Super Resolution for Smartphones
Seiichi Gohshi
1
, Sakae Inoue
2
, Isao Masuda
2
, Takashi Ichinose
2
and Yoshikatsu Tatsumi
2
1
Kogakuin University, 1-24-2, Nishi-Shinjuku, Shinjuku-ku, Tokyo, Japan
2
Fujitsu Connected Technologies Limited, 1-1, Kamikodanaka 4-chome, Nakahara-ku, Kawasaki, Japan
Keywords:
Smartphone, Real-time Video Processing, Nyquist Frequency, Super Resolution.
Abstract:
Smartphones were developed as an advanced communication tool. Currently they are used in various applica-
tions. The display is one of the most important features in smartphones. Compared with television (TV) and
cinema screens the display size of a smartphone is small. However, TV and film content is commonly enjoyed
on smartphone screens. Currently, the smartphone display is one of the most used displays for various kinds
of content. In the past it was thought that it would be difficult to recognize the resolution differences on small
displays. However, this is no longer the case. The resolution of smartphones have been steadily improving,
and high-definition television (HDTV) (1, 920× 1, 080 pixels) viewing resolution support is common. Signal
processing is another way to improve resolution. Super resolution (SR) has become an interesting research
field and is applied to images and videos. SR is a technology for improving display resolution. Consequently,
SR is mainly studied for application to TV screens and computer displays. SR technology algorithms are com-
plex and a heavy load for a smartphone’s central or graphics processing unit (CPU/GPU). It is very difficult
to apply SR for real-time videos on smartphones. Consequently, there have been no reports in SR for smart-
phones. This paper proposes a method for implementing real-time SR in smartphones. This method works for
real-time videos on a smartphone GPU with the developed software.
1 INTRODUCTION
Communication environments and devices have dra-
matically changed in the last two decades. Smart-
phones have become major devices on the mobile
phone market, and new models are introduced every
year. Smartphonesare all-in-one small computers and
come equipped with various functions. The display
on a smartphone is used as an input terminal as well
as a conventional display for video content. Smart-
phones have thus become important devices for en-
joying television (TV) and cinema content as well as
games. Smartphone manufacturers are constantly de-
veloping new products and trying to stand out from
the competition. The resolutions of smartphone mon-
itors are increasing, and high-definition TV (HDTV)
resolution (1, 920 × 1, 080 pixels) is now common.
Some of the latest smartphones now come with 4K
resolution. However the display sizes are approxi-
mately ve inches. If there were an obviousresolution
quality difference between a small five-inch HDTV
display and a 4K one, it would be worthwhile to invest
further in 4K smartphone technology. However, there
has been no discussion or subjective assessments of
using 4K displays on smartphones. Moreover, none
of the content for smartphones on the Internet has
4K resolution, and some do not have HDTV resolu-
tion. Despite the resolution of the Internet content,
only the number of pixels of a display is increasing
for marketing. When the resolution of the content is
not sufficient for the display, as with video graphics
array (VGA) or quarter VGA (QVGA), the content is
specially interpolated to be fixed with the resolution
of the smartphone display. Interpolated images and
videos are blurry and cannot take full advantage of the
performance of a smartphone display. Although the
content has HDTV pixels, HDTV resolution is not al-
ways guaranteed because the focus is not always fine.
Clearly, smartphone users prefer high-resolution im-
ages and videos. However, high-resolution displays
(HDTV/4K) do not always provide high-resolution
images and videos. Resolution of the content is more
important than the number of pixels in displays.
Improving image resolution has been a highly ac-
tive field of research for many years. Unsharp mask-
ing (USM) also referred to as edge enhancement, has
been the only method for enhancing video in real-time
systems (Schreiber, 1970)(Lee, 1980)(Pratt, 2001).
Although USM is a simple and cost-effective method,
it does not actually improve resolution; it provides
106
Gohshi, S., Inoue, S., Masuda, I., Ichinose, T. and Tatsumi, Y.
Super Resolution for Smartphones.
DOI: 10.5220/0005991301060112
In Proceedings of the 13th International Joint Conference on e-Business and Telecommunications (ICETE 2016) - Volume 5: SIGMAP, pages 106-112
ISBN: 978-989-758-196-0
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
a better image quality using either a band-pass filter
(BPF) or a high-pass filter (HPF). However, USM can
introduce noise and edges to images.
