Internet DRAFT - draft-filippov-netvc-requirements
draft-filippov-netvc-requirements
Network Working Group A. Filippov
Internet Draft Huawei Technologies
Intended status: Informational October 19, 2015
Expires: April 19, 2016
<Video Codec Requirements and Evaluation Methodology>
draft-filippov-netvc-requirements-02.txt
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Abstract
This document provides requirements for a video codec designed
mainly for use over the Internet. In addition, an evaluation
methodology needed for measuring the parameters (compression
efficiency, computational complexity, etc.) to ensure whether the
stated requirements are fulfilled or not.
Table of Contents
1. Introduction...................................................3
2. Applications...................................................3
2.1. Internet Protocol Television (IPTV) / IP-based over-the-top
(OTT) video transmission.......................................4
2.2. Video conferencing........................................5
2.3. Video sharing.............................................6
2.4. Screencasting.............................................7
2.5. Game streaming............................................8
2.6. Video monitoring / surveillance...........................8
3. Requirements...................................................9
3.1. Basic requirements.......................................10
3.1.1. Input source formats:...............................10
3.1.2. Coding delay:.......................................11
3.1.3. Complexity:.........................................11
3.1.4. Scalability:........................................11
3.1.5. Error resilience:...................................11
3.2. Optional requirements....................................11
3.2.1. Input source formats................................11
3.2.2. Scalability:........................................11
3.2.3. Complexity:.........................................12
4. Evaluation methodology........................................12
4.1. Compression performance evaluation.......................12
5. Security Considerations.......................................14
6. Conclusions...................................................14
7. References....................................................14
7.1. Normative References.....................................14
7.2. Informative References...................................14
8. Acknowledgments...............................................15
Appendix A. Abbreviations used in the text of this document......16
Appendix B. Used terms...........................................17
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1. Introduction
In this document, the requirements for a video codec designed mainly
for use over the Internet are presented. The requirements encompass
a wide range of applications that use data transmission over the
Internet including IPTV (broadcasting over IP-based networks), peer-
to-peer video conferencing, video sharing, screencasting, and video
monitoring/ surveillance. For each application, typical resolutions,
frame-rates and picture access modes are presented. Specific
requirements related to data transmission over packet-loss networks
are considered as well. In this document, when we discuss data
protection techniques we only refer to methods designed and
implemented to protect data inside the video codec since there are
many existing techniques that protect generic data transmitted over
packet-loss networks. From the theoretical point of view, both
packet-loss and bit-error robustness can be beneficial for video
codecs. In practice, packet losses are a more significant problem
than bit corruption in IP networks. It is worth noting that there is
an evident interdependence between possible amount of delay and the
necessity of error robust video streams:
o If an amount of delay is not crucial for an application, then
reliable transport protocols such as TCP that resends undelivered
packets can be used to guarantee correct decoding of transmitted
data.
o If the amount of delay must be kept low, then either data
transmission should be error free (e.g., by using managed
networks) or compressed video stream should be error resilient.
Thus, error resilience can be useful for delay-critical applications
to provide low delay in packet-loss environment.
2. Applications
In this chapter, an overview of video codec applications that are
currently available on the Internet market is presented. It is worth
noting that there are different use cases for each application that
define a target platform, and hence there are different types of
communication channels involved (e.g., wired or wireless channels)
that are characterized by different quality of service as well as
bandwidth; for instance, wired channels are considerably more error-
free than wireless channels and therefore require different QoS
approaches. The target platform, the channel bandwidth and the
channel quality determine resolutions, frame-rates and quality or
bit-rates for video streams to be encoded or decoded. By default,
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color format YUV 4:2:0 is assumed for the application scenarios
listed below.
2.1. Internet Protocol Television (IPTV) / IP-based over-the-top (OTT)
video transmission
This is a service for delivering television content over IP-based
networks. IPTV may be classified into two main groups based on the
type of delivery, as follows:
o unicast (e.g., for video on demand), where delay is not crucial
and, hence, error resilience is not needed;
o multicast/broadcast (e.g., for transmitting news) where zapping,
i.e. stream changing, delay is important and, therefore, error
resilience is required in the case of unmanaged networks like the
Internet.
