Note 01 N

You might also like

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 49

1

Types of Media
Discrete media (static media): Time is not part
of the semantics of the media.

They may be displayed according to a wide
variety of timing of even sequencing, and remain
meaningful.

Examples: text, graphics and images.
Continuous media (dynamic media): Time or
more exactly time-dependency between
information items, is part of the information
itself.

If the timing is changed, or the sequencing of
the items modified, the meaning is altered.

Examples: sound or motion video.
Multimedia refers to a collection of media
types used together. It implies that at least one
media type is not text.
2
Text
Plain Text

American Standard Code for Information
Exchange (ASCII)
Each ASCII code uses seven bits for; 8 bits
are used to store each character with the
extra bit being 0.


Structured Text

SGML, XML, HTML
Latex,
Office Document Architecture (ODA)
3
Audio
Sound consists of pressure waves that move
through a compressible medium.
The frequency of a sound is the reciprocal value
of the period (wavelength).
Wavelength is the distance between identical
points in the adjacent cycles of a waveform
signal
The frequency range is divided into:
Human hearing frequency: 20 Hz to 20 KHz
Infra-sound: 0 to 20 Hz
Ultrasound: 20 KHz to 1 GHz
Hypersound: 1 GHz to 10 THz


T
period
Amplitude (loudness)
A
i
r

P
r
e
s
s
u
r
e

time
Terahertz (THz) is used; 1 THz =
1,000,000,000,000 cycles per second


4
Audio
We call sound within the human hearing
range audio and the waves in this
frequency range acoustic signals.
Frequency and Pitch : Frequency is a
physical or acoustical phenomenon, pitch
is perceptual (or psychoacoustic, cognitive
or psychophysical). A trumpet has a higher
pitch than a tuba. Loud sounds have a
lower pitch than quiet sounds of the same
frequency.
Audio signal besides speech and music is
noise?

Noise is a sound that has a complete range
of frequencies. No major frequencies to
characterize the sound. White noise?
5
Audio
The physical quantities that most closely
correspond to loudness are sound pressure
(for sounds in air) and amplitude (for
digital or electronic sounds).

This loudness can be described as relative
power which is measured in bels or
decibels (dB) (1/10 of a bel).

If one sound has twice as much power as
another, it is 10log
10
(2) = 3.01 dB louder.
The loudest sound 120 dB louder (jet
engine).

Difference in amplitudes of two wave
forms with amplitude X and Y is measured
as

Diff = 20 log (X/Y) dB

6
Computer Representation of Sound
(Digitized Audio)
A computer measures the amplitude of the wave form
at regular time intervals to produce a series of numbers.
Each of these measurement is a sample.




Sampling rate: The rate at which a continuous waveform is
sampled is called the sampling rate.

Example: The CD standard sampling rate of 44,100 Hz
means that the waveform is sampled 44,100 times
per second.
Nyquist Theorem: If an analog signal contains
frequency upto f Hz, the sampling rate should be at
least 2f Hz. This rate is called critical sampling
rate.
Time
Samples
S
a
m
p
l
e
H
e
i
g
h
t
a datum sampled at time t

Sampling: The process of converting continuous
time into discrete values.
7
Original
One sample per cycle
8
One and a half sample per cycle
Two sample per cycle
9
Time
Samples
S
a
m
p
l
e
H
e
i
g
h
t
two-bit quantization
(four possible values)
Quantization(Sampling): The process of
converting continuous values into discrete values

Coding: The process of representing quantized
values digitally.

Example: Use 8 bits to represent a sample.
Sampled sound Formats
Pulse Amplitude Modulation (PAM)
Pulse Width Modulation (PWM)
Pulse Code Modulation (PCM)
Storing Sound Digitally
10
Aliasing : Many sine waves can generate
the same samples over sampling.
Quantization error (quantization noise):
The difference between the quantized
values and the corresponding signal
values.
Signal-to-Noise-Ratio (SNR) measures the
digital signal quality relative to the
original analog signal.
SNR = 20 log (S/N) dB
S : Largest sample value, N : max. error.
Example
8 bit quantization, S = 128,
N = 0.5, SNR = 48 dB.
Dithering, Clipping and Floating-Point
Samples.
Storing Sound Digitally
11
Mono or monophonic describes a system where all the audio signals
are mixed together and routed through a single audio channel.
The advantage to mono is that everyone hears the very
same signal.