Super resolution (SR) technology, which has been
studied for approximately two decades (Elad and
Feuer, 1996), creates a high-resolution image (HRI)
from low resolution images (LRIs). Various SR
technologies have been proposed during the past ten
years. However, most of these are proposed for still
images and are difficult to apply to videos owing to
because of their complex algorithms (Farsiu et al.,
2004)(Park et al., 2003)(Katsaggelos et al., 2010)(van
Eekeren et al., 2010)(Panda et al., 2011)(Glasner
et al., 2009)(Park et al., 2003) (Sun et al., 2008)(Dong
et al., 2014). Recently, super resolution with non-
linear processing (SRNP) has been proposed by one
of the authors. SRNP can process video in real
time.This paper proposes SRNP for smartphones for
real-time video processing. Our method can work
with software over the central or graphic processing
unit (CPU/GPU) of a smartphone. It shows good re-
sults and improves videos to fine quality on the dis-
play of a smartphone.
2 SUPER RESOLUTION FOR
SMARTPHONES
SR is a technology for improving image and video
resolution. As discussed in the previous section there
have been many methods and proposals (Farsiu et al.,
2004)(Park et al., 2003)(Katsaggelos et al., 2010)(van
Eekeren et al., 2010)(Panda et al., 2011)(Glasner
et al., 2009)(Park et al., 2003) (Sun et al., 2008)(Dong
et al., 2014). The size of the monitor becomes an im-
portant factor in seeing SR-processed image results.
This point has not been discussed in SR research.
SR studies freely select their processed image sizes
to recognize the resolution improvement. Personal
computer (PC) monitors are used to check image res-
olution. Although commercial HDTV sets with SR
functions are also available (Tos, 2009), the sizes of
HDTV screens are 40 inches or larger. It would be
difficult to recognize improvementwith SR on a small
smartphone monitor. If we are to implement SR tech-
nology, resolution improvement must be recognizable
on smartphone displays.
Smartphones are sophisticated devices, but it is
impossible to add devices to a smartphone to use SR.
There are two difficulties in implementing SR on a
smartphone with limited resources. The first is the
complexity of SR algorithms. Many SR algorithms
have been proposed (Farsiu et al., 2004)(Park et al.,
2003)(Katsaggelos et al., 2010)(van Eekeren et al.,
Figure 1: SRNP algorithm.
2010)(Panda et al., 2011)(Glasner et al., 2009)(Park
et al., 2003) (Sun et al., 2008)(Dong et al., 2014).
Super resolution image reconstruction (SRR) and
learning-based super resolution (LBSR) are typical
SR technologies, and many others have been pro-
posed (Farsiu et al., 2004)(Park et al., 2003)(Kat-
saggelos et al., 2010)(van Eekeren et al., 2010)(Dong
et al., 2014). However all SR algorithms includ-
ing SRR and LBSR are difficult to use in real time
for video because they require iteration to create a
high-resolution image. Iteration is very time con-
suming and difficult to execute on the CPU/GPU of
a smartphone. Although a non-iterative SRR algo-
rithm for HDTV has been proposed (Matsumoto and
Ida, 2010), its resolution is lower than that of a con-
ventional HDTV, and an additional device is required
to use the SRR algorithm.
The second difficulty is that SR on smartphones
must work on the CPU/GPU of a smartphone. It is
difficult for smartphones to handle additional devices
required for SR to work, because of the space and
power consumption. There is almost no space to im-
plement additional parts on a smartphone, and new
parts shorten battery duration owing to higher power
consumption. If we try to make SR work on a smart-
phone, SR would have to work with the CPU/GPU
and its resources on the smartphone. The CPU/GPU
executes many tasks, and resources such as the mem-
ory bandwidth are limited. If sufficient CPU/GPU
power and resources are not provided for the SR pro-
cess, video cannot be processed in real time, frame
drops can occur, and in the worst case, the video
will freeze. To overcome these difficulties, an SR al-
gorithm for a smartphone must be simple and suffi-
ciently light to work on CPU/GPU power and limited
resources.
3 SRNP
SRNP was developed for upconversion from HDTV
Super Resolution for Smartphones
107
(a) 4K image enlarged from HD (b) Figure 2(a) with SRNP
(c) 2D-FFT result of Figure 2(a) (d) 2D-FFT result of Figure 2(b)
Figure 2: Image processed with real-time SRNP hardware.
to 4K. Figure. Figure 1 shows the signal flow of the
proposed method. The input video has two paths.
The first path consists of a high-pass filter (HPF), a
non-linear function (NLF), and a limiter (LMT). This
path creates high-frequency elements that the origi-
nal video does not have. The edges in the video are
detected with the HPF. The detected edges are then
processed with the NLF. An example of an NLF is
a cubic function y = x
3
. The NLF generates har-
monic waves from the edges. It is well known that
images and videos can be expanded with Fourier se-
ries. Fourier series consist of sine and cosine waves.