The main difference between IPTV and IP-based OTT video transmission
is that traffic is transmitted over managed (QoS-based) and
unmanaged networks in the above cases, respectively. Typical content
used in this application is news, movies, cartoons, series, TV
shows, etc. One important requirement for both groups is Random
access to pictures, i.e. random access period (RAP) should be kept
small enough (approximately, 1-15 seconds). For the second group,
two further requirements should be met:
o Temporal (frame-rate) scalability;
o Error robustness (only for IP-based OTT video transmission).
For the first use case, the two above-mentioned requirements are
optional. Support of resolution and quality (SNR) scalability is
highly desirable for the both groups. For this application, typical
values of resolutions, frame-rates, and RAPs are presented in Table
1.
+----------------------+-------------------------+-----------------+
| Resolution * | Frame-rate, fps | PAM |
+----------------------+-------------------------+-----------------+
+----------------------+-------------------------+-----------------+
| 2160p (4K),3840x2160 | 60 | RA |
+----------------------+-------------------------+-----------------+
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| 1080p, 1920x1080 | 24, 50, 60 | RA |
+----------------------+-------------------------+-----------------+
| 1080i, 1920x1080 * |30 (60 fields per second)| RA |
+----------------------+-------------------------+-----------------+
| 720p, 1280x720 | 50, 60 | RA |
+----------------------+-------------------------+-----------------+
| 576p (EDTV), 720x576 | 25, 50 | RA |
+----------------------+-------------------------+-----------------+
| 576i (SDTV), 720x576 | 25, 30 | RA |
+----------------------+-------------------------+-----------------+
| 480p (EDTV), 720x480 | 50, 60 | RA |
+----------------------+-------------------------+-----------------+
| 480i (SDTV), 720x480 | 25, 30 | RA |
+----------------------+-------------------------+----------------+
Table 1. IPTV: typical values of resolutions, frame-rates, and RAPs
NB *: interlaced content can be handled at the higher system level
and not necessarily by using specialized video coding tools. It is
included in this table only for the sake of completeness as most
video content today is in progressive format.
2.2. Video conferencing
This is a form of video connection over the Internet. This form
allows users to establish connections to two or more people by two-
way video and audio transmission for communication in real-time. For
this application, both stationary and mobile devices can be used.
The main requirements are as follows:
o Delay should be kept as low as possible (the preferable and
maximum end-to-end delay values should be less than 100 ms [6]
and 320 ms [1], respectively);
o Temporal (frame-rate) scalability;
o Error robustness.
Support of resolution and quality (SNR) scalability is highly
desirable. For this application, typical values of resolutions,
frame-rates, and RAPs are presented in Table 2.
+----------------------+-------------------------+----------------+
| Resolution | Frame-rate, fps | PAM |
+----------------------+-------------------------+----------------+
+----------------------+-------------------------+----------------+
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| 1080p, 1920x1080 | 15, 30 | JFPIC |
+----------------------+-------------------------+----------------+
| 720p, 1280x720 | 30, 60 | JFPIC |
+----------------------+-------------------------+----------------+
| 4CIF, 704x576 | 30, 60 | JFPIC |
+----------------------+-------------------------+----------------+
| 4SIF, 704x480 | 30, 60 | JFPIC |
+----------------------+-------------------------+----------------+
| VGA, 640x480 | 30, 60 | JFPIC |
+----------------------+-------------------------+----------------+
| 360p, 640x360 | 30, 60 | JFPIC |
+----------------------+-------------------------+----------------+
Table 2. Video conferencing: typical values of resolutions, frame-
rates, and RAPs
2.3. Video sharing
This is a service that allows people to upload and share video data
(using live streaming or not) and to watch them. It is also known as
video hosting. A typical User-generated Content (UGC) scenario for
this application is to capture video using mobile cameras such as
GoPro or cameras integrated into smartphones (amateur video). The
main requirements are as follows:
o Random access to pictures for downloaded video data;
o Temporal (frame-rate) scalability;
o Error robustness.
Support of resolution and quality (SNR) scalability is highly
desirable. For this application, typical values of resolutions,
frame-rates, and RAPs are presented in Table 3.
