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Todd Richard Goodall

dblp:173/9787 · also Todd Goodall · DBLP profile ↗
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9ranked-venue papers
5as first author
3since 2021 · last 2022
0000-0001-7855-8133ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Multimedia systems and quality of experience · 37% Image and video coding · 30% Image and video processing · 15%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia systems and quality of experience
video quality assessment
0.922021
Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality · IEEE Trans. Image Process. 2021
Detecting and Mapping Video Impairments · IEEE Trans. Image Process. 2019
Image and video coding
video compression
0.522021
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality · IEEE Trans. Image Process. 2021
Multimedia systems and quality of experience › video quality assessment
foveated video quality assessment
0.512021
Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality · IEEE Trans. Image Process. 2021
Image and video coding › perceptual coding
foveated coding
0.412019
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Rendering › perceptual rendering
foveated rendering
0.412019
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Multimedia systems and quality of experience › video quality assessment
no-reference video quality assessment
0.412019
Detecting and Mapping Video Impairments · IEEE Trans. Image Process. 2019
Image and video coding
image quality assessment
0.212016
Tasking on Natural Statistics of Infrared Images · IEEE Trans. Image Process. 2016
Image and video coding › image quality assessment
no-reference image quality assessment
0.212016
Tasking on Natural Statistics of Infrared Images · IEEE Trans. Image Process. 2016
Image and video processing › image statistics › statistical image modeling
natural image statistics
0.112016
Tasking on Natural Statistics of Infrared Images · IEEE Trans. Image Process. 2016

Methods — techniques the papers use, named apart from their topics

subjective quality study · 0.5objective quality prediction · 0.5statistical image model · 0.4neural reconstruction · 0.4generative adversarial network · 0.4excitatory/inhibitory neural network · 0.4natural scene statistics · 0.2distortion mapping · 0.2
YearPublicationVenuePosition
2022 Learning to compress videos without computing motion
Meixu Chen, Todd Richard Goodall, Anjul Patney, Alan C. Bovik
Signal Process. Image Commun.2
2021 A Foveated Video Quality Assessment Model Using Space-Variant Natural Scene Statistics
abstract
In Virtual Reality (VR) systems, head mounted displays (HMDs) are widely used to present VR contents. When displaying immersive (360° video) scenes, greater challenges arise due to limitations of computing power, frame rate, and transmission bandwidth. To address these problems, a variety of foveated video compression and streaming methods have been proposed, which seek to exploit the nonuniform sampling density of the retinal photoreceptors and ganglion cells, which decreases rapidly with increasing eccentricity. Creating foveated immersive video content leads to the need for specialized foveated video quality pridictors. Here we propose a No-Reference (NR or blind) method which we call “Space-Variant BRISQUE (SV-BRISQUE),” which is based on a new space-variant natural scene statistics model. When tested on a large database of foveated, compression-distorted videos along with human opinions of them, we found that our new model algorithm achieves state of the art (SOTA) performance with correlation 0.88 / 0.90 (PLCC / SROCC) against human subjectivity.
Y. Jin, Todd Richard Goodall, Anjul Patney, R. Webb, Alan C. Bovik
ICIP2
2021 Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality
abstract
In Virtual Reality (VR), the requirements of much higher resolution and smooth viewing experiences under rapid and often real-time changes in viewing direction, leads to significant challenges in compression and communication. To reduce the stresses of very high bandwidth consumption, the concept of foveated video compression is being accorded renewed interest. By exploiting the space-variant property of retinal visual acuity, foveation has the potential to substantially reduce video resolution in the visual periphery, with hardly noticeable perceptual quality degradations. Accordingly, foveated image / video quality predictors are also becoming increasingly important, as a practical way to monitor and control future foveated compression algorithms. Towards advancing the development of foveated image / video quality assessment (FIQA / FVQA) algorithms, we have constructed 2D and (stereoscopic) 3D VR databases of foveated / compressed videos, and conducted a human study of perceptual quality on each database. Each database includes 10 reference videos and 180 foveated videos, which were processed by 3 levels of foveation on the reference videos. Foveation was applied by increasing compression with increased eccentricity. In the 2D study, each video was of resolution 7680×3840 and was viewed and quality-rated by 36 subjects, while in the 3D study, each video was of resolution 5376×5376 and rated by 34 subjects. Both studies were conducted on top of a foveated video player having low motion-to-photon latency (~50ms). We evaluated different objective image and video quality assessment algorithms, including both FIQA / FVQA algorithms and non-foveated algorithms, on our so called LIVE-Facebook Technologies Foveation-Compressed Virtual Reality (LIVE-FBT-FCVR) databases. We also present a statistical evaluation of the relative performances of these algorithms. The LIVE-FBT-FCVR databases have been made publicly available and can be accessed at https://live.ece.utexas.edu/research/LIVEFBTFCVR/index.html.
