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Chap 7

This document summarizes key aspects of lossless compression algorithms from Chapter 7 of the textbook "Fundamentals of Multimedia". It introduces run-length coding, which exploits repeated symbols in data. Variable-length coding methods like Shannon-Fano and Huffman coding are also covered. Shannon-Fano uses a top-down approach to assign binary codes to symbols based on frequency, while Huffman coding uses a bottom-up approach to build a binary tree that assigns codes with shorter lengths to more frequent symbols. The chapter describes the algorithms and provides examples of coding the string "HELLO" with these methods.

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0% found this document useful (0 votes)
135 views51 pages

Chap 7

This document summarizes key aspects of lossless compression algorithms from Chapter 7 of the textbook "Fundamentals of Multimedia". It introduces run-length coding, which exploits repeated symbols in data. Variable-length coding methods like Shannon-Fano and Huffman coding are also covered. Shannon-Fano uses a top-down approach to assign binary codes to symbols based on frequency, while Huffman coding uses a bottom-up approach to build a binary tree that assigns codes with shorter lengths to more frequent symbols. The chapter describes the algorithms and provides examples of coding the string "HELLO" with these methods.

Uploaded by

NAMRA HABIB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 51

Fundamentals of Multimedia, Chapter 7

Chapter 7
Lossless Compression Algorithms

7.1 Introduction

7.2 Basics of Information Theory

7.3 Run-Length Coding

7.4 Variable-Length Coding (VLC)

7.5 Dictionary-based Coding

7.6 Arithmetic Coding

7.7 Lossless Image Compression

7.8 Further Exploration


Fundamentals of Multimedia, Chapter 7

7.1 Introduction

• Compression: the process of coding that will effectively


reduce the total number of bits needed to represent certain
information.

Input Encoder Storage or Decoder Output


(compression) networks (decompression)
data data

Fig. 7.1: A General Data Compression Scheme.

2 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Introduction (cont’d)

• If the compression and decompression processes induce no


information loss, then the compression scheme is lossless;
otherwise, it is lossy.

• Compression ratio:

B0
compression ratio = (7.1)
B1

B0 – number of bits before compression


B1 – number of bits after compression

3 Li & Drew c Prentice Hall 2003


(7.5)

6 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

7.3 Run-Length Coding

• Memoryless Source: an information source that is indepen-


dently distributed. Namely, the value of the current symbol
does not depend on the values of the previously appeared
symbols.

• Instead of assuming memoryless source, Run-Length Coding


(RLC) exploits memory present in the information source.

• Rationale for RLC: if the information source has the prop-


erty that symbols tend to form continuous groups, then such
symbol and the length of the group can be coded.

7 Li & Drew c Prentice Hall 2003


Run-length encoding (RLE) is a form of lossless data compression in which runs of data
(sequences in which the same data value occurs in many consecutive data elements) are
stored as a single data value and count, rather than as the original run. This is most useful on
data that contains many such runs.

For example:

WWWWWWWWWWWWBWWWWWWWWWWWWBBBWWWWWWWWW
WWWWWWWWWWWWWWWBWWWWWWWWWWWWWW

With a run-length encoding (RLE) data compression algorithm applied to the above
hypothetical scan line, it can be rendered as follows:
12W1B12W3B24W1B14W

This can be interpreted as a sequence of twelve Ws, one B, twelve Ws, three Bs, etc.,
The run-length code represents the original 67 characters in only 18
Fundamentals of Multimedia, Chapter 7

7.4 Variable-Length Coding (VLC)

Shannon-Fano Algorithm — a top-down approach

1. Sort the symbols according to the frequency count of their


occurrences.

2. Recursively divide the symbols into two parts, each with ap-
proximately the same number of counts, until all parts con-
tain only one symbol.

An Example: coding of “HELLO”

Symbol H E L O
Count 1 2
1 1
Frequency count of the symbols in ”HELLO”.