+----------------------+-------------------------+----------------+
| Resolution | Frame-rate, fps | PAM |
+----------------------+-------------------------+----------------+
+----------------------+-------------------------+----------------+
| 2160p (4K),3840x2160 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
| 1440p (2K),2560x1440 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
| 1080p, 1920x1080 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
| 720p, 1280x720 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
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| 480p, 854x480 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
| 360p, 640x360 | 24, 25, 30, 48, 50, 60 | RA |
+----------------------+-------------------------+----------------+
Table 3. Video sharing: typical values of resolutions, frame-rates
[7], and RAPs
2.4. Screencasting
This is a service that allows users to record and distribute
computer desktop screen output. This service requires efficient
compression of computer-generated content with high visual quality
(up to visually and mathematically lossless) [8]. Currently, this
application includes business presentations (powerpoint, word
documents, email messages, etc.), animation (cartoons), gaming
content, data visualization, i.e. such type of content that is
characterized by fast motion, rotation, smooth shade, 3D effect,
highly saturated colors with full resolution, clear textures and
sharp edges with distinct colors [8]), virtual desktop
infrastructure (VDI), screen/desktop sharing and collaboration,
supervisory control and data acquisition (SCADA) display,
automotive/navigation display, cloud gaming, factory automation
display, wireless display, display wall, digital operating room
(DiOR), etc. For this application, an important requirement is the
support of a wide range of video formats (e.g., RGB) in addition to
YUV 4:2:0 and YUV 4:4:4 [8]. For this application, typical values of
resolutions, frame-rates, and RAPs are presented in Table 4.
+----------------------+-------------------------+----------------+
| Resolution | Frame-rate, fps | PAM |
+----------------------+-------------------------+----------------+
+----------------------+-------------------------+----------------+
| Input color format: RGB |
+----------------------+-------------------------+----------------+
| WQXGA, 2560x1600 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| WUXGA, 1920x1200 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| WSXGA+, 1680x1050 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| WXGA, 1280x800 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| XGA, 1024x768 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| SVGA, 800x600 | 15, 30, 60 | AI, RA, JFPIC |
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+----------------------+-------------------------+----------------+
| VGA, 640x480 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| Input color format: YUV 4:4:4 |
+----------------------+-------------------------+----------------+
| 1440p (2K), 2560x1440| 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| 1080p, 1920x1080 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
| 720p, 1280x720 | 15, 30, 60 | AI, RA, JFPIC |
+----------------------+-------------------------+----------------+
Table 4. Screencasting for RGB and YUV 4:4:4 format: typical values
of resolutions, frame-rates, and RAPs
2.5. Game streaming
This is a service that provides game content over the Internet to
different local devices such as notebooks, gaming tablets, etc. In
this category of applications, server renders 3D games in cloud
server, and streams the game to any device with a wired or wireless
broadband connection [9]. There are low latency requirements for
transmitting user interactions and receiving game data in less than
a turn-around delay of 100 ms. This allows anyone to play (or
resume) full featured games from anywhere in the Internet [9]. An
example of this application is Nvidia Grid [9]. Another category
application is broadcast of video games played by people over the
Internet in real time or for later viewing [9]. There are many
companies such as Twitch, YY in China enable game broadcasting [9].
Games typically contain a lot of sharp edges and large motion [9].
The main requirements are as follows:
o Random access to pictures for game broadcasting;
o Temporal (frame-rate) scalability;
o Error robustness.
Support of resolution and quality (SNR) scalability is highly
desirable. For this application, typical values of resolutions,
frame-rates, and RAPs are similar to ones presented in Table 4.
2.6. Video monitoring / surveillance
This is a type of live broadcasting over IP-based networks. Video
streams are sent to many receivers at the same time. A new receiver
may connect to the stream at an arbitrary moment, so random access
period should be kept small enough (approximately, ~1-5 seconds).
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Data are transmitted publicly in the case of video monitoring and
privately in the case of video surveillance, respectively. For IP-
cameras that have to capture, process and encode video data,
complexity including computational and hardware complexity as well
as memory bandwidth should be kept low to allow real-time
processing. In addition, support of high dynamic range as well as
resolution and quality (SNR) scalability is an essential requirement
for video surveillance. For this application, typical values of
resolutions, frame-rates, and RAPs are presented in Table 5.
