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Video Quality Assessment

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하위 태스크
0
평가표
10
보존된 평가 기록
185

Video Quality Assessment is a computer vision task aiming to mimic video-based human subjective perception. The goal is to produce a mos score, where higher score indicates better perceptual quality. Some well-known benchmarks for this task are KoNViD-1k, LIVE-VQC, YouTube-UGC and LSVQ. SROCC/PLCC/RMSE are usually used to evaluate the performance of different models.

데이터셋

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YouTube-UGC

This YouTube dataset is a sampling from thousands of User Generated Content (UGC) as uploaded to YouTube distributed under the Creative Commons license. This dataset was created in order to assist in the advancement of video compression and quality assessment research of UGC videos.

LIVE-VQC

The great variations of videographic skills in videography, camera designs, compression and processing protocols, communication and bandwidth environments, and displays leads to an enormous variety of video impairments. Current no-reference (NR) video quality models are unable to handle this diversity of distortions. This is true in part because available video quality assessment databases contain very limited content, fixed resolutions, were captured using a small number of camera devices by a few videographers and have been subjected to a modest number of distortions. As such, these databases fail to adequately represent real world videos, which contain very different kinds of content obtained under highly diverse imaging conditions and are subject to authentic, complex and often commingled distortions that are difficult or impossible to simulate. As a result, NR video quality predictors tested on real-world video data often perform poorly. Towards advancing NR video quality prediction, we have constructed a large-scale video quality assessment database containing 585 videos of unique content , captured using 101 different devices (43 device models) by 80 different users with wide ranges of levels of complex, authentic distortions. We collected a large number of subjective video quality scores via crowdsourcing. A total of 4776 unique participants took part in the study, yielding more than 205000 opinion scores , resulting in an average of 240 recorded human opinions per video . This study is the largest video quality assessment study ever conducted along several key dimensions: number of unique contents, capture devices, distortion types and combinations of distortions, study participants, and recorded subjective scores.

MSU SR-QA Dataset

Our dataset was made of videos from MSU Video Upscalers Benchmark Dataset, MSU Video Super-Resolution Benchmark Dataset and MSU Super-Resolution for Video Compression Benchmark Dataset. Dataset consists of real videos (were filmed with 2 cameras), video games footages, movies, cartoons, dynamic ads. How we brought our dataset closer to completeness? * The dataset covers a large number of use cases in the field of SR due to the large number of content types * The dataset contains videos with completely different resolutions, FPS values: 8, 24, 25, 30, 60, as well as high and low spatio-temporal complexity * Distorted videos were obtained using 46 SR methods, some of them were preprocessed with 5 codecs: aomenc, vvenc, x264, x265, uavs3es with different bitrates and qp values * The dataset was manually checked for redundancy Videos from benchmarks are FullHD video crops, since the subjective comparison was made on crops. Therefore, the resolution of all videos in the received dataset is low.

MSU NR VQA Database

The dataset was created for video quality assessment problem. It was formed with 36 clips from Vimeo, which were selected from 18,000+ open-source clips with high bitrate (license CCBY or CC0). The clips include videos recorded by both professionals and amateurs. Almost half of the videos contain scene changes and high dynamism. Moreover, the synthetic to natural lightning ratio is approximately 1 to 3. * Content type: nature, sport, humans close up, gameplays, music videos, water stream or steam, CGI * Effects and distortions: shaking, slow-motion, grain/noisy, too dark/bright regions, macro shooting, captions (text), extraneous objects on the camera lens or just close to it * Resolution: 1920x1080 as the most popular modern video resolution (more in the future) * Format: yuv420p * FPS: 24, 25, 30, 39, 50, 60 * Videos duration: mainly 10 seconds Such content diversity helps simulate near-realistic conditions. The choice of videos collected for the benchmark dataset employed clustering in terms of space-time complexity to obtain a representative distribution. For compression we used 40 codecs of 10 compression standards (H.264, AV1, H.265, VVC, etc.). Each video was compressed with 3 target bitrates: 1,000 Kbps, 2,000 Kbps, and 4,000 Kbps, and different real-life encoding modes: constant quality (CRF) and variable bitrate (VBR). The choice of bitrate range simplifies the subjective comparison procedure since the video quality is more difficult to distinguish visually at higher bitrates. The subjective assessment involved pairwise comparisons using crowdsourcing service Subjectify.us. To increase the relevance of the results, each pair of videos received at least 10 responses from participants. In total, 766362 valid answers were collected from more than 10800 unique participants.

