking method simply reads the next 5 bits from the bitstream, reads the next bit for sign, and calls the whole thing a motion vector component. This gives a range of (-31..31), which is the same range as the VLC method. For example, consider the following contrived motion vector bitstream: 000001011011111000... The stream is read as: 0 (000 010) (110 111 1 100 0) The first bit indicates the entropy method which, in this example, is variable length as opposed to fixed length. The next 3 bits are 0 which indicate a X MV component of 0. The next 3 bits are 2 which indicate a Y MV component of -1. The first motion vector encoded in this stream is (0, -1). The next 3 bits are 6 which indicate 8 + next 3 bits (7) with another bit indicating sign (1 in this case, which is negative). Thus, the X MV component is -15. The next 3 bits are 4 which indicate a Y MV component of 3 with one more bit for the sign (0 is positive). So the second motion vector encoded in this stream is (-15, 3). As an example of the fixed-length entropy method, consider the following contrived bitstream: 1010101101010... The stream is read as: 1 01010 1 10101 0 The first bit indicates the fixed length entropy method. The first 5 bits are 10 followed by a negative sign bit. The next 5 bits are 21 followed by a positive sign bit. The first motion vector in this stream is (-10, 21). During this phase of the decoding process, it is traditional to assign all motion vectors for all coded macroblocks that require them, whether they are unpacked from the motion vector bitstream or copied from previous coded macroblocks. It is necessary to track the motion vectors for both the previous macroblock as well as the next-to-last (prior) macroblock. The general algorithm for this phase is as follows: foreach coded macroblock last MV = 0 prior last MV = 0 if coding mode = MODE_INTER_PLUS_MV or MODE_GOLDEN_MV read current MV pair from the bitstream and set all fragment motion vectors to that pair prior last MV = last MV last MV = current MV if coding mode = MODE_INTER_FOURMV read MV for first Y fragment in macroblock read MV for second Y fragment in macroblock read MV for third Y fragment in macroblock read MV for fourth Y fragment in macroblock set U & V fragment motion vectors to average of 4 Y vectors, calculated as follows: if sum of all 4 X motion components is positive, the X motion component for the U & V fragments is (sum + 2) / 4, otherwise, it is (sum - 2) / 4; repeat the same process for the Y components prior last MV = last MV last MV = MV for fourth Y fragment from this macroblock if coding mode = MODE_INTER_LAST_MV motion vectors for this macroblock are the same as last MV; note that in this case, the last MV remains the last MV and the prior last MV remains the prior last MV if coding mode = MODE_INTER_PRIOR_LAST motion vectors for this macroblock are the same as prior last MV prior last MV = last MV last MV = current MV (effectively, swap last and prior last vectors) Unpacking The DCT Coefficients ------------------------------ After unpacking the macroblock motion vectors, the decoder unpacks the fragment DCT coefficient data. Each coded fragment has 64 DCT coefficients. Some of the coefficients will be non-zero. Many of the coefficients will, or should be 0 as this is where the coding method derives much of its compression. During this phase, the decoder will be unpacking DCT coefficients, zero runs, and end-of-block (EOB) codes. The decoder unpacks the the DC coefficients for all fragments, then all of the first AC coefficients, and so on until all of the 64 DCT coefficients are unpacked from the bitstream. To obtain the DCT coefficients, the decoder unpacks a series of VLCs from the bitstream which turn into a series of tokens ranging from 0..31. Each of these tokens specifies which action to take next. VP3 defines 80 different 32-element histograms for VLC decoding: 16 histograms for DC token decoding 16 histograms for group 1 AC token decoding 16 histograms for group 2 AC token decoding 16 histograms for group 3 AC token decoding 16 histograms for group 4 AC token decoding The decoder fetches 4 bits from the bitstream that will be used to select a DC histogram and 4 bits that will be used to select 4 AC histograms, one for each AC group. The meaning of each of the 32 possible tokens follows. 