8 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

(5) (5)
0 1 0 1
(3)
L:(2) H,E,O:(3) L:(2) 0 1

H:(1) E,O:(2)
(a) (b)

(5)
0 1
(3)
L:(2) 0 1
(2)
H:(1) 0 1

E:(1) O:(1)
(c)

Fig. 7.3: Coding Tree for HELLO by Shannon-Fano.

9 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.1: Result of Performing Shannon-Fano on HELLO

Symbol Count log2 1 Code # of bits used


pi
L 2 1.32 0 2
H 1 2.32 10 2
E 1 2.32 110 3
O 1 2.32 111 3
TOTAL number of bits: 10

10 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

(5) (5)
0 1 0 1
(2) (3)
L,H:(3) E,O:(2) 0 1 0 1

L:(2) H:(1) E:(1) O:(1)


(a) (b)

Fig. 7.4 Another coding tree for HELLO by Shannon-Fano.

11 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.2: Another Result of Performing Shannon-Fano


on HELLO (see Fig. 7.4)

Symbol Count log2 1 Code # of bits used


pi
L 2 1.32 00 4
H 1 2.32 01 2
E 1 2.32 10 2
O 1 2.32 11 2
TOTAL number of bits: 10

12 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Huffman Coding

ALGORITHM 7.1 Huffman Coding Algorithm — a bottom-


up approach

1. Initialization: Put all symbols on a list sorted according to


their frequency counts.

2. Repeat until the list has only one symbol left:


(1) From the list pick two symbols with the lowest frequency counts.
Form a Huffman subtree that has these two symbols as child nodes
and create a parent node.
(2) Assign the sum of the children’s frequency counts to the parent and
insert it into the list such that the order is maintained.
(3) Delete the children from the list.

3. Assign a codeword for each leaf based on the path from the
root.

13 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

P1:(2) P2:(3)
0 1 0 1
P1:(2)
E:(1) O:(1) H:(1) 0 1

E:(1) O:(1)
(a) (b)

P3:(5)
0 1
P2:(3)
L:(2) 0 1
P1:(2)
H:(1) 0 1

E:(1) O:(1)
(c)

Fig. 7.5: Coding Tree for “HELLO” using the Huffman Algorithm.

14 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Huffman Coding (cont’d)

In Fig. 7.5, new symbols P1, P2, P3 are created to refer to the
parent nodes in the Huffman coding tree. The contents in the
list are illustrated below:

After initialization: LHEO


After iteration (a): L P1 H
After iteration (b): L P2
After iteration (c): P3

15 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Properties of Huffman Coding

1. Unique Prefix Property: No Huffman code is a prefix of any


other Huffman code - precludes any ambiguity in decoding.
2. Optimality: minimum redundancy code - proved optimal
for a given data model (i.e., a given, accurate, probability
distribution):
• The two least frequent symbols will have the same length
for their Huffman codes, differing only at the last bit.
• Symbols that occur more frequently will have shorter Huff-
man codes than symbols that occur less frequently.
• The average code length for an information source S is
strictly less than η + 1. Combined with Eq. (7.5), we
have:

¯l < η + 1 (7.6)

16 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Extended Huffman Coding

• Motivation: All codewords in Huffman coding have integer


bit lengths. It is wasteful when pi is very large and hence
logp2i 1 is close to 0.
Why not group several symbols together and assign a single
codeword to the group as a whole?

• Extended Alphabet: For alphabet S = {s1, s2, . . . , sn}, if k


symbols are grouped together, then the extended alphabet
is:
k symbols
S (k) = {s1s1 . . . s1, s1s1 . . . s2, . . . , s1s1 . . . sn,
s1s1 . . . s2s1, . . . , snsn . . . sn}.

— the size of the new alphabet S (k) is nk .


17 Li & Drew c Prentice Hall 2003
Fundamentals of Multimedia, Chapter 7

Extended Huffman Coding (cont’d)

• It can be proven that the average # of bits for each symbol


is:

1
η ≤ ¯l < η + (7.7)
k

An improvement over the original Huffman coding, but not


much.