+----------------------+-------------------------+-----------------+
| Resolution | Frame-rate, fps | PAM |
+----------------------+-------------------------+-----------------+
+----------------------+-------------------------+-----------------+
| 2160p (4K),3840x2160 | 12 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
| 5Mpixels, 2560x1920 | 12 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
| 1080p, 1920x1080 | 25 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
| 1.3Mpixels, 1280x960 | 25, 30 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
| 720p, 1280x720 | 25, 30 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
| SVGA, 800x600 | 25, 30 | RA, JFPIC |
+----------------------+-------------------------+-----------------+
Table 5. Video monitoring / surveillance: typical values of
resolutions, frame-rates, and RAPs
3. Requirements
Taking the requirements discussed above for specific video
applications, this chapter proposes requirements for an internet
video codec. The most basic requirement is coding efficiency, i.e.
compression performance. It should be better than for state-of-the-
art video codecs such as HEVC/H.265 and VP9. Levels to be supported
by the new codec are presented in Table 6.
+------------------------------------------------------------------+
| Level | Example picture resolution at highest frame rate |
+-------------+----------------------------------------------------+
| 1 | 128x96@30.0 |
| | 176x144@15.0 |
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+-------------+----------------------------------------------------+
| 2 | 176x144@100.0 |
| | 352x288@30.0 |
+-------------+----------------------------------------------------+
| 3 | 352x288@60.0 |
| | 640x360@30.0 |
+-------------+----------------------------------------------------+
| | 640x360@60.0 |
| 4 | 960x540@30.0 |
+-------------+----------------------------------------------------+
| | 720x576@75.0 |
| 5 | 960x540@60.0 |
| | 1280x720@30.0 |
+-------------+----------------------------------------------------+
| | 1,280x720@68.0 |
| 6 | 2,048x1,080@30.0 |
+-------------+----------------------------------------------------+
| | 1,280x720@120.0 |
| 7 | 2,048x1,080@60.0 |
+-------------+----------------------------------------------------+
| | 1,920x1,080@120.0 |
| 8 | 3,840x2,160@30.0 |
| | 4,096x2,160@30.0 |
+-------------+----------------------------------------------------+
| | 1,920x1,080@250.0 |
| 9 | 4,096x2,160@60.0 |
+-------------+----------------------------------------------------+
| | 1,920x1,080@300.0 |
| 10 | 4,096x2,160@120.0 |
+-------------+----------------------------------------------------+
| | 3,840x2,160@120.0 |
| 11 | 8,192x4,320@30.0 |
+-------------+----------------------------------------------------+
| | 3,840x2,160@250.0 |
| 12 | 8,192x4,320@60.0 |
+-------------+----------------------------------------------------+
| | 3,840x2,160@300.0 |
| 13 | 8,192x4,320@120.0 |
+-------------+----------------------------------------------------+
Table 6. Codec levels
3.1. Basic requirements
3.1.1. Input source formats:
o Bit depth: 8- and 10-bits per color component;
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o Color sampling formats: YUV 4:2:0, YUV 4:4:4
o Support of arbitrary resolution
3.1.2. Coding delay:
o Support of "low-delay" configurations (end-to-end delay should be
up to 320 ms [1] but it's preferable value should be less than
100 ms [6])
3.1.3. Complexity:
o Feasible real-time implementation of both an encoder and a
decoder for hardware and software implementation based on a wide
range of state-of-the-art platforms
3.1.4. Scalability:
o Temporal (frame-rate) scalability
3.1.5. Error resilience:
o Error resilience tools that are complementary to the error
protection mechanisms implemented on transport level.