'EB' stands for extra bits read from bitstream directly after the VLC token: 0, DCT_EOB_TOKEN set the current block to EOB, meaning that the block is marked as being fully unpacked 1, DCT_EOB_PAIR_TOKEN set the next 2 blocks to EOB 2. DCT_EOB_TRIPLE_TOKEN set the next 3 blocks to EOB 3, DCT_REPEAT_RUN_TOKEN set the next (2 EBs + 4) blocks to EOB 4, DCT_REPEAT_RUN2_TOKEN set the next (3 EBs + 8) blocks to EOB 5, DCT_REPEAT_RUN3_TOKEN set the next (4 EBs + 16) blocks to EOB 6, DCT_REPEAT_RUN4_TOKEN set the next (12 EBs) blocks to EOB 7, DCT_SHORT_ZRL_TOKEN skip (3 EBs + 1) positions in the output matrix 8, DCT_ZRL_TOKEN skip (6 EBs + 1) positions in the output matrix 9, ONE_TOKEN output 1 as coefficient 10, MINUS_ONE_TOKEN output -1 as coefficient 11, TWO_TOKEN output 2 as coefficient 12, MINUS_TWO_TOKEN output -2 as coefficient 13, 14, 15, 16, LOW_VAL_TOKENS next EB determines coefficient sign; coeff = DCT_VAL_CAT2_MIN (3) + (token - 13) (this gives a range of +/- 3..6) 17, DCT_VAL_CATEGORY3 next EB determines coefficient sign; coeff = DCT_VAL_CAT3_MIN (7) + next EB (this gives a range of +/- 7..8) 18, DCT_VAL_CATEGORY4 next EB determines coefficient sign; coeff = DCT_VAL_CAT4_MIN (9) + next 2 EBs (this gives a range of +/- 9..12) 19, DCT_VAL_CATEGORY5 next EB determines coefficient sign; coeff = DCT_VAL_CAT5_MIN (13) + next 3 EBs (this gives a range of +/- 13..20) 20, DCT_VAL_CATEGORY6 next EB determines coefficient sign; coeff = DCT_VAL_CAT6_MIN (21) + next 4 EBs (this gives a range of +/- 21..36) 21, DCT_VAL_CATEGORY7 next EB determines coefficient sign; coeff = DCT_VAL_CAT7_MIN (37) + next 5 EBs (this gives a range of +/- 37..68) 22, DCT_VAL_CATEGORY8 next EB determines coefficient sign; coeff = DCT_VAL_CAT8_MIN (69) + next 9 EBs (this gives a range of +/- 69..580) 23, 24, 25, 26, 27, DCT_RUN_CATEGORY1 coefficient of +/- 1 preceded by a number of 0s; next EB determines sign of coefficient; skip (token - 22) 0s in the output matrix before placing the final coefficient (this gives a range of 1..5 0s) 28, DCT_RUN_CATEGORY1B coefficient of +/- 1 preceded by a number of 0s; next EB determines sign of coefficient; skip (next 2 EBs + 6) 0s in the output matrix before placing the final coefficient (this gives a range of 6..9 0s) 29, DCT_RUN_CATEGORY1C coefficient of +/- 1 preceded by a number of 0s; next EB determines sign of coefficient; skip (next 3 EBs + 10) 0s in the output matrix before placing the final coefficient (this gives a range of 10..17 0s) 30, DCT_RUN_CATEGORY2 coefficient of +/- 2..3 preceded by a single zero; next EB determines sign of coefficient; coefficient = (next EB + 2) 31, DCT_RUN_CATEGORY2B (not specifically named in VP3 source) coefficient of +/- 2..3 preceded by 2 or 3 0s; next EB determines sign of coefficient; coefficient = (next EB + 2); skip (next EB + 2) 0s before placing coefficient in output matrix Note: EOB runs can, and often do, cross threshold stages and plane boundaries. For example, a decoder may have decoded all of the AC #2 coefficients for all fragments and still have an EOB run of 2. That means that during the AC #3 decode process, the first 2 coded fragments that are not already EOB will be set to EOB. Let's work through a highly contrived example to illustrate the coefficient decoding process. [not finished] When the decoder is finished unpacking the DCT coefficients, the entire encoded VP3 frame bitstream should be consumed. Reversing The DC Prediction --------------------------- Now that all of the DCT coefficient data has been unpacked, the DC coefficients need to be fully reconstructed before the IDCT can be performed. VP3 uses a somewhat involved process for DC prediction which uses up to four DC coefficients