Philip A. Chou

CV
h-index21
13papers
545citations
Novelty55%
AI Score39

13 Papers

IVMar 20, 2023
Sandwiched Video Compression: Efficiently Extending the Reach of Standard Codecs with Neural Wrappers

Berivan Isik, Onur G. Guleryuz, Danhang Tang et al. · stanford

We propose sandwiched video compression -- a video compression system that wraps neural networks around a standard video codec. The sandwich framework consists of a neural pre- and post-processor with a standard video codec between them. The networks are trained jointly to optimize a rate-distortion loss function with the goal of significantly improving over the standard codec in various compression scenarios. End-to-end training in this setting requires a differentiable proxy for the standard video codec, which incorporates temporal processing with motion compensation, inter/intra mode decisions, and in-loop filtering. We propose differentiable approximations to key video codec components and demonstrate that, in addition to providing meaningful compression improvements over the standard codec, the neural codes of the sandwich lead to significantly better rate-distortion performance in two important scenarios.When transporting high-resolution video via low-resolution HEVC, the sandwich system obtains 6.5 dB improvements over standard HEVC. More importantly, using the well-known perceptual similarity metric, LPIPS, we observe 30% improvements in rate at the same quality over HEVC. Last but not least, we show that pre- and post-processors formed by very modestly-parameterized, light-weight networks can closely approximate these results.

SPApr 1, 2023
Volumetric Attribute Compression for 3D Point Clouds using Feedforward Network with Geometric Attention

Tam Thuc Do, Philip A. Chou, Gene Cheung

We study 3D point cloud attribute compression using a volumetric approach: given a target volumetric attribute function $f : \mathbb{R}^3 \rightarrow \mathbb{R}$, we quantize and encode parameter vector $θ$ that characterizes $f$ at the encoder, for reconstruction $f_{\hatθ}(\mathbf{x})$ at known 3D points $\mathbf{x}$'s at the decoder. Extending a previous work Region Adaptive Hierarchical Transform (RAHT) that employs piecewise constant functions to span a nested sequence of function spaces, we propose a feedforward linear network that implements higher-order B-spline bases spanning function spaces without eigen-decomposition. Feedforward network architecture means that the system is amenable to end-to-end neural learning. The key to our network is space-varying convolution, similar to a graph operator, whose weights are computed from the known 3D geometry for normalization. We show that the number of layers in the normalization at the encoder is equivalent to the number of terms in a matrix inverse Taylor series. Experimental results on real-world 3D point clouds show up to 2-3 dB gain over RAHT in energy compaction and 20-30% bitrate reduction.

IVNov 22, 2023
Learned Nonlinear Predictor for Critically Sampled 3D Point Cloud Attribute Compression

Tam Thuc Do, Philip A. Chou, Gene Cheung

We study 3D point cloud attribute compression via a volumetric approach: assuming point cloud geometry is known at both encoder and decoder, parameters $θ$ of a continuous attribute function $f: \mathbb{R}^3 \mapsto \mathbb{R}$ are quantized to $\hatθ$ and encoded, so that discrete samples $f_{\hatθ}(\mathbf{x}_i)$ can be recovered at known 3D points $\mathbf{x}_i \in \mathbb{R}^3$ at the decoder. Specifically, we consider a nested sequences of function subspaces $\mathcal{F}^{(p)}_{l_0} \subseteq \cdots \subseteq \mathcal{F}^{(p)}_L$, where $\mathcal{F}_l^{(p)}$ is a family of functions spanned by B-spline basis functions of order $p$, $f_l^*$ is the projection of $f$ on $\mathcal{F}_l^{(p)}$ represented as low-pass coefficients $F_l^*$, and $g_l^*$ is the residual function in an orthogonal subspace $\mathcal{G}_l^{(p)}$ (where $\mathcal{G}_l^{(p)} \oplus \mathcal{F}_l^{(p)} = \mathcal{F}_{l+1}^{(p)}$) represented as high-pass coefficients $G_l^*$. In this paper, to improve coding performance over \cite{do2023volumetric}, we study predicting $f_{l+1}^*$ at level $l+1$ given $f_l^*$ at level $l$ and encoding of $G_l^*$ for the $p=1$ case (RAHT($1$)). For the prediction, we formalize RAHT(1) linear prediction in MPEG-PCC in a theoretical framework, and propose a new nonlinear predictor using a polynomial of bilateral filter. We derive equations to efficiently compute the critically sampled high-pass coefficients $G_l^*$ amenable to encoding. We optimize parameters in our resulting feed-forward network on a large training set of point clouds by minimizing a rate-distortion Lagrangian. Experimental results show that our improved framework outperforms the MPEG G-PCC predictor by $11\%$--$12\%$ in bit rate.

CVApr 15, 2024
One-Click Upgrade from 2D to 3D: Sandwiched RGB-D Video Compression for Stereoscopic Teleconferencing

Yueyu Hu, Onur G. Guleryuz, Philip A. Chou et al.