True stereophonic sound systems have two independent
audio signal channels, and the signals that are
reproduced have a specific level and phase relationship
to each other so that when played back through a
suitable reproduction system, there will be an apparent
image of the original sound source.

An additional requirement of the stereo playback
system is that the entire listening area must have
equal coverage of both the left and right channels, at
essentially equal levels.

Digital Audio Tape
12
Sound Hardware
original waveform
Sampling frequency
Samples
Reconstructed
waveform
Analog signal
A/D
Converter 0110010...
D/A
Converter
Analog signal
All multimedia
information is
internally
represented in
digital format
Since humans only react to
physical sensory stimuli, a
digital-to-analog conversion
necessarily takes place in
any presentation of
multimedia information.
- - - - - -
- -
- - -
- - - - - -
-
- -
-
-
13
MPEG Audio
MPEG audio bitstream specifies the
frequency content of a sound and how
that content varies over time.
To conserve space, the compressor
selectively discards information.
The standard specifies how the
remaining information is encoded and
how the decoder can construct PCM
audio samples for the MPEG bitstream.
AU
Originated on Sun.
.snd or .au.
VOC
Originated on Creative Labs.
Starts with Creative Voice File.
Audio File Formats
14
IFF (Interchange File Format)
Developed by Electronic Arts for use
on the Amiga.
For image, text, animation, sound.
RIFF (Resource Interchange File Format)
Defined by Microsoft to follow IFF.
WAVE
Developed by Microsoft.
Special type of RIFF (.wav).
AIFF (Audio Interchange File Format)
Adopted by Apple for use on Mac.
Starts with FORM, no compression.
AIFF-C (Audio Interchange File Format
for Compression)
IFF/8SVX
A variation of IFF.

Audio File Formats
15
MIDI (Musical Instrument Digital
Interface)
A simple digital protocol to be
incorporated into computer music
applications.
Designed to connect a variety of
music hardware (.mid).
MOD
To address some drawbacks of MIDI.
A variable set of instrument sounds.

Audio File Formats
16
Images
Images, often called pictures, are
represented by bitmaps. (Raster Image)

A bitmap is a spatial two-dimensional
matrix made up of individual picture
elements called pixels.

Each pixel has a numerical value called
amplitude.

The number of bits available to code a pixel
is called amplitude depth or pixel depth.

A pixel depth may represent
a black or white dot in bitonal images
a level of gray in continuous-tone,
monochromatic images, or
the color attributes of the picture element in
colored pictures.
17
Image Formats
Uncompressed
pgm (portable gray map) or ppm (portable
pixel map) Unix,
bmp (gary and color) Windows.
Compressed
GIF (Graphics Interchange Format) :
Uses compression algorithm LZW (Lempel-Ziv-
Welch). Average Compression Ratio 4:1.
GIF87a and GIF 89a.
Animation is possible.
JPEG (Joint Photographic Experts Group)
Good for photos, not very good for small
image or line arts less than 100x100 pixels.
Compression ratio 10:1 to 100:1.
PNG (Portable Network Graphics)
More color depth (up to 48bit) than GIF(8bit).
10 30 % smaller than LZW of GIF.
Automatic anti-alias.
Text based metadata can be added.
Iff, cmx, cut, kdc, pic, dxf, cdr, img, fpx,
pct, cgm, lbm, hgl, pcd, mac, drw, msp,
psp, psd, raw, sct, ct, ras, tif, tiff, tga, gem,
clp, emf, wmf, rle, dib, wpg, dcx, pcx, ps,
pdf, eps.
18
Graphics
Vector Image Mathematical
descriptions of an image.
Graphics image formats are specified
through graphics primitives and their
attributes.
graphics primitives: lines, curves, circles
attributes: thickness, gray-scale, color.

The semantic content of graphics is
preserved in the representation.
Example: A black line can be efficiently
represented by a pair of spatial
coordinates (a vector).