Yize Jin, Meixu Chen, Todd Richard Goodall, Anjul Patney, Alan C. Bovik
IEEE Trans. Image Process.3
2019 Detecting and Mapping Video Impairments
abstract
Automatically identifying the locations and severities of video artifacts without the advantage of an original reference video is a difficult task. We present a novel approach to conducting no-reference artifact detection in digital videos, implemented as an efficient and unique dual-path (parallel) excitatory/inhibitory neural network that uses a simple discrimination rule to define a bank of accurate distortion detectors. The learning engine is distortion-sensitized by pre-processing each video using a statistical image model. The overall system is able to produce full-resolution space-time distortion maps for visualization, as well as providing global distortion detection decisions that represent the state of the art in performance. Our model, which we call the Video Impairment Mapper (VIDMAP), produces a first-of-a-kind full resolution map of artifact detection probabilities. The current realization of this system is able to accurately detect and map eight of the most important artifact categories encountered during streaming video source inspection: aliasing, video encoding corruptions, quantization, contours/banding, combing, compression, dropped frames, and upscaling artifacts. We show that it is either competitive with or significantly outperforms the previous state-of-the-art on the whole-image artifact detection task. A software release of VIDMAP that has been trained to detect and map these artifacts is available online: http://live.ece.utexas.edu/research/quality/VIDMAP release.zip for public use and evaluation.
Todd Richard Goodall, Alan C. Bovik
IEEE Trans. Image Process.1
2019 DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos
abstract
In order to provide an immersive visual experience, modern displays require head mounting, high image resolution, low latency, as well as high refresh rate. This poses a challenging computational problem. On the other hand, the human visual system can consume only a tiny fraction of this video stream due to the drastic acuity loss in the peripheral vision. Foveated rendering and compression can save computations by reducing the image quality in the peripheral vision. However, this can cause noticeable artifacts in the periphery, or, if done conservatively, would provide only modest savings. In this work, we explore a novel foveated reconstruction method that employs the recent advances in generative adversarial neural networks. We reconstruct a plausible peripheral video from a small fraction of pixels provided every frame. The reconstruction is done by finding the closest matching video to this sparse input stream of pixels on the learned manifold of natural videos. Our method is more efficient than the state-of-the-art foveated rendering, while providing the visual experience with no noticeable quality degradation. We conducted a user study to validate our reconstruction method and compare it against existing foveated rendering and video compression techniques. Our method is fast enough to drive gaze-contingent head-mounted displays in real time on modern hardware. We plan to publish the trained network to establish a new quality bar for foveated rendering and compression as well as encourage follow-up research.
Anton Kaplanyan, Anton Sochenov, Thomas Leimkühler, Mikhail Okunev, Todd Richard Goodall, Gizem Rufo
ACM Trans. Graph.5
2018 Detecting Source Video Artifacts with Supervised Sparse Filters
abstract
A variety of powerful picture quality predictors are available that rely on neuro-statistical models of distortion perception. We extend these principles to video source inspection, by coupling spatial divisive normalization with a filterbank tuned for artifact detection, implemented in an augmented sparse functional form. We call this method the Video Impairment Detection by SParse Error CapTure (VIDSPECT). We configure VIDSPECT to create state-of-the-art detectors of two kinds of commonly encountered source video artifacts: upscaling and combing. The system detects upscaling, identifies upscaling type, and predicts the native video resolution. It also detects combing artifacts arising from interlacing. Our approach is simple, highly generalizable, and yields better accuracy than competing methods. A software release of VIDSPECT is available online: http://live.ece.utexas.edu/research/quality/VIDSPECT release.zip for public use and evaluation.
