论文标题
迈向深度学习方法,以评估计算机生成的图像
Towards Deep Learning Methods for Quality Assessment of Computer-Generated Imagery
论文作者
论文摘要
视频游戏流服务由于新服务(例如被动视频流)而迅速增长。 Twitch.tv和云游戏,例如Nvidia Geforce现在。与传统的视频内容相反,游戏内容具有特殊的特征,例如某些游戏,特殊运动模式,合成内容和重复性内容的极高动作,这使得最先进的视频和图像质量指标对此特殊计算机生成的内容的性能较弱。在本文中,我们概述了为视频游戏质量评估建立深度学习质量指标的计划。此外,我们通过基于VMAF值训练网络作为基础真理来介绍最初的结果,以提供有关如何在将来建立指标的一些见解。本文描述了用于选择适当的卷积神经网络体系结构的方法。此外,我们估计所需的主观质量数据集的大小,该数据集达到了足够的高性能。结果表明,通过拍摄大约5K图像以训练X Ception的最后六个模块,我们可以获得相对较高的性能指标来评估扭曲的视频游戏的质量。
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.