Using the cubic function, the sin and cos functions
are changed to (sinθ)
3
and (cosθ)
3
. (sinθ)
3
can be
changed to (sin3θ)and (cosθ)
3
can be changed to
(cos3θ). (sin3θ) and (cos3θ) are harmonic waves,
and the harmonic waves have higher frequency ele-
ments that the original video did not have. The cubic
function is just an example of a nonlinear function,
and the NLF is used to create the high-frequency el-
ements by the harmonic waves. The harmonic waves
are generated only from the edges detected with the
HPF. There are no harmonic waves in flat areas since
there are no edges in flat areas. The LMT satu-
rates these large values to fit the harmonic waves to
the video. The second path is from the input and
is directly connected to the adder (ADD). The ADD
adds the LMT-processed harmonic waves to the orig-
inal video. This process is conducted pixel by pixel.
The output of the ADD thus has high-frequency el-
ements that the original video did not have. This
video processing method can improve the resolution
and even create high-frequency elements that exceed
the Nyquist frequency of the original video. It is a
simple algorithm and real-time SRNP hardware for it
has been developed.
Figure 2 shows an image processed with SRNP
hardware. Figure 2(a) is an enlargement from HDTV
to 4K. Figure 2(b) shows the SRNP processed result
of Figure 2(a). Although Figure 2(a) is blurry, Figure
2(b) is clearly superior to Figure 2(a). Figures 2(c)
and 2(d) are the two dimensional fast Fourier trans-
form (2D-FFT) results of Figures 2(a) and 2(a) re-
spectively. Figures 2(a) and 2(a) show the frequency
characteristics in the frequency domain. The horizon-
tal and vertical axes are the horizontal and vertical
frequencies of the image. Note that Figure 2(d) has
horizontal and vertical high-frequency elements that
Figure 2(c) does not possess. This means that SRNP
improves resolution.
However, this has not worked for video in real-
time over CPU/GPU with software. As discussed in
the previous section, the resources in a smartphone
are limited, which makes it difficult for SR to work in
real-time. Even though the SRNP algorithm is simple,
there is no guaranteethat it will work for video in real-
time on a smartphone.
SIGMAP 2016 - International Conference on Signal Processing and Multimedia Applications
108
4 SYSTEM ARCHITECTURE OF
SRNP FOR SMARTPHONES
Smartphones are very much the same as compact
computers equipped with the latest technologies in
order to provide users with various services. How-
ever, there are not sufficient resources and power in
a smartphone to execute all of the tasks of a PC. Al-
though SRNP is a simple algorithm, it might not work
when there are insufficient resources. Constructing an
experimental SRNP system on a smartphone platform
and optimizing the system is the only way to make it
practical.
The specifications for the experimental hardware
are shown in Table 1. The smartphone has a
MSM8992 CPU and an Adreno 418 GPU , The op-
erating system is Android 5.1. SRNP signal flow over
the hardware is shown in Figure 3. The video is coded
with MPEG-4 H.264 and stored in the SD memory.
The MPEG-4 stream is decoded using a hardware de-
coder. Although the most common video is HDTV
(1920 × 1080), there are other formats available on
the Internet. The SRNP process is performed with
the original formats, such as HDTV, QVGA and so
on. The GPU conducts the SRNP process to im-
prove resolution depending on the input video for-
mat including HDTV. The output video format of the
GPU is the same size as that of the input video. The
GPU processes the video by frames, because the En-
large/Shrink unit after SRNP requires an entire frame
to change the video format.The GPU is controlled by
the CPU and shares memory and other resources with
other units. The GPU also controls its timing when
delivering frames to the Enlarge/Shrink unit in 33.3
ms (30 Hz), in order not to freeze the display. The
liquid crystal display (LCD) can display video in real
time, if the all signal processing works at 30 Hz with-
out delay.
A potential bottleneck of the system is the GPU
because it must finish one frame of the SRNP process-
ing within 33.3 ms. There are two difficulties in over-
coming this bottleneck. First, the GPU calculation of
the SRNP process itself must finish in 33.3 ms. Sec-
ond, the memory bandwidth must be adequate. The
input output video frame of the GPU is stored in 3 GB
of RAM, shown in Table 1. The RAM is also used by
other applications and is accessed by the CPU. Since
the RAM for the GPU is limited, arbitration between
the CPU and GPU is required. Two tunings are neces-
sary to arrange the tasks for dual and quad CPU cores
to access RAM and improve performance of the GPU
for SRNP. The difficulty of the tuning is proportional
to the higher frame rate and larger screen. The high
frame rates require short periods of SRNP, which di-
Figure 3: Signal flow of a smartphone.
rectly corresponds to the capability of the GPU. Large
screens require more memory. Both of these are re-
lated to the memory bandwidth. Currently, the frame
rate of smartphones is 30 Hz. The GPU must finish
SRNP in 33.3 m for a frame, because smartphones
display videos with 30 Hz (33.3 ms).
