Implementation of a scalable MPEG-4 wavelet-based visual texture compression system
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This paper addresses the problem of minimizing memory size and memory accesses in multiresolution texture coding architectures for discrete cosine transform (DCT) and wavelet-based schemes used, for example, in virtual-world walk-throughs or facial animation scenes of an MPEG-4 system. The problem of minimizing the memory cost is important since memory accesses, memory bandwidth limitations, and in general the correct handling of the data flows have become the true critical issues in designing high-speed and low-power video-processing architectures and in efficiently using multimedia processors. For instance, the straightforward implementation of a multiresolution texture codec typically needs an extra memory buffer of the same size as the image to be encoded/decoded. We propose a new calculation schedule that reduces this buffer memory size with up to two orders of magnitude, while still ensuring a number of external (off-chip) memory accesses that is very close to the theoretical minimum. The analysis is generic and is therefore useful for both wavelet and multiresolution DCT codecs