• Problem: If k is relatively large (e.g., k ≥ 3), then for most


practical applications where n 1, nk implies a huge symbol
table — impractical.

18 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Adaptive Huffman Coding

• Adaptive Huffman Coding: statistics are gathered and up-


dated dynamically as the data stream arrives.

ENCODER DECODER
------- -------

Initial_code(); Initial_code();
while not EOF while not EOF
{ {
get(c); decode(c);
encode(c); output(c);
update_tree(c); update_tree(c);
} }

19 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Adaptive Huffman Coding (Cont’d)

• Initial code assigns symbols with some initially agreed upon


codes, without any prior knowledge of the frequency counts.

• update tree constructs an Adaptive Huffman tree.


It basically does two things:
(a) increments the frequency counts for the symbols (includ-
ing any new ones).
(b) updates the configuration of the tree.

• The encoder and decoder must use exactly the same ini-
tial code and update tree routines.

20 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Notes on Adaptive Huffman Tree Updating

• Nodes are numbered in order from left to right, bottom to


top. The numbers in parentheses indicates the count.

• The tree must always maintain its sibling property, i.e., all
nodes (internal and leaf) are arranged in the order of increas-
ing counts.

If the sibling property is about to be violated, a swap proce-


dure is invoked to update the tree by rearranging the nodes.

• When a swap is necessary, the farthest node with count N is


swapped with the node whose count has just been increased
to N + 1.

21 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

9. (9) 9. (10)

7. (4) 7. (5)
8. P:(5) 8. P:(5)
5. (2) 6. (2) 5. (2) 6. (3)

1. A:(1) 2. B:(1) 3. C:(1) 4. D:(1) 1. D:(1) 2. B:(1) 3. C:(1) 4. A:(2)

(a) A Huffman tree (b) Receiving 2nd ’A’ triggered a swap

9. (10) 9. (11)

9. (10) 7. (5+1)
8. (6)
8. P:(5) 7. P:(5)
7. (5) 6. (3) 6. (3)
8. P:(5) 5. A:(3) 5. A:(3)
5. (2) 6. (3) 4. (2) 4. (2)
3. C:(1) 3. C:(1)

1. D:(1) 2. B:(1) 3. C:(1) 4. A:(2+1) 1. D:(1) 2. B:(1) 1. D:(1) 2. B:(1)

(c−1) A swap is needed after receiving 3rd ’A’ (c−2) Another swap is needed (c−3) The Huffman tree after receiving 3rd ’A’

Fig. 7.6: Node Swapping for Updating an Adaptive Huffman Tree

22 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Another Example: Adaptive Huffman Coding

• This is to clearly illustrate more implementation details. We


show exactly what bits are sent, as opposed to simply stating
how the tree is updated.

• An additional rule: if any character/symbol is to be sent the


first time, it must be preceded by a special symbol, NEW.
The initial code for NEW is 0. The count for NEW is always
kept as 0 (the count is never increased); hence it is always
denoted as NEW:(0) in Fig. 7.7.

23 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.3: Initial code assignment for AADCCDD using


adaptive Huffman coding.

Initial Code

NEW: 0
A: 00001
B: 00010
C:00011
D: 00100
. .
. .
. .

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Fundamentals of Multimedia, Chapter 7

(1) (2)
0 1 0 1

NEW:(0) A:(1) NEW:(0) A:(2)

"A" "AA"

(3) (4)
0 1 0 1
(1) (2)
0 1 A:(2) (1) 0 1 A:(2)
0 1
NEW:(0) D:(1) D:(1)

NEW:(0) C:(1)
"AAD"
"AADC"

Fig. 7.7 Adaptive Huffman tree for AADCCDD.