PHIGS, GKS, IGS are examples of
graphics format standards.
19
Graphics vs Images
Graphics are revisable because their
format retains structural information in
the form of objects.





Images are not revisable because their
format contains no structural
information.

Example: If a graphic which comprises a black line
is stored as a bitmap, the resulting image will not
indicate that the succession of black pixels which
compose the black line forms a vector.

Note: Graphics or text, once created in revisable
format, may be represented and stored as images,
that is they may be converted to bitmap format.
resize
Original
After revision
20
Fundamentals of Colors
The radiant energy spectrum contains audio
frequencies, radio frequencies, infrared, visible
light, ultraviolet rays, x-rays, and gamma rays.
21
The Spectral Basis for Color
22
The Physics of Color (1)
The radiant energy spectrum contains
audio frequencies, radio frequencies,
infrared, visible light, ultraviolet rays, x-
rays, and gamma rays.

Radiant energy is measured in terms of
frequency or wavelength.



The human eye responds to visible light
wavelengths between 380 and 760
nanometers.
wavelength
light of velocity
frequency
_ _
=
Color
Violet (Purple)
Blue
Green
Yellow
Orange
Red
Wavelength
(Nanometer)
380 - 450
450 - 490
490 - 560
560 - 590
590 - 630
630 - 760
Frequency
(Hertz)
14 14
10 9 . 7 10 6 . 6
14 14
10 6 . 6 10 1 . 6
14 14
10 1 . 6 10 4 . 5
14 14
10 4 . 5 10 1 . 5
14 14
10 1 . 5 10 8 . 4
14 14
10 8 . 4 10 9 . 3
23
The Physics of Color (2)
White light consists of energy
throughout the visible light spectrum.



The color of an object depends on both
the reflectivity of the surface of the
object and the composition of the
illuminating light.
Prism
White
light
Color
spectrum
White Black
Obsorb all
v isible radiation
Red
Obsorbe other
radiation
Ref lect only
red light
White light
White light White light
Absorbe
none
W
h
i
t
e

l
i
g
h
t
24
Color Coding
RGB Model:

Different intensities of red, green, and blue
are added to generate various colors.

YUV Representation:

The luminance component (Y) contains the
gray-scale information (i.e., brightness).

The chrominance component defines the
color (U) and the intensity (V) of the color.

Advantage: The human eye is more
susceptible to brightness than color.

A compression scheme can use gray-scale
information to define detail and allows loss of
color information to achieve higher rates of
compression (i.e., JPEG).
25
Physical Properties of
Colors

Hue (or color): The attribute of visual sensation
according to which area is similar to one of the
perceived colors. Each natural color has a dominant
wavelength that establishes the visual perception of
its hue. It may contain other wavelengths.

int midigator = mid(red, green, blue);
// "domains" are 60 degrees of red, yellow, green, cyan, blue, or
magenta
// compute how far we are from a domain base
float domainBase;
float oneSixth = 1.0f / 6.0f;
float domainOffset = (midigator - desaturator) / (float)(bri - desaturator) /
6.0;
if (red == bri) {
if (midigator == green) { // green is ascending
domainBase = 0 / 6.0; // red domain }
else { // blue is descending
domainBase = 5 / 6.0; // magenta domain
domainOffset = oneSixth - domainOffset; } }
else if (grn == bri) {
if (midigator == blue) { // blue is ascending
domainBase = 2 / 6.0; // green domain }
else { // red is descending
domainBase = 1 / 6.0; // yellow domain
domainOffset = oneSixth - domainOffset; } }
else {
if (midigator == red) { // red is ascending
domainBase = 4 / 6.0; // blue domain }
else { // green is descending
domainBase = 3 / 6.0; // cyan domain
domainOffset = oneSixth - domainOffset; } }
hue = domainBase + domainOffset;
26
Physical Properties of
Colors

Luminance (or brightness): The attribute of visual
sensation according to which an area appears to emit
more or less light.
But absolute brightness is not very meaningful,
because human eyes don't detect brightness
linearly with color. Basically, we see Green as
brighter than Blue. So, the term Luminance was
invented, which is brightness adjusted to
indicate appropriately what we really see.
RGB Luminance value
= 0.3*Red + 0.59*Green + 0.11*Blue or
= max(red, green, blue)

Saturation (or purity): The colorfulness of an area
judged in proportion to its brightness. A pure color
has a saturation of 100% while the saturation of white
or gray light is zero.
Saturation
= (brightness - min(red, green, blue) ) / brightness
27
Hue and Saturation
28
Example saturation and value
variations on a single red hue
29
Tristimulus Theorem
Any color can be obtained by mixing three
primary colors in an appropriate proportion.