3.2. Optional requirements
3.2.1. Input source formats
o Bit depth: up to 16-bits per color component;
o Color sampling formats: RGB and YUV 4:2:2;
o Auxiliary channel (e.g., alpha channel) support;
o Support of high dynamic range
3.2.2. Scalability:
o Resolution and quality (SNR) scalability;
o Computational complexity scalability, i.e. computational
complexity is decreasing along with degrading picture quality
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3.2.3. Complexity:
Tools that enable parallel processing (e.g., slices, tiles, wave
front propagation processing) at both encoder and decoder sides are
highly desirable for many applications.
o High-level multi-core parallelism: encoder and decoder operation,
especially entropy encoding and decoding, should allow multiple
frames or sub-frame regions (e.g. 1D slices, 2D tiles, or
partitions) to be processed concurrently, either independently or
with deterministic dependencies that can be efficiently pipelined
o Low-level instruction set parallelism: favor algorithms that are
SIMD/GPU friendly over inherently serial algorithms
4. Evaluation methodology
4.1. Compression performance evaluation
As shown in Fig.1, compression performance testing is performed in 3
ranges that encompass 12 different bit-rate values:
o Low bit-rate range (LBR) is the range that contains the 4 lowest
bit-rates of the 12 specified bit-rates;
o Medium bit-rate range (MBR) is the range that contains the 4
medium bit-rates of the 12 specified bit-rates;
o High bit-rate range (HBR) is the range that contains the 4
highest bit-rates of the 12 specified bit-rates.
To avoid any rate control mechanisms that can significantly impact
evaluation results, just nominal values of bit-rates should be
specified in a separate document on Internet video codec testing.
The deviation between nominal and actual values of bit-rates
obtained for both reference and tested codecs should be less than
the threshold value defined in the above-mention document on
Internet video codec testing. This deviation is calculated as
follows:
D = abs((BRa - BRn)/ BRn)*100%,
where BRn is a nominal value of bit-rate, BRa is an actual value of
bit-rate obtained for either reference or tested codecs.
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Bit-rate
------------------------------------------------------------>
BR0 BR1 BR2 BR3 BR4 BR5 BR6 BR7 BR8 BR9 BR10 BR11
^ ^ ^ ^ ^ ^
|------LBR------| |------MBR------| |------HBR------|
Figure 1 Bit-rate ranges for the CBR mode
To assess the quality of output (decoded) sequences, two indexes,
PSNR [2] and MS-SSIM [2,10], should be separately calculated for
each color plane. For obtaining an integral estimation, BD-rate [11]
should be computed for each range and each quality index. Finally,
18 values should be obtained for a color format, which contains 3
color planes (e.g., for YUV or RGB). A list of video sequences that
should be used for testing as well as the 6 values of bit-rates are
defined in a separate document. Testing processes should use the
information on the codec applications presented in this document. As
the reference for evaluation, the HEVC/H.265 codec [3,4] must be
used. The reference source code of the HEVC/H.265 codec can be found
at [5]. The HEVC/H.265 codec must be configured according to [12]
and Table 9.
+----------------------+-------------------------------------------+
| Intra-period, second | HEVC/H.265 encoding mode according to [12]|
+----------------------+-------------------------------------------+
| AI | Intra Main or Intra Main10 |
+----------------------+-------------------------------------------+
| RA | Random access Main or |
| | Random access Main10 |
+----------------------+-------------------------------------------+
| JFPIC | Low delay Main or |
| | Low delay Main10 |
+----------------------+-------------------------------------------+
Table 9. Intra-periods for different HEVC/H.265 encoding modes
according to [12]
In addition to the objective quality measures defined above,
subjective evaluation must also be performed before adopting any new
tool and a final codec standard. For subjective tests, the MOS-based
evaluation procedure must be used as described in section 2.1 of
[2]. For perception-oriented tools that primarily impact subjective
quality, additional tests may also be individually assigned even for
intermediate evaluation, subject to a decision of the NETVC WG.
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5. Security Considerations
This document itself does not address any security considerations.
However, it is worth noting that a codec implementation (for both an
encoder and a decoder) should cover the worst case of computational
complexity, memory bandwidth, and physical memory size (e.g., for
decoded pictures used as references). Otherwise, it can be
considered as a security vulnerability and lead to denial-of-service
(DoS) in the case of attacks.
6. Conclusions
In this document, an overview of Internet video codec applications
and typical use cases as well as a prioritized list of requirements
for an Internet video codec are presented. An evaluation methodology
for this codec is also proposed.
7. References
7.1. Normative References
[1] Recommendation ITU-T G.1091: Quality of Experience
requirements for telepresence services, 2014.
[2] ISO/IEC PDTR 29170-1: Information technology -- Advanced image
coding and evaluation methodologies -- Part 1: Guidelines for
codec evaluation.