from surrounding fragments. For each fragment to be transformed with the IDCT, the DC coefficient is predicted from weighted sum of the DC coefficients in the left (l), up-left (ul), up (u), and up-right (ur) fragments, if they are coded (not unchanged from the previous frame) in a compatible frame (current, previous, or golden). In a golden frame, the prediction is quite straightforward since all fragments will be coded. A fragment's DC prediction will fall into 1 of 5 groups: abbbbbbbbb cdddddddde cdddddddde cdddddddde cdddddddde * Group a is the top left corner fragment. There is nothing to predict from. This DC coefficient has a lot of energy and requires many bits to code. * Group b is the remainder of the top row of fragments. These fragments can only predict from the left fragment. * Group c is the left column of fragments, not including the top left fragment. These fragments have the top and top-right fragments from which to predict. * Group d is the main body of fragments. These fragments have access to all 4 predictors. * Group e is the right column of fragments, not including the top right fragment. These fragments can predict from the left, up-left and up fragments. The process of reversing prediction for interframes grows more complex. First, the decoder must evaluate which candidate fragments (l, ul, u, or ur) are available for as predictors. Then, it can only use fragments that are coded within the same frame (current, previous, or golden). Further, there are auxiliary predictors for each frame type that are initialized to 0 at the start of each video frame decode operation. The decoder falls back on these auxiliary predictors when it can not find any valid candidate predictors for the current fragment. To work through some examples, consider the following notation, e.g.: ul-C = up-left fragment, coded in the current frame u-P = up fragment, coded as a motion residual from the previous frame ur-C = up-right fragment, coded in the current frame l-G = left fragment, coded as a motion residual from the golden frame x-P = current fragment where DC prediction is being performed, coded as a motion residual from the previous frame This is a simple case: ul-C u-C ur-C l-C x-C The current fragment predicts from all four of the candidate fragments since they are coded in the same frame. ul-P u-C ur-C l-P x-P The current fragment predicts from the left and up-left fragments. ul-C u-P ur-G l-P x-G The current fragment predicts from the up-right fragment. ul-C u-C ur-C l-C x-G The current fragment does not predict from any of the candidate fragments since the current fragment is a motion residual from the golden frame. Rather, add the auxiliary golden frame predictor to the current fragment's DC coefficient. Save the new DC coefficient as the new golden frame auxiliary DC predictor. If the decoder only finds one valid candidate predictor, then it is used by itself. When the decoder finds multiple valid candidate fragments from which to predict DC, it applies a weighting function to the surrounding fragments' DC coefficients. The following table presents all 16 possible combinations of available/not available predictors and what to do in each case: ul u ur l -- -- -- -- 0 0 0 0 no predictors available: use the last predictor saved for the frame type (either intra, inter, or golden) 0 0 0 1 left predictor available: pred = l.dc 0 0 1 0 up-right predictor available: pred = ur.dc 0 0 1 1 up-right, left predictors available: pred = (53 * ur.dc) + (75 * l.dc) -------------------------- 128 0 1 0 0 up predictor available: pred = u.dc 0 1 0 1 up, left predictors available: pred = (u.dc + l.dc) ------------- 2 0 1 1 0 up, up-right predictors available: discard up-right predictor pred = u.dc 0 1 1 1 up, up-right, left predictors available: discard up predictor pred = (53 * ur.dc) + (75 * l.dc) -------------------------- 128 1 0 0 0 up-left predictor available: pred = ul.dc 1 0 0 1 up-left, left predictors available: discard up-left predictor pred = l.dc 1 0 