On Video Textures Generation: A Comparison
Between Different Dimensionality Reduction
Techniques
Wentao Fan and Nizar Bouguila
Institute for Information Systems Engineering
University of Concordia
Montreal, Canada
wenta fa@ciise.concordia.ca, bouguila@ciise.concordia.ca
Abstract—Video texture is a new type of medium which can
provide a new video with a continuously varying stream of images
from a recorded video. It is created by reordering the input
video frames in a way which can be played without any visual
discontinuity. Recently, a new method of generating video textures
has been proposed. It first apply principal components analysis
(PCA) to extract signatures or patterns from the original video
sequence, and then implement an autoregressive process (AR)
model to synthesize new video textures. In this paper, we extend
this video texture generation method by comparing PCA with
other dimensionality reduction techniques such as probabilistic
principal components analysis, kernel principal components anal-
ysis, independent component analysis, local linear embedding and
Isomap. According to our experiments, these approaches prevail
the original approach by providing us video textures with better
quality.
Index Terms—Video texture, computer vision, dimensionality
reduction, autoregressive process
I. I NTRODUCTION
Video texture which has been introduced by Sch¨ odl et al.
[1], is a new type of medium that can generate a continuous,
infinitely changing stream of images from a recorded video.
The term “video texture” is used because it is very similar
to image textures. This technique can be considered as video-
based rendering (VBR) because it has similar features with
image-based rendering (IBR) technique [2], that is, both of
them are able to reuse the already existing resources to synthe-
size new objects. For video textures, a recorded video is used
to make a new video stream without any visual discontinuity
by changing the order of the original frames. This would be
useful in movie and game industries, since it may create new
objects by reusing existing resources so that time and human
resources may be saved. More applications may be found in
[3] [4] [5] [6]. However, same as the original video textures
technique, all of these works can only generate new video by
just switching the order of frames and the result would suffer
from ‘dead-ends’.
Recently in computer vision, there are increased number
of researches on time series analysis to model the dynamical
characteristics of complex systems. Autoregressive (AR) pro-
cess [7] is a tool used for understanding and predicting future
values in a time series. In [8], Fitzgibbon have introduced a
new method for creating video textures by applying principal
components analysis (PCA) and AR process. All frames in
the generated video are new and consist with the motions
in the original video, and ‘dead ends’ would never appear.
In [9], Campbell et al. have extended this approach to work
with strongly non-linear sequences by applying a spline and a
combined appearance model.
The rest of this paper is organized as follows: We briefly
introduce different dimensionality reduction techniques in sec-
tion 2. Then, we compare the experimental results of applying
different dimensionality reduction techniques to generate video
textures in section 3. Finally, in section 4 we conclude and
describe some topics for future work.
II. DIMENSIONALITY REDUCTION APPROACHES
Dimensionality reduction is an important research topic in
the area of data analysis. The goal of dimensionality reduction
techniques is to discover a low-dimensional subspace that best
represents a given set of data points. In this paper, we extend
the work of Fitzgibbon [8] by comparing PCA with other
representative dimensionality reduction techniques to extract
signatures from video frames and then synthesize new video
textures. The techniques we have applied are: probabilistic
principal components analysis, kernel principal components
analysis, Isomap, local linear embedding and independent
component analysis. In this section, we will give a brief
introduction for each technique individually.
A. Probabilistic Principal Component Analysis
In [10], Bishop has proposed a probabilistic model for PCA
by showing that PCA can be represented as the maximum
likelihood solution of a probabilistic latent variable model.
This novel form of PCA is known as probabilistic principal
component analysis (PPCA).
PPCA can be formulated by first choosing an explicit M -
dimensional latent variable z corresponding to the principal
component subspace and then sampling the D-dimensional
observed variable x conditioned on this latent variable. We
define a Gaussian prior distribution p(z) for the latent variable,
and a conditional Gaussian distribution p(x|z) for the observed
Proceedings of the 2009 IEEE International Conference on Systems, Man, and Cybernetics
San Antonio, TX, USA - October 2009
978-1-4244-2794-9/09/$25.00 ©2009 IEEE
5284