[3] ISO/IEC 23008-2:2015. Information technology -- High
efficiency coding and media delivery in heterogeneous
environments -- Part 2: High efficiency video coding
[4] Recommendation ITU-T H.265: High efficiency video coding,
2013.
[5] https://hevc.hhi.fraunhofer.de/svn/svn_HEVCSoftware/
7.2. Informative References
[6] S. Wenger, "The case for scalability support in version 1 of
Future Video Coding," contribution COM 16-C 988 R1-E to ITU-T
SG16/Q6, September 2015."Recommended upload encoding settings
(Advanced)"
[7] "Recommended upload encoding settings (Advanced)"
https://support.google.com/youtube/answer/1722171?hl=en
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[8] H. Yu, K. McCann, R. Cohen, and P. Amon, "Requirements for
future extensions of HEVC in coding screen content", ISO/IEC
JTC1/SC29/WG11 MPEG2013/N14174, San Jose, USA, Jan. 2014
[9] Manindra Parhy, "Game streaming requirement for Future Video
Coding," MPEG Contribution m36771, June 2015, Warsaw, Poland.
[10] Z. Wang, E. P. Simoncelli, and A. C. Bovik, "Multi-scale
structural similarity for image quality assessment," Invited
Paper, IEEE Asilomar Conference on Signals, Systems and
Computers, Nov. 2003, Vol. 2, pp. 1398-1402.
[11] G. Bjontegaard, "Calculation of average PSNR differences
between RD-curves (VCEG-M33)," in VCEG Meeting (ITU-T SG16
Q.6), Austin, Texas, USA, Apr. 2-4 2001.
[12] F. Bossen, "Common test conditions and software reference
configurations," JCTVC-L1100, Geneva, Switzerland, Jan. 2013.
[13] http://www.digitizationguidelines.gov/term.php?term=compressio
nvisuallylossless)
8. Acknowledgments
The author would like to thank Mr. Jiantong Zhou, Mr. Paul
Coverdale, Mr. Jose Alvarez, Mr. Vasily Rufitskiy, Dr. Haitao Yang,
Mr. Viktor Stepin, Mr. Maxim Sychev, and Mr. Sergey Ikonin for many
useful discussions on this document and their help while preparing
it as well as Mr. Mo Zanaty, Dr. Ali Begen, Mr. Thomas Daede, Dr.
Jean-Marc Valin, Mr. Jack Moffitt and Mr. Greg Coppa for their
valuable comments on the initial or/and first revisions of this
document.
This document was prepared using 2-Word-v2.0.template.dot.
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Appendix A. Abbreviations used in the text of this document
+--------------+---------------------------------------------------+
| Abbreviation | Meaning |
+--------------+---------------------------------------------------+
| AI | All-Intra (each picture is intra-coded) |
| BD-Rate | Bjontegaard Delta Rate |
| GOP | Group of Picture |
| HBR | High Bit-rate Range |
| PAM | Picture Access Mode |
| RA | Random Access |
| RAP | Random Access Period |
| IPTV | Internet Protocol Television |
| JFPIC | Just the First Picture is Intra-Coded |
| LBR | Low Bit-rate Range |
| MBR | Medium Bit-rate Range |
| MOS | Mean Opinion Score |
| MS-SSIM | Multi-Scale Structural Similarity quality index |
| OTT | Over-The-Top |
| PSNR | Peak Signal-to-Noise Ratio |
| QoS | Quality of Service |
| UGC | User-Generated Content |
| VDI | Virtual Desktop Infrastructure |
+--------------+---------------------------------------------------+
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Appendix B. Used terms
+------------------+-----------------------------------------------+
| Term | Meaning |
+------------------+-----------------------------------------------+
| Random access | is the period of time between two closest |
| period | independently decodable frames (pictures). |
| | |
| Visually | is a form or manner of lossy compression |
| lossless | where the data that are lost after the file |
| compression | is compressed and decompressed is not |
| | detectable to the eye; the compressed data |
| | appearing identical to the uncompressed |
| | data [13]. |
+------------------+-----------------------------------------------+
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Authors' Addresses
Alexey Filippov
Huawei Technologies
Email: alexey.filippov@huawei.com
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