Stereoscopic video conferencing is still challenging due to the need to compress stereo RGB-D video in real-time. Though hardware implementations of standard video codecs such as H.264 / AVC and HEVC are widely available, they are not designed for stereoscopic videos and suffer from reduced quality and performance. Specific multiview or 3D extensions of these codecs are complex and lack efficient implementations. In this paper, we propose a new approach to upgrade a 2D video codec to support stereo RGB-D video compression, by wrapping it with a neural pre- and post-processor pair. The neural networks are end-to-end trained with an image codec proxy, and shown to work with a more sophisticated video codec. We also propose a geometry-aware loss function to improve rendering quality. We train the neural pre- and post-processors on a synthetic 4D people dataset, and evaluate it on both synthetic and real-captured stereo RGB-D videos. Experimental results show that the neural networks generalize well to unseen data and work out-of-box with various video codecs. Our approach saves about 30% bit-rate compared to a conventional video coding scheme and MV-HEVC at the same level of rendering quality from a novel view, without the need of a task-specific hardware upgrade.

IVSep 10, 2025
Deep Unrolling of Sparsity-Induced RDO for 3D Point Cloud Attribute Coding

Tam Thuc Do, Philip A. Chou, Gene Cheung

Given encoded 3D point cloud geometry available at the decoder, we study the problem of lossy attribute compression in a multi-resolution B-spline projection framework. A target continuous 3D attribute function is first projected onto a sequence of nested subspaces $\mathcal{F}^{(p)}_{l_0} \subseteq \cdots \subseteq \mathcal{F}^{(p)}_{L}$, where $\mathcal{F}^{(p)}_{l}$ is a family of functions spanned by a B-spline basis function of order $p$ at a chosen scale and its integer shifts. The projected low-pass coefficients $F_l^*$ are computed by variable-complexity unrolling of a rate-distortion (RD) optimization algorithm into a feed-forward network, where the rate term is the sparsity-promoting $\ell_1$-norm. Thus, the projection operation is end-to-end differentiable. For a chosen coarse-to-fine predictor, the coefficients are then adjusted to account for the prediction from a lower-resolution to a higher-resolution, which is also optimized in a data-driven manner.

GRNov 17, 2021
LVAC: Learned Volumetric Attribute Compression for Point Clouds using Coordinate Based Networks

Berivan Isik, Philip A. Chou, Sung Jin Hwang et al.

We consider the attributes of a point cloud as samples of a vector-valued volumetric function at discrete positions. To compress the attributes given the positions, we compress the parameters of the volumetric function. We model the volumetric function by tiling space into blocks, and representing the function over each block by shifts of a coordinate-based, or implicit, neural network. Inputs to the network include both spatial coordinates and a latent vector per block. We represent the latent vectors using coefficients of the region-adaptive hierarchical transform (RAHT) used in the MPEG geometry-based point cloud codec G-PCC. The coefficients, which are highly compressible, are rate-distortion optimized by back-propagation through a rate-distortion Lagrangian loss in an auto-decoder configuration. The result outperforms RAHT by 2--4 dB. This is the first work to compress volumetric functions represented by local coordinate-based neural networks. As such, we expect it to be applicable beyond point clouds, for example to compression of high-resolution neural radiance fields.

CVApr 26, 2021
3D Scene Compression through Entropy Penalized Neural Representation Functions

Thomas Bird, Johannes Ballé, Saurabh Singh et al.

Some forms of novel visual media enable the viewer to explore a 3D scene from arbitrary viewpoints, by interpolating between a discrete set of original views. Compared to 2D imagery, these types of applications require much larger amounts of storage space, which we seek to reduce. Existing approaches for compressing 3D scenes are based on a separation of compression and rendering: each of the original views is compressed using traditional 2D image formats; the receiver decompresses the views and then performs the rendering. We unify these steps by directly compressing an implicit representation of the scene, a function that maps spatial coordinates to a radiance vector field, which can then be queried to render arbitrary viewpoints. The function is implemented as a neural network and jointly trained for reconstruction as well as compressibility, in an end-to-end manner, with the use of an entropy penalty on the parameters. Our method significantly outperforms a state-of-the-art conventional approach for scene compression, achieving simultaneously higher quality reconstructions and lower bitrates. Furthermore, we show that the performance at lower bitrates can be improved by jointly representing multiple scenes using a soft form of parameter sharing.

IVMay 18, 2020
Deep Implicit Volume Compression

Danhang Tang, Saurabh Singh, Philip A. Chou et al.

We describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly compress the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algorithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively reducing the distortion by 50% for the same bitrate, compared to the state-of-the-art.

CVMar 4, 2020
Region adaptive graph fourier transform for 3d point clouds

Eduardo Pavez, Benjamin Girault, Antonio Ortega et al.

We introduce the Region Adaptive Graph Fourier Transform (RA-GFT) for compression of 3D point cloud attributes. The RA-GFT is a multiresolution transform, formed by combining spatially localized block transforms. We assume the points are organized by a family of nested partitions represented by a rooted tree. At each resolution level, attributes are processed in clusters using block transforms. Each block transform produces a single approximation (DC) coefficient, and various detail (AC) coefficients. The DC coefficients are promoted up the tree to the next (lower resolution) level, where the process can be repeated until reaching the root. Since clusters may have a different numbers of points, each block transform must incorporate the relative importance of each coefficient. For this, we introduce the $\mathbf{Q}$-normalized graph Laplacian, and propose using its eigenvectors as the block transform. The RA-GFT achieves better complexity-performance trade-offs than previous approaches. In particular, it outperforms the Region Adaptive Haar Transform (RAHT) by up to 2.5 dB, with a small complexity overhead.