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Fundamentals of Multimedia, Chapter 7

(4) (4)
0 1 0 1
(2) (2+1)
1 A:(2) (1) 0 1 A:(2)
(1) 0
0 1 0 1
D:(1) C:(2)

NEW:(0) C:(1+1) NEW:(0) D:(1)

"AADCC" Step 1 "AADCC" Step 2

(5) (6) (7)


0 1 0 1 0 1
(3) (4) (4)

A:(2) 0 1 A:(2) 0 1 D:(3) 0 1


(1) (2) (2)
0 1 C:(2) 0 1 C:(2) 0 1 C:(2)

NEW:(0) D:(1) NEW:(0) D:(2) NEW:(0) A:(2)

"AADCC" Step 3 "AADCCD" "AADCCDD"

Fig. 7.7 (cont’d) Adaptive Huffman tree for AADCCDD.

26 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.4 Sequence of symbols and codes sent to the


decoder

Symbol NEW A A NEW D NEW C C D D


Code 0 00001 0 00100 00 00011 001 101 101
1

• It is important to emphasize that the code for a particular


symbol changes during the adaptive Huffman coding process.

For example, after AADCCDD, when the character D over-


takes A as the most frequent symbol, its code changes from
101 to 0.

• The “Squeeze Page” on this book’s web site provides a Java


applet for adaptive Huffman coding.

27 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

7.5 Dictionary-based Coding

• LZW uses fixed-length codewords to represent variable-length


strings of symbols/characters that commonly occur together,
e.g., words in English text.

• the LZW encoder and decoder build up the same dictionary


dynamically while receiving the data.

• LZW places longer and longer repeated entries into a dictio-


nary, and then emits the code for an element, rather than
the string itself, if the element has already been placed in
the dictionary.

28 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

ALGORITHM 7.2 LZW Compression

BEGIN
s = next input character;
while not EOF
{ c = next input character;

if s + c exists in the dictionary


s = s + c;
else
{ output the code for s;
add string s + c to the dictionary with a new code;
s = c;
}
}
output the code for s;
END
29 Li & Drew c Prentice Hall 2003
Fundamentals of Multimedia, Chapter 7

Example 7.2 LZW compression for string “ABABBAB-


CABABBA”

• Let’s start with a very simple dictionary (also referred to as


a “string table”), initially containing only 3 characters, with
codes as follows:

code string
---------------
1 A
2 B
3 C

• Now if the input string is “ABABBABCABABBA”, the LZW


compression algorithm works as follows:

30 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

s c output code string


---------------------------------
1 A
2 B
3 C
---------------------------------
A B 1 4 AB
B A 2 5 BA
A B
AB B 4 6 ABB
B A
BA B 5 7 BAB
B C 2 8 BC
C A 3 9 CA
A B
AB A 4 10 ABA
A B
AB B
ABB A 6 11 ABBA
A EOF 1

• The output codes are: 1 2 4 5 2 3 4 6 1. Instead of sending 14 characters,


only 9 codes need to be sent (compression ratio = 14/9 = 1.56).

31 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

ALGORITHM 7.3 LZW Decompression (simple version)

BEGIN
s = NIL;
while not EOF
{
k = next input code;
entry = dictionary entry for k;
output entry;
if (s != NIL)
add string s + entry[0] to dictionary with a new code;
s = entry;
}
END

Example 7.3: LZW decompression for string “ABABBABCABABBA”.

Input codes to the decoder are 1 2 4 5 2 3 4 6 1.

The initial string table is identical to what is used by the encoder.

32 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

The LZW decompression algorithm then works as follows:

s k entry/output code string


--------------------------------------
1 A
2 B
3 C
--------------------------------------
NIL 1 A
A 2 B 4 AB
B 4 AB 5 BA
AB 5 BA 6 ABB
BA 2 B 7 BAB
B 3 C 8 BC
C 4 AB 9 CA
AB 6 ABB 10 ABA
ABB 1 A 11 ABBA
A EOF

Apparently, the output string is “ABABBABCABABBA”, a truly


lossless result!