Primary colors cannot be obtained by mixing the
other two primary colors.

Three primary colors are sufficient to represent all
colors since there are three types of color receptors
in a human eye.
30
Color Specification Systems
(Color Spaces)
Spectral Power Distribution (SPD): A plot of
radiant energy of a color vs wavelength.

The luminance, hue, and saturation of a color
can be specified most accurately by its SPD.
However, SPD does not describe the
relationship between the physical properties
of a color and its visual perception.

International Commission on Illumination (CIE-
Commission Internationale dEclairage) system
defines how to map an SPD to a triple-
numeral-component that are mathematical
coordinates in a color space.


31
CIE Chromaticity System :


The CIE was established to define an "average"
human observer.
The average human eye is most sensitive to
green/yellow light and least sensitive to reds or
blues.

the CIE tested thousands of subjects using a light
comparison apparatus in order to define a
"standard observer". The results are shown here,
and are called "CIE color space".

32
CIE Chromaticity System :


33
RGB Color Format:

Different intensities of red, green, and blue are
added to generate various colors.










RGB is not efficient since it uses equal bandwidth
for each color component. However, human eye
is more sensitive to the luminance component
than the color component.

Thus, many image coding standards use
luminance and color-differencing signals.
These color formats are HSV, HLS, YUV, YIQ,
YC
b
C
r
, and SMTE 240 M.

(94,0,0)
(0,94,0)
(94,0,0)
34
HSV and HLS Color Spaces :


HSV (hue, saturation, and value), and HLS (hue,
lightness, and saturation).
The hue component in both color spaces is an
angular measurement, analogous to position
around a color wheel.
The saturation component in both color spaces
describes color intensity.
The value component (in HSV space) and the
lightness component (in HLS space) describe
brightness or luminance.


35
YUV Color Format:
The luminance component (Y) contains the
gray-scale information (i.e., brightness).

The chrominance component defines the
color (U) and the intensity (V) of the color.

YUV is the basic color used by the NTSC,
PAL, SECAM composite color TV standards.

Y = 0.299R+0.0.587G+0.114B
U = -0.147R-0.289G+0.436B
= 0.492(B-Y)
V = 0.615R-0.515G-0.100B
= 0.877(R-Y)

Advantage:
The human eye is more susceptible to
brightness than color.


36
YIQ Color Format:
Optionally used by the NTSC composite TV
standards

Y = 0.299R+0.587G+0.114B
I = 0.596R+0.257G+0.321B
= 0.736(R-Y)-0.268(B-Y)
Q = 0.212R-0.523G+0.311B
= 0.478(R-Y)+0.413(B-Y)
YC
b
C
r
Color Format:
Developed to establish a world-wide digital
video component standard.

Most image compression standards adopt this
color format as an input image signal.

Y = 0.299R+0.537G+0.114B
C
b
= -0.169R-0.331G+0.500B
C
r
= 0.500R-0.419G-0.081B
37
38
39
SMPTE 240 M Color Format
Developed to standardize HDTV in the US
YP
b
P
r
where gamma = 2.2

Y = 0.212R+0.701G+0.087B
P
b
= -0.116R-0.381G+0.500B
= (B-Y)/1.826
P
r
= 0.500R-0.445G-0.055B
= (R-Y)/1.576
CMYeK
Widely used for color printing
Based on the subtractive properties of inks
as opposed to the additive properties of
light
Cyan subtracts red from white.
(
(
(

(
(
(

=
(
(
(

B
G
R
Ye
M
C
1
1
1
1 means the sum of RGB.
40
Gamma Corrections
Gamma correction controls the overall
brightness of an image.

