Mid Preparation
Mid Preparation
Mid Preparation
Multimedia is the field concerned (smporkito) with the computer controlled integration of
text, graphics, drawings, still image and moving images (Video), animation, audio, and
any other media where every type of information can be represented, stored, transmitted
and processed digitally.
Why Multimedia?
Information can often be better represented using audio/video/animation
rather than using text, images and graphics alone.
Collaboration and virtual environments.
Potential for improving our lives (e.g., learning, entertainment, and work).
Convergence of computers, telecommunication, and TV.
Dramatic increase in CPU processing power.
High speed fiber optic networks gigabit networks.
Multimedia Applications
World Wide Web
Multimedia Authoring, e.g. Adobe/Macromedia Director
Hypermedia courseware
Video-on-demand
Interactive TV
Computer Games
Virtual reality
Digital video editing and production systems
Multimedia Database systems
Hypermedia definition
Hypermedia is not constrained to be text-based. It can include other media, e.g.,
graphics, images, and especially continuous media –sound and video.
Example Hypermedia Applications?
The World Wide Web is a clear example of a hypermedia application.
PowerPoint
Adobe Acrobat (or other PDF software)
Adobe Flash etc.
Variation of Media
MHEG (Multimedia and Hypermedia Expert Group provides differentiation of
Media term to distinguish between:
Presentation Dimensions
Discrete Media: Refers to Text, Graphics, and Image, Time independent
information items Can be displayed anytime or in a sequence and still
meaningful
Continuous Media: Refers to Sound or Motion Video Time-dependency
between information items. If the timing is changed or the sequence is
modified, the meaning is altered Another consequence: require networks to
respect this time-dependency.
Analog-to-Digital-to-Analog Pipeline
Begins at the conversion from the analog input and ends at the conversion from the
output of the processing system to the analog output as shown:
Graphics
Format: constructed by the composition of primitive objects such as lines,
polygons, circles, curves and arcs.
Input: Graphics are usually generated by a graphics editor program (e.g.
Illustrator, Freehand) or automatically by a program (e.g. Postscript).
Graphics input devices: keyboard (for text and cursor control), mouse,
trackball or graphics tablet.
Graphics standards : OpenGL -Open Graphics Library, a standard
specification defining a cross-language,cross-platform API for writing
applications that produce 2D/3D graphics.
Animation: can be generated via a sequence of slightly changed graphics
Images
Still pictures which (uncompressed) are represented as a bitmap (a grid of
pixels).
Input: scanned for photographs or pictures using a digital scanner or from a
digital camera.
Stored at 1 bit per pixel (Black and White), 8 Bits per pixel (Grey Scale, Color
Map) or 24 Bits per pixel (True Color)
Size: a 512x512 Grey scale image takes up 1/4 MB, a 512x512 24 bit image
takes 3/4 MB with no compression.
Audio
Audio signals are continuous analog signals.
Input: microphones and then digitised and stored
CD Quality Audio requires 16-bit sampling at 44.1 KHz: Even higher
audiophile rates (e.g. 24-bit, 96 KHz)1 Minute of Mono CD quality
(uncompressed) audio = 5MB.
Stereo CD quality (uncompressed) audio = 10 MB.Usually compressed (E.g.
MP3, AAC, Flac, Ogg Vorbis)
Video
Input: Analog Video is usually captured by a video camera and then digitised,
although digital video cameras now essentially perform both tasks.
Raw video can be regarded as being a series of single images. There are
typically 25, 30 or 50 frames per second.
A 512x512 size monochrome video images take 25*0.25 = 6.25MBfor a
second to store uncompressed.
Typical PAL digital video (720 ×576 pixels per colour frame) ≈ 1.2 ×25 =
30MB for a second to store uncompressed.
Complicated.
There is a chance of transmission errors.
Byte or pixel relation is not understood.
Have to decompress all for previous data.
Chroma subsampling:
Chroma subsampling is the practice of encoding images by implementing less
resolution for chroma information than for luma information.
Why Chroma Subsampling?
Chroma subsampling involves the reduction (হ্রাস) of color resolution in JPEG
images in order to save bandwidth.
The color component information (chroma) is reduced by sampling them at a
lower rate than the brightness (luma).
Although color information is discarded, human eyes are much more sensitive
to variations in brightness than in color.
Zig-Zag Scan
• Maps 8 x 8 matrix to a 1 x 64 vector.
• Why zigzag scanning?
– To group low frequency coefficients at the top of the vector and high frequency
coefficients at the bottom.
• In order to exploit the presence of the large number of zeros in the quantized
matrix, a zigzag of the matrix is used.
Entropy Coding
The DC and AC coefficients finally undergo an entropy coding step.