Todd Richard Goodall, Alan C. Bovik
PCS1
2017 Towards automated quality curation of video collections from a realistic perspective
abstract
We investigate the use of automated Video Quality Assessment (VQA) algorithms to evaluate digital video collections. These algorithms are driven by well-defined natural scene statistics (NSS), which capture the behavior of natural distortion-free videos. Because human vision has adapted to these real-world statistics over the course of evolution, quality predictions delivered by these NSS-based VQA algorithms correlate well with human opinions of quality. In particular, we expect these algorithms to accurately predict quality on sizable and diverse video collections. To test this hypothesis, we gathered a testbed of video clips that represent a larger video art collection. Next, we conducted a human study in which users scored the quality of the clips. Enabled by the human study, we trained three VQA algorithms (Video BLIINDS, BRISQUE, and VIIDEO) using our testbed collection to assess a real-world digital video art collection from our university museum. Two of the algorithms provided good automatic predictions of the quality of the videos. These same algorithms also highlighted limitations that arise when assessing artistic collections. We present current research progress and discuss future directions for testbed and algorithm improvement. Our ongoing effort furthers the field of Computational Archival Science by applying computational models of human perception to video appraisal and preservation tasks.
Todd Richard Goodall, Maria Esteva, Sandra Sweat, Alan C. Bovik
IEEE BigData1
2016 Blind Picture Upscaling Ratio Prediction
abstract
Natural scene statistics are well studied in the context of picture quality assessment and have been used in a wide variety of top-performing picture quality prediction models. Upscaling artifacts have been measured with regards to quality impairment using these kinds of models. However, the assessment and classification of subtle, less discriminable upscaling artifacts remains an unsolved problem. The nearly imperceptible artifacts pertaining to the extent and type of upscaling have not been predicted using natural scene statistics (NSS)-based models. We develop an accurate model for predicting the upscaling ratio applied to any natural image. By decomposing an input image frame using an orthogonal filter bank and locally normalizing the resulting responses, we show that the local energy terms can be used to predict the upscaling ratio. In fact, a simple linear regressor can be trained on these energy measurements; hence, no hyperparameter tuning is necessary. We compare the proposed model with other no-reference models using real-world data contained in the Netflix collection.
Todd Richard Goodall, Ioannis Katsavounidis, Zhi Li 0001, Anne Aaron, Alan C. Bovik
IEEE Signal Process. Lett.1
2016 Tasking on Natural Statistics of Infrared Images
abstract
Natural scene statistics (NSSs) provide powerful, perceptually relevant tools that have been successfully used for image quality analysis of visible light images. Since NSS capture statistical regularities that arise from the physical world, they are relevant to long wave infrared (LWIR) images, which differ from visible light images mainly by the wavelengths captured at the imaging sensors. We show that NSS models of bandpass LWIR images are similar to those of visible light images, but with different parameterizations. Using this difference, we exploit the power of NSS to successfully distinguish between LWIR images and visible light images. In addition, we study distortions unique to LWIR and find directional models useful for detecting the halo effect, simple bandpass models useful for detecting hotspots, and combinations of these models useful for measuring the degree of non-uniformity present in many LWIR images. For local distortion identification and measurement, we also describe a method for generating distortion maps using NSS features. To facilitate our evaluation, we analyze the NSS of LWIR images under pristine and distorted conditions, using four databases, each captured with a different IR camera. Predicting human performance for assessing distortion and quality in LWIR images is critical for task efficacy. We find that NSS features improve human targeting task performance prediction. Furthermore, we conducted a human study on the perceptual quality of noise-and blur-distorted LWIR images and create a new blind image quality predictor for IR images.
Todd Richard Goodall, Alan C. Bovik, Nicholas G. Paulter Jr.
IEEE Trans. Image Process.1