Depth-Guided Block Matching for Accurate Motion Estimation
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Solution Overview
Problem
Existing block matching algorithms for motion estimation in graphics processing fail to accurately estimate motion vectors, leading to object deformation and artifacts in generated frames, particularly in real-time applications like gaming, due to reliance on raw pixel value matching and lack of understanding of real content, and are not optimized for wireless communication devices.
Innovation Solution
Incorporating depth information and a Z-test block in block matching procedures, utilizing a depth map buffer to guide block searching, and employing accurate pixel/fragment depth values to distinguish objects within scenes, thereby improving the accuracy of motion vector estimation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If raw pixel value matching is used in block matching algorithms, then the processing is simple and fast, but the motion vector estimation accuracy deteriorates leading to object deformation and artifacts
Solution Approach 1:
The patent introduces depth information as an intermediary factor between block matching and motion vector estimation. By incorporating depth maps and depth buffer data into the block matching procedure, the system achieves more accurate motion vector estimation without relying solely on raw pixel values, thereby resolving the contradiction between simplicity and accuracy.
Solution Approach 2:
The patent extends the traditional 2D block matching approach to a 3D space by incorporating depth information. This dimensional expansion allows the system to distinguish between objects at different depths, improving motion vector accuracy while managing complexity through structured integration of depth data into the existing processing pipeline.
2Reliability
If traditional block matching algorithms are used, then the processing is efficient for wireless devices, but they fail to accurately estimate motion vectors in real-time applications like gaming
Solution Approach 1:
The patent performs preliminary actions by pre-processing depth map data and preparing depth buffer information before the actual motion estimation process. This allows the block matching algorithm to quickly access and utilize depth information during real-time processing, maintaining both accuracy and performance in gaming applications.
Solution Approach 2:
The patent changes the parameters used in block matching by incorporating depth values alongside traditional pixel values. This parameter expansion enables more accurate motion vector estimation while the optimized integration method maintains real-time processing capability for wireless devices and gaming applications.
3Measurement precision
If depth information is incorporated into block matching, then motion vector estimation accuracy improves, but the processing complexity and computational load increase
Solution Approach 1:
The patent applies local quality by selectively utilizing depth information based on the specific requirements of different blocks and scenes. Rather than uniformly processing all blocks with full depth analysis, the system adapts the depth utilization strategy to local conditions, improving accuracy where needed while reducing unnecessary computational energy consumption.
Data Source
AI summary
Aspects presented herein relate to methods and devices for display processing including an apparatus, e.g., a GPU or a CPU. The apparatus may obtain a first frame and a second frame of a plurality of frames in a scene. The apparatus may also calculate a set of first motion vectors in the first frame and a set of second motion vectors in the second frame, where the set of first motion vectors and the set of second motion vectors are calculated based on a block matching procedure. Further, the apparatus may estimate at least one third frame in the plurality of frames based on the set of first motion vectors in the first frame and the set of second motion vectors in the second frame, where the at least one third frame is subsequent to the second frame in the plurality of frames.