Images which are not properly corrected can
look either bleached out, or too dark.

They all have a intensity to voltage response
curve which is roughly a 2.5 power function.

it will actually display a pixel which has
intensity equal to x ^ 2.5.

the range of voltages sent to the monitor is
between 0 and 1, this means that the intensity
value displayed will be less than what you
wanted it to be. (0.5 ^ 2.5 = 0.177) For 0.5,
0.757 is necessary (0.5^ 1/(2.5)).

Typical gamma for NTSC is 2.2 and 2.8 for
PAL/SECAM.

Linear RGB are gamma corrected before
transmission (in the camera) rather than in the
receiver

41
Example of Gamma
Correction
Sample Input Graph of Input
Gamma Corrected Input Graph of Correction L' = L ^
(1/2.5)
Monitor Output Graph of Output

42
Aspect ratio: ratio of images width to
images height
15
20
25
Aspect ratio: 4:3
Horizontal resolution: the maximum number
of black and white vertical lines that can be
reproduced in a horizontal distance
corresponding to the frame height (v)
v
x
v
Suppose horizontal res. Is
480 and aspect ratio is
4:3.
x=480*4/3
Scan line: a horizontal move of the sensor
across the image
43
Vertical resolution: Number of horizontal scan
lines in a frame
NTSC: 525 scan lines
PAL: 625 scan lines
SECAM: 625 scan lines
aspect ratio: 4:3
vertical blanking interval
horizontal blanking interval
horizontal scan lines
Viewing ratio: ratio of the distance between
viewer and the image height
H
S
View ratio = S/H
HDTV: aspect ratio: 16:9
1125 scan lines, 30 fps, US &
Japan
1250 scan lines, 25fps, Europe
= the snap-back time
of the sensor between
two scan lines
44
Video Spatial Resolution
CIF (Common Intermediate Format)
352x288 pixels x pixels, 30 fps, non-
interlaced

QCIF
176x144 pixels x pixels, 30 fps

4CIF
704x576 pixels x pixels, 30 fps

16CIF
1408x1152 pixels x pixels, 50 fps

SQCIF
128x98 pixels x pixels, 30 fps

SIF
352x240, 30 fps for NTSC
352x288, 25 fps for PAL, SECAM


45
Video and Animation
Both images and graphics may be
displayed on a computer screen as a
succession of views which create an
impression of movement.
In that case, they will be referred to as
video (or motion pictures) and
computer animation ( or motion
graphics), respectively.

Note: Frames of a video can be displayed
directly while display of a computer
animation requires real-time
interpretation of the graphics frames.
46
Frame Rate
A frame is an image (or graphic) in a
video (or computer animation).

Each frame is a variant of the previous
one in the video (or computer
animation).

The number of frames displayed per
second is called the frame rate.

- Between 10 and 16 fps, the viewer has an
impression of motion but still feel a jerky
effect.

- It is above 15 or 16 fps that a smooth motion
effect begins.

Current American TV standards use 30
fps, while European standards use 25
fps. One of the several HDTV standards
operates at 60 fps.
47
Types of Analog Color Video Signals
Component video: Each primary color is sent
in a separate video signal.

Color models used can either be RGB or a
luminance-chrominance transformation of
RGB.
Best color reproduction
Require more bandwidth and good
synchronizations between the three colors.

48
Composite video: Chrominance and luminance
signals are mixed in a single carrier wave.









S-video (Separated video): A compromise
between component video and composite video.
It uses two lines, one for luminance and another
for a mix of two chrominance signals.
49
Digital Video Formats
AVI
A format developed by Microsoft for storing
video and audio information. AVI files are
limited to 320 x 240, and 30 frame/sec.
Quicktime
A video and animation system developed by
Apple Computer. It is built into the Macintosh
operating system.
QuickTime supports most encoding formats,
including JPEG and MPEG.
MPEG
ActiveMovie
A new multimedia streaming technology
developed by Microsoft, supporting most
multimedia formats, including MPEG.
RealVideo
A streaming technology developed by
RealNetworks for transmitting live video over
the Internet.
RealVideo uses a variety of data compression
techniques and works with both normal IP
connections as well as IP Multicast
connections

You might also like