#========== file i/o ========== InputFile_0 : org_0.yuv # video input file for view 0 InputFile_1 : org_1.yuv # video input file for view 1 InputFile_2 : org_2.yuv # video input file for view 2 DepthInputFile_0 : org_depth_0.yuv # depth input file for view 0 DepthInputFile_1 : org_depth_1.yuv # depth input file for view 1 DepthInputFile_2 : org_depth_2.yuv # depth input file for view 2 ReconFile_0 : rec_0.yuv # video output file for view 0 ReconFile_1 : rec_1.yuv # video output file for view 1 ReconFile_2 : rec_2.yuv # video output file for view 2 DepthReconFile_0 : rec_depth_0.yuv # depth output file for view 0 DepthReconFile_1 : rec_depth_1.yuv # depth output file for view 1 DepthReconFile_2 : rec_depth_2.yuv # depth output file for view 2 BitstreamFile : stream.bit # bitstream file #========== general coding parameters ========== NumberOfViews : 3 # number of views to be coded CodeDepthMaps : 1 # encode depth maps FrameSkip : 0 # number of frames to be skipped at beginning of input sequences InputBitDepth : 8 # bit depth of input files OutputBitDepth : 8 # bit depth of output files InternalBitDepth : 8 # internal bit depth used for coding #========== camera parameters ========== CameraParameterFile : cam_pars.txt # camera parameter file CodedCamParsPrecision : 5 # precision used for coding of camera parameters (in units of 2^(-x) luma samples) #========== coding unit definitions ========== MaxCUWidth : 64 # maximum coding unit witdh (in luma samples) MaxCUHeight : 64 # maximum coding unit height (in luma samples) MaxPartitionDepth : 4 # maximum coding unit depth QuadtreeTULog2MaxSize : 5 # log2 of maximum transform size QuadtreeTULog2MinSize : 2 # log2 of minimum transform size QuadtreeTUMaxDepthIntra : 3 # maximum transform tree depth for intra-coded CU's QuadtreeTUMaxDepthInter : 3 # maximum transform tree depth for inter-coded CU's #========== coding structure ========== CodedPictureStoreSize : 9 # size of decoded picture buffer in frame buffers GOPFormatString : IL0PL3(V0)_0*n{ *2{ PL0(-8)PL3(-8,V0)_7 BL1(-4;+4)BL4(-4,V0;+4)_3 BL2(-2;+2,+6)BL5(-2,V0;+2,+6)_1 BL2(-2,-6;+2)BL5(-2,-6,V0;+2)_5 BL3(-1;+1,+3)BL6(-1,V0;+1,+3)_0 BL3(-1,-3;+1,+5)BL6(-1,-3,V0;+1,+5)_2 BL3(-1,-5;+1,+3)BL6(-1,-5,V0;+1,+3)_4 BL3(-1,-3;+1)BL6(-1,-3,V0;+1)_6 }*1{ IL0PL3(V0)_7 BL1(-4;+4)BL4(-4,V0;+4)_3 BL2(-2;+2,+6)BL5(-2,V0;+2,+6)_1 BL2(-2,-6;+2)BL5(-2,-6,V0;+2)_5 BL3(-1;+1,+3)BL6(-1,V0;+1,+3)_0 BL3(-1,-3;+1,+5)BL6(-1,-3,V0;+1,+5)_2 BL3(-1,-5;+1,+3)BL6(-1,-5,V0;+1,+3)_4 BL3(-1,-3;+1)BL6(-1,-3,V0;+1)_6 } } # string specifying the coding order and reference picture lists GOPSize : 8 # GOP size of temporal structures RateGOPSize : 8 # GOP size of hierarchical QP assignment (-1: inherit GOPSize value) LowDelayCoding : 0 # use low-delay mode TemporalLayerQPOffset_L0 : 0 # QP offset for temporal layer 0 TemporalLayerQPOffset_L1 : 1 # QP offset for temporal layer 1 TemporalLayerQPOffset_L2 : 2 # QP offset for temporal layer 2 TemporalLayerQPOffset_L3 : 3 # QP offset for temporal layer 3 TemporalLayerQPOffset_L4 : 4 # QP offset for temporal layer 4 TemporalLayerQPOffset_L5 : 5 # QP offset for temporal layer 5 TemporalLayerQPOffset_L6 : 6 # QP offset for temporal layer 