MMMay 29, 2018
Surface Light Field Compression using a Point Cloud Codec

Xiang Zhang, Philip A. Chou, Ming-Ting Sun et al.

Light field (LF) representations aim to provide photo-realistic, free-viewpoint viewing experiences. However, the most popular LF representations are images from multiple views. Multi-view image-based representations generally need to restrict the range or degrees of freedom of the viewing experience to what can be interpolated in the image domain, essentially because they lack explicit geometry information. We present a new surface light field (SLF) representation based on explicit geometry, and a method for SLF compression. First, we map the multi-view images of a scene onto a 3D geometric point cloud. The color of each point in the point cloud is a function of viewing direction known as a view map. We represent each view map efficiently in a B-Spline wavelet basis. This representation is capable of modeling diverse surface materials and complex lighting conditions in a highly scalable and adaptive manner. The coefficients of the B-Spline wavelet representation are then compressed spatially. To increase the spatial correlation and thus improve compression efficiency, we introduce a smoothing term to make the coefficients more similar across the 3D space. We compress the coefficients spatially using existing point cloud compression (PCC) methods. On the decoder side, the scene is rendered efficiently from any viewing direction by reconstructing the view map at each point. In contrast to multi-view image-based LF approaches, our method supports photo-realistic rendering of real-world scenes from arbitrary viewpoints, i.e., with an unlimited six degrees of freedom (6DOF). In terms of rate and distortion, experimental results show that our method achieves superior performance with lighter decoder complexity compared with a reference image-plus-geometry compression (IGC) scheme, indicating its potential in practical virtual and augmented reality applications.

MMApr 26, 2018
Rate-Utility Optimized Streaming of Volumetric Media for Augmented Reality

Jounsup Park, Philip A. Chou, Jenq-Neng Hwang

Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must support network adaptivity and fast startup, but must also moderate large bandwidths, multiple simultaneously streaming objects, and frequent user interaction, which requires low delay. In this paper, we introduce the first system to our knowledge designed specifically for streaming volumetric media. The system reduces bandwidth by introducing 3D tiles, and culling them or reducing their level of detail depending on their relation to the user's view frustum and distance to the user. Our system reduces latency by introducing a window-based buffer, which in contrast to a queue-based buffer allows insertions near the head of the buffer rather than only at the tail of the buffer, to respond quickly to user interaction. To allocate bits between different tiles across multiple objects, we introduce a simple greedy yet provably optimal algorithm for rate-utility optimization. We introduce utility measures based not only on the underlying quality of the representation, but on the level of detail relative to the user's viewpoint and device resolution. Simulation results show that the proposed algorithm provides superior quality compared to existing video-streaming approaches adapted to hologram streaming, in terms of utility and user experience over variable, throughput-constrained networks.

CVJun 19, 2015
Graph-based compression of dynamic 3D point cloud sequences

Dorina Thanou, Philip A. Chou, Pascal Frossard

This paper addresses the problem of compression of 3D point cloud sequences that are characterized by moving 3D positions and color attributes. As temporally successive point cloud frames are similar, motion estimation is key to effective compression of these sequences. It however remains a challenging problem as the point cloud frames have varying numbers of points without explicit correspondence information. We represent the time-varying geometry of these sequences with a set of graphs, and consider 3D positions and color attributes of the points clouds as signals on the vertices of the graphs. We then cast motion estimation as a feature matching problem between successive graphs. The motion is estimated on a sparse set of representative vertices using new spectral graph wavelet descriptors. A dense motion field is eventually interpolated by solving a graph-based regularization problem. The estimated motion is finally used for removing the temporal redundancy in the predictive coding of the 3D positions and the color characteristics of the point cloud sequences. Experimental results demonstrate that our method is able to accurately estimate the motion between consecutive frames. Moreover, motion estimation is shown to bring significant improvement in terms of the overall compression performance of the sequence. To the best of our knowledge, this is the first paper that exploits both the spatial correlation inside each frame (through the graph) and the temporal correlation between the frames (through the motion estimation) to compress the color and the geometry of 3D point cloud sequences in an efficient way.

CVFeb 25, 2014
Precision Enhancement of 3D Surfaces from Multiple Compressed Depth Maps

Pengfei Wan, Gene Cheung, Philip A. Chou et al.

In texture-plus-depth representation of a 3D scene, depth maps from different camera viewpoints are typically lossily compressed via the classical transform coding / coefficient quantization paradigm. In this paper we propose to reduce distortion of the decoded depth maps due to quantization. The key observation is that depth maps from different viewpoints constitute multiple descriptions (MD) of the same 3D scene. Considering the MD jointly, we perform a POCS-like iterative procedure to project a reconstructed signal from one depth map to the other and back, so that the converged depth maps have higher precision than the original quantized versions.