1 0 up-left, up-right predictors available: pred = (ul.dc + ur.dc) --------------- 2 1 0 1 1 up-left, up-right, left predictors available: discard up-left predictor pred = (53 * ur.dc) + (75 * l.dc) -------------------------- 128 1 1 0 0 up-left, up predictors available: discard up-left pred = u.dc 1 1 0 1 up-left, up, left predictors available: pred = (-26 * ul.dc + 29 * u.dc + 29 * l.dc) ------------------------------------- 32 1 1 1 0 up-left, up, up-right predictors available: pred = (3 * ul.dc + 10 * u.dc + 3 * ur.dc) ----------------------------------- 16 1 1 1 1 all 4 predictors available: discard up-right predictor pred = (-26 * ul.dc + 29 * u.dc + 29 * l.dc) ------------------------------------- 32 Note that this final prediction case ([ul u l]) risks outranging. The difference of the predicted DC is checked against u.dc, l.dc, and ul.dc, in that order, and if the difference is greater than 128 in any case, the predictor is assigned as that DC coefficient. In pseudocode: if (ABSOLUTE_VALUE(pred - u.dc) > 128) pref = u.dc else if (ABSOLUTE_VALUE(pred - l.dc) > 128) pref = l.dc else if (ABSOLUTE_VALUE(pred - ul.dc) > 128) pref = ul.dc The predicted value is, at long last, added to the fragment's decoded DC coefficient. Finally, the new DC coefficient is saved as the frame type's auxiliary predictor. For example, if this fragment is coded as a motion residual from the previous frame, save the fragment's DC coefficient as the previous frame auxiliary predictor. [still need to mention precise rounding considerations, a.k.a, the HIGHTBITDUPPED() macro] Reconstructing The Frame ------------------------ rough outline: - foreach fragment: - if motion vector - copy motion fragment from appropriate frame into current frame (don't forget to account for unrestricted motion vectors) - dequantize fragment coefficients - run coefficients through inverse DCT - if INTRA coded fragment - output transformed coefficients - else - apply transformed residual to motion fragment [not finished] Theora Specification -------------------- The Theora project leverages the VP3 codec into a new video coding system. The algorithm and bitstream format are the same as VP3 with a few minor differences: 1) The frame orientation is reversed-- VP3 is coded from bottom to top while Theora video is coded from top to bottom. [nope-- only true in the first few alpha releases; final Theora spec will be upside-down, the same as VP3] 2) Variable histograms-- VP3 uses a hardcoded set of histograms for DCT coefficient coding (described in section "Unpacking The DCT Coefficients"). Theora packs the histogram information in the header of the transport format (which is meant to be Ogg, but can probably be coerced into a variety of other multimedia container formats). 3) Variable quantization-- As with the histograms, Theora codes the quantization tables and quality thresholds (described in section "Initializing The Quantization Matrices") into the header. 4) [special VLRLC case for encoding unusually large runs of blocks; necessary for HD resolutions] [still need coding format of histogram and quantizer information] Appendix A: VP31 Quantization Matrices And Scale Factors -------------------------------------------------------- The following quantization matrices and scale factor tables are hardcoded into the VP31 coding standard. These tables can vary according to the setup information transported along with a Theora file. Base quantization matrix for golden frame Y fragments (note that this is the same as JPEG): 16 11 10 16 24 40 51 61 12 12 14 19 26 58 60 55 14 13 16 24 40 57 69 56 14 17 22 29 51 87 80 62 18 22 37 58 68 109 103 77 24 35 55 64 81 104 113 92 49 64 78 87 103 121 120 101 72 92 95 98 112 100 103 99 Base quantization matrix for golden frame C fragments (note that this is the same as JPEG): 17 18 24 47 99 99 99 99 18 21 26 66 99 99 99 99 24 26 56 99 99 99 99 99 47 66 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 Base quantization matrix for interframe Y and C fragments: 16 16 