6 TemporalLayerQPOffset_L7 : 7 # QP offset for temporal layer 7 #========== encoder control /motion search ========== FastSearch : 1 # motion search mode (0:Full search, 1:Diamond, 2:PMVFAST) SearchRange : 96 # motion search range (in luma samples) BipredSearchRange : 4 # motion search range for bi-prediction refinement (in luma samples) HadamardME : 1 # use Hadamard SAD for fractional-sample search FEN : 1 # use fast encoder control #========== quantization ========== DeltaQpRD : 0 # maximum delta QP offset for a slice MaxDeltaQP : 0 # maximum delta QP offset for a block RDOQ : 1 1 # use rate-distortion optimized quantization (RDOQ) QpChangeFrame : 0 # frame number for Qp change QpChangeOffsetVideo : 0 # change QP delta for video QpChangeOffsetDepth : 0 # change QP delta for depth #========== entropy coding ========== SymbolMode : 1 # entropy coding mode (0=CAVLC, 1=CABAC) #========== slices ========== SliceMode : 0 # slice mode (0:off, 1:max # of LCUs, 2:max # of bytes) SliceArgument : 1500 # slice argument (SliceMode1:max # of LCUs, SliceMode2: max # of bytes) EntropySliceMode : 0 # entropy slices (0:off, 1:max # of LCUs, 2:max # of bins) EntropySliceArgument : 180000 # entropy slice argument (EntropySliceMode1:max # of LCUs, EntropySliceMode2:max # of bins) LFCrossSliceBoundaryFlag : 1 # loop-filtering across slice boundaries #========== deblocking ========== LoopFilterDisable : 0 # disable deblocking filter LoopFilterAlphaC0Offset : 0 # alpha offset for deblocking filter LoopFilterBetaOffset : 0 # beta offset for deblocking filter #========== coding tools ========== MRG : 1 # use motion partition merging ALF : 1 # use adaptive loop filter ALFEncodePassReduction : 0 # ALF encoding (0:original 16-pass, 1:one-pass, 2:two-pass) DBMP : 0 # use depth base motion prediction CUSkip : 1 # encode only disoccluded CUs in dependend views TDdQP : 1 # texture TU blocks QP param modification according to depth map's values #========== multiview coding tools ========== PredDepthMapGen : 1 # generation of prediction depth maps (0:off, 1:using coded motion data, 2:using coded depth maps) MultiviewMvPred : 7 # usage of prediction depth maps (0:off, 1:for interview, 2:for inter, 4:for merge, X:bit-wise combinations) MultiviewMvRegMode : 1 # use original depth maps for regularizing inter-view motion vector MultiviewMvRegLambdaScale : 1.0 # lambda scale factor for inter-view motion vector regularization MultiviewResPred : 1 # inter-view residual prediction (0:off, 1:on) InterViewSkip : 0 # interview SKIP mode InterViewSkipLambdaScale : 8 # lambda scale for inter-view skip mode #========== depth coding tools ========== DMM : 1 # use depth intra modes (wedgelets) VSO : 1 # use of view synthesis optimization for depth coding MVI : 1 # motion parameter inheritance NonlinearDepth : 1 # nonlinear depth representation NonlinearDepthModel : 12 21 26 27 23 15 # nonlinear depth representation model #========== view synthesis optimization (VSO) ========== VSOConfig : [cx0 B(cc1) I(s0.5)][cx1 B(oo0) B(oo2) I(s0.5 s1.5)][cx2 B(cc1) I(s1.5)] # VSO configuration string #========== flexible coding order (FlexCO) ========== 3DVFlexOrder : 0 3DVCodingOrder : T0D0D1D2T1T2