33 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

ALGORITHM 7.4 LZW Decompression (modified)


BEGIN
s = NIL;
while not EOF
{ k = next input code;
entry = dictionary entry for k;

/* exception handler */
if (entry == NULL)
entry = s + s[0];

output entry;
if (s != NIL)
add string s + entry[0] to dictionary with a new code;
s = entry;
}
END
34 Li & Drew c Prentice Hall 2003
Fundamentals of Multimedia, Chapter 7

LZW Coding (cont’d)

• In real applications, the code length l is kept in the range of


[l0, lmax]. The dictionary initially has a size of 2l0 . When
it is filled up, the code length will be increased by 1; this is
allowed to repeat until l = lmax.

• When lmax is reached and the dictionary is filled up, it needs


to be flushed (as in Unix compress, or to have the LRU (least
recently used) entries removed.

35 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

7.6 Arithmetic Coding

• Arithmetic coding is a more modern coding method that


usually out-performs Huffman coding.

• Huffman coding assigns each symbol a codeword which has


an integral bit length. Arithmetic coding can treat the whole
message as one unit.

• A message is represented by a half-open interval [a, b) where


a and b are real numbers between 0 and 1. Initially, the
interval is [0, 1). When the message becomes longer, the
length of the interval shortens and the number of bits needed
to represent the interval increases.

36 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

ALGORITHM 7.5 Arithmetic Coding Encoder

BEGIN
low = 0.0; high = 1.0; range = 1.0;

while (symbol != terminator)


{
get (symbol);
low = low + range * Range_low(symbol);
high = low + range * Range_high(symbol);
range = high - low;
}

output a code so that low <= code < high;


END

37 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Example: Encoding in Arithmetic Coding

Symbol Probability Range


A 0.2 [0, 0.2)
B 0.1 [0.2, 0.3)
C 0.2 [0.3, 0.5)
D 0.05 [0.5, 0.55)
E 0.3 [0.55, 0.85)
F 0.05 [0.85, 0.9)
$ 0.1 [0.9, 1.0)

(a) Probability distribution of symbols.

Fig. 7.8: Arithmetic Coding: Encode Symbols “CAEE$”

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Fundamentals of Multimedia, Chapter 7

1.0 0.5 0.34 0.334 0.3322 0.3322

$ $ $ $ $ $
0.9
F F F F F F
0.85

E E E E E E

0.55
D D D D D D
0.5

C C C C C C

0.3
B B B B B B
0.2

A A A A A A

0 0.3 0.3 0.322 0.3286 0.33184

Fig. 7.8(b) Graphical display of shrinking ranges.

39 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Symbol low high range


1.0 1.0
0C 0.5 0.2
A 0.3 0.34 0.04
E 0.30 0.334 0.012
E 0.322 0.3322 0.0036
0.3286
$ 0.33220 0.00036
0.33184

(c) New low, high, and range generated.

Fig. 7.8 (cont’d): Arithmetic Coding: Encode Symbols “CAEE$”

40 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

PROCEDURE 7.2 Generating Codeword for Encoder

BEGIN
code = 0;
k = 1;
while (value(code) < low)
{ assign 1 to the kth binary fraction bit
if (value(code) > high)
replace the kth bit by 0

k = k + 1;
}
END

• The final step in Arithmetic encoding calls for the generation


of a number that falls within the range [low, high). The above
algorithm will ensure that the shortest binary codeword is
found.

41 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

ALGORITHM 7.6 Arithmetic Coding Decoder

BEGIN
get binary code and convert to
decimal value = value(code);
Do
{ find a symbol s so that
Range_low(s) <= value < Range_high(s);
output s;
low = Rang_low(s);
high = Range_high(s);
range = high - low;
value = [value - low] / range;
}
Until symbol s is a terminator
END

42 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.5 Arithmetic coding: decode symbols “CAEE$”

value Output Symbol low