The bottleneck of the system is the processing
time of SRNP in the GPU. The processing time of
SRNP in the GPU increases in proportion to the
screen size. Tuning the GPU to program SRNP can
work up to the ultra-HD (UHD) 3, 940 × 2, 160 dis-
play resolution. Table 2 shows the relationship be-
tween the screen sizes and the processing times of
the GPU. Currently, 4K is among the biggest prac-
tical displays available in the market. The processing
time for 4K is 14.1 ms. This means that SRNP can
work in real time for 4K. Moreover, SRNP can work
at 60 Hz (16.7 ms) for 4K because the SRNP time for
4K is 14.1 ms, which is shorter than 16.7 ms. The
simple SRNP algorithm embodies a short processing
time. If other parts of the hardware, such as the H.264
Table 1: Specification of experimental smartphone.
Size 154 (H) x 75 (W) x 7.9 (D) mm
Mass 174 g
CPU (system LSI) QualcommMSM8992
1.8 GHz Dual Core1.4 GHz QuadCore
GPU (on the chip) QualcommAdreno 418 600 MHz
Memory RAM: 3GB, ROM: 32GB
Battery 3390 mAh
OS Android 5.1
LCD 5.4inch WQHD1440×2560
Table 2: GPU processing time (30 frame/s).
Size of image GPU processing time (ms/frame)
UHD (3940 × 2160) 14.1
WQHD (2560× 1440) 7.2
Full HD (1920× 1080) 4.6
(1280× 702) 3.9
Super Resolution for Smartphones
109
(a) Input image (b) Image processed with the developed smart-
phone
(c) 2D-FFT result of Figure 4(a) (d) 2D-FFT result of Figure 4(b)
Figure 4: Image processed with an SRNP smartphone (software processed).
Figure 5: Developed Smartphone with NLSP.
decoder become faster, then SRNP can process even
4K 3,840× 2160;60 Hz).
5 RESULTS
Figures 6(a) to 7(b) show the resolution improvement
of SRNP with a smartphone. They are not still images
but frames of videos. Figures 6(a), and 7(a) are input
images and Figures 6(b), and 7(b) are processed with
SRNP. The resolution of the SRNP-processed images
is better than that of the input images. Just comparing
the input images and the SRNP-processed images is a
subjective assessment.It is sometimes difficult to rec-
ognize the resolution improvement between the SR-
processed images and the images processed with a
conventional enhancer. An enhancer just amplifies
the edges in the images. Our SRNP is completely
different from the conventional enhancers. SRNP
can create higher frequency elements that the orig-
inal image does not possess. As discussed in Sec-
tions 3 and 4, SRNP creates higher frequency ele-
ments that the input image does not possess. Owing
to space limitations, all of the 2D-FFT results cannot
be shown. However, all of the SRNP-processed im-
ages are improved in their resolution. These videos
have distortions caused by MPEG-4 because they
were taken using a commercial video camera. How-
ever, the distortions did not affect the image quality
and the resolution improvement from SRNP is con-
spicuous. These videos had high-frequency elements,
which made MPEG-4 decoding heavy and time con-
suming. However, all of them were displayed at 30
Hz without any frame drops or freezing. This shows
that SRNP can work in real-time on a smartphone.
Although our smartphone with SR was developed for
playing real-time video, we used still images, includ-
SIGMAP 2016 - International Conference on Signal Processing and Multimedia Applications
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(a) Original image (b) Image processed with the developed smartphone
Figure 6: Image No. 1.
(a) Original image (b) Image processed with the developed smartphone
Figure 7: Image No. 2.
ing documents in our assessments. Observers can
control the SR switch (on/off) to compare the image
with SR on and off. We conducted subjective as-
sessments. Due to space limitations, the details of
the assessments cannot be explained here because it
takes several pages to explain everything, including
the analysis results of the assessments. After the as-
sessments, many observers said that the letters in the
documents became easier to read when SR was on
because the contrast of the LCD was enhanced. This
means that we can make the backlight of the LCD
lower and reduce the power consumption. SR also
has the potential to extend the battery life of a device.
6 CONCLUSION
Many SR technologies have been proposed, but to
date, the signal-processing load was heavy, and SR
could not run on a smartphone. We proposed an SR
technology that can work with smartphone hardware.
It works for 60 Hz video in real-time without ad-
ditional devices. The developed smartphone shows
higher-frequency elements that the original video did
not possess. 2D-FFT results were presented to prove
that it works. Although displays of smartphones are
small, the resolution improvement can be detected
easily by a smartphone user. SR for the smartphone
was developed for real-time video. However, it comes
with a side benefit. SR enhances the contrast, and the
letters in documents become easier to read. The de-
veloped smartphone is equipped with wide quad HD
(WQHD), 1440×2560 pixels display. 4K displays are
beginning to be implemented on smartphones. Larger
displays require high loads to cope with real-time sys-
tems because the system components must process
more pixels. SR for a smartphone with a 4K display
is the next step.
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