16 20 24 28 32 40 16 16 20 24 28 32 40 48 16 20 24 28 32 40 48 64 20 24 28 32 40 48 64 64 24 28 32 40 48 64 64 64 28 32 40 48 64 64 64 96 32 40 48 64 64 64 96 128 40 48 64 64 64 96 128 128 DC coefficient scale factor table: 220 200 190 180 170 170 160 160 150 150 140 140 130 130 120 120 110 110 100 100 90 90 90 80 80 80 70 70 70 60 60 60 60 50 50 50 50 40 40 40 40 40 30 30 30 30 30 30 30 20 20 20 20 20 20 20 20 10 10 10 10 10 10 10 AC coefficient scale factor table: 500 450 400 370 340 310 285 265 245 225 210 195 185 180 170 160 150 145 135 130 125 115 110 107 100 96 93 89 85 82 75 74 70 68 64 60 57 56 52 50 49 45 44 43 40 38 37 35 33 32 30 29 28 25 24 22 21 19 18 17 15 13 12 10 Appendix B: Macroblock Coding Mode Alphabets -------------------------------------------- These are the 6 pre-defined alphabets used to decode macroblock coding mode information: Alphabet 1: index coding mode ----- ----------- 0 MODE_INTER_LAST_MV 1 MODE_INTER_PRIOR_LAST 2 MODE_INTER_PLUS_MV 3 MODE_INTER_NO_MV 4 MODE_INTRA 5 MODE_USING_GOLDEN, 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Alphabet 2: index coding mode ----- ----------- 0 MODE_INTER_LAST_MV 1 MODE_INTER_PRIOR_LAST 2 MODE_INTER_NO_MV 3 MODE_INTER_PLUS_MV 4 MODE_INTRA 5 MODE_USING_GOLDEN 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Alphabet 3: index coding mode ----- ----------- 0 MODE_INTER_LAST_MV 1 MODE_INTER_PLUS_MV 2 MODE_INTER_PRIOR_LAST 3 MODE_INTER_NO_MV 4 MODE_INTRA 5 MODE_USING_GOLDEN 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Alphabet 4: index coding mode ----- ----------- 0 MODE_INTER_LAST_MV 1 MODE_INTER_PLUS_MV 2 MODE_INTER_NO_MV 3 MODE_INTER_PRIOR_LAST 4 MODE_INTRA 5 MODE_USING_GOLDEN 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Alphabet 5: index coding mode ----- ----------- 0 MODE_INTER_NO_MV 1 MODE_INTER_LAST_MV 2 MODE_INTER_PRIOR_LAST 3 MODE_INTER_PLUS_MV 4 MODE_INTRA 5 MODE_USING_GOLDEN 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Alphabet 6: index coding mode ----- ----------- 0 MODE_INTER_NO_MV 1 MODE_USING_GOLDEN 2 MODE_INTER_LAST_MV 3 MODE_INTER_PRIOR_LAST 4 MODE_INTER_PLUS_MV 5 MODE_INTRA 6 MODE_GOLDEN_MV 7 MODE_INTER_FOURMV Appendix C: DCT Coefficient VLC Tables -------------------------------------- - VP31 tables are hardcoded - Theora tables are transported with video stream [not finished] Appendix D: The VP3 IDCT ------------------------ [not finished] Acknowledgements ---------------- Thanks to Michael Niedermayer (michaelni at gmx dot at) for peer review, corrections, and recommendations for improvement. Dan Miller (dan at on2 dot com) for clarifications on pieces of the format. Timothy B. Terriberry (tterribe at vt dot edu) for clarification about the differences between VP3 and Theora, detailed explanation of motion vector mechanics. References ---------- Tables necessary for decoding VP3: http://mplayerhq.hu/cgi-bin/cvsweb.cgi/~checkout~/ffmpeg/libavcodec/vp3data.h?content-type=text/x-cvsweb-markup&cvsroot=FFMpeg Official VP3 site: http://www.vp3.com/ Theora, based on VP3: http://www.theora.org/ On2, creators of the VP3 format: http://www.on2.com/ ChangeLog --------- v0.5: December 8, 2004 - reworked section "Reversing The DC Prediction" to include a tabular representation of all 16 prediction modes v0.4: March 2, 2004 - renamed and expanded section "Initializing The Quantization Matrices" - outlined section "Reconstructing The Frame" - moved Theora Differences Appendix to its own section entitled "Theora Specification" - added Appendix: Quantization Matrices And Scale Factors - added Appendix: DCT Coefficient VLC Tables v0.3: February 29, 2004 - expanded section "Unpacking The Macroblock Coding Mode Information" - expanded section "Unpacking The Macroblock Motion Vectors" - added Appendix: Macroblock Coding Mode Alphabets v0.2: October 9, 2003 - expanded section "Reversing the DC Prediction" - added Appendix: Theora Differences v0.1: June 17, 2003 - initial release, nowhere near complete |
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