KoNViD-1k

Subjective video quality assessment (VQA) strongly depends on semantics, context, and the types of visual distortions. A lot of existing VQA databases cover small numbers of video sequences with artificial distortions. When testing newly developed Quality of Experience (QoE) models and metrics, they are commonly evaluated against subjective data from such databases, that are the result of perception experiments. However, since the aim of these QoE models is to accurately predict natural videos, these artificially distorted video databases are an insufficient basis for learning. Additionally, the small sizes make them only marginally usable for state-of-the-art learning systems, such as deep learning. In order to give a better basis for development and evaluation of objective VQA methods, we have created a larger datasets of natural, real-world video sequences with corresponding subjective mean opinion scores (MOS) gathered through crowdsourcing. ​ We took YFCC100m as a baseline database, consisting of 793436 Creative Commons (CC) video sequences, filtered them through multiple steps to ensure that the video sequences are representative of the whole spectrum of available video content, types of distortions, and subjective quality. The resulting 1200 videos are available to download, alongside the subjective data and evaluation of the best-performing techniques available for multiple video attributes. Namely, we have evaluated blur, colorfulness, contrast, spatial information, temporal information and video quality.

MSU FR VQA Database

The dataset was created for video quality assessment problem. It was formed with 36 clips from Vimeo, which were selected from 18,000+ open-source clips with high bitrate (license CCBY or CC0). The clips include videos recorded by both professionals and amateurs. Almost half of the videos contain scene changes and high dynamism. Moreover, the synthetic to natural lightning ratio is approximately 1 to 3. Content type: nature, sport, humans close up, gameplays, music videos, water stream or steam, CGI Effects and distortions: shaking, slow-motion, grain/noisy, too dark/bright regions, macro shooting, captions (text), extraneous objects on the camera lens or just close to it Resolution: 1920x1080 as the most popular modern video resolution (more in the future) Format: yuv420p FPS: 24, 25, 30, 39, 50, 60 Videos duration: mainly 10 seconds Such content diversity helps simulate near-realistic conditions. The choice of videos collected for the benchmark dataset employed clustering in terms of space-time complexity to obtain a representative distribution. For compression we used 40 codecs of 10 compression standards (H.264, AV1, H.265, VVC, etc.). Each video was compressed with 3 target bitrates: 1,000 Kbps, 2,000 Kbps, and 4,000 Kbps, and different real-life encoding modes: constant quality (CRF) and variable bitrate (VBR). The choice of bitrate range simplifies the subjective comparison procedure since the video quality is more difficult to distinguish visually at higher bitrates. The subjective assessment involved pairwise comparisons using crowdsourcing service Subjectify.us. To increase the relevance of the results, each pair of videos received at least 10 responses from participants. In total, 766362 valid answers were collected from more than 10800 unique participants.

LIVE-FB LSVQ

No-reference (NR) perceptual video quality assessment (VQA) is a complex, unsolved, and important problem to social and streaming media applications. Efficient and accurate video quality predictors are needed to monitor and guide the processing of billions of shared, often imperfect, user-generated content (UGC). Unfortunately, current NR models are limited in their prediction capabilities on real-world, "in-the-wild" UGC video data. To advance progress on this problem, we created the largest (by far) subjective video quality dataset, containing 39, 000 real-world distorted videos and 117, 000 space-time localized video patches ("v-patches"), and 5.5M human perceptual quality annotations. Using this, we created two unique NR-VQA models: (a) a local-to-global region-based NR VQA architecture (called PVQ) that learns to predict global video quality and achieves state-of-the-art performance on 3 UGC datasets, and (b) a first-of-a-kind space-time video quality mapping engine (called PVQ Mapper) that helps localize and visualize perceptual distortions in space and time. We will make the new database and prediction models available immediately following the review process.

LIVE-YT-HFR

LIVE-YT-HFR comprises of 480 videos having 6 different frame rates, obtained from 16 diverse contents. Source: Subjective and Objective Quality Assessment of High Frame Rate Videos

LIVE-ETRI

The video deployed parameter space is continuously increasing to provide more realistic and immersive experiences to global streaming and social media viewers. However, increments in video parameters such as spatial resolution or frame rate are inevitably associated with larger data volumes. Transmitting increasingly voluminous videos through limited bandwidth networks in a perceptually optimal way is a present challenge affecting billions of viewers. One recent practice adopted by the video service providers is space-time resolution adaptation in conjunction with video compression. Consequently, it is important to understand how different levels of space-time subsampling and compression affect the perceptual quality of videos. Towards making progress in this direction, we constructed a large new resource, called the ETRI-LIVE Space-Time Subsampled Video Quality (ETRI-LIVE-STSVQ) database, containing 437 videos generated by applying various levels of combined space-time subsampling and video compression on 15 diverse video contents. We also conducted a large-scale human study on the new dataset, collecting about 15,000 subjective judgments of video quality. The ETRI-LIVE STSVQ database is being made publicly and freely available with the desire to improve future research and development on topics such as video quality modeling and perceptual video coding.

LIVE Livestream

LIVE Livestream is a database for Video Quality Assessment (VQA), specifically designed for live streaming VQA research. The dataset is called the Laboratory for Image and Video Engineering (LIVE) Live stream Database. The LIVE Livestream Database includes 315 videos of 45 contents impaired by 6 types of distortions.

Video Call MOS Set

The dataset contains 10 reference videos and 1467 degraded videos. The videos were transmitted via Microsoft Teams calls in 83 different network conditions and contain various typical videoconferencing impairments. It also includes P.910 Crowd subjective video MOS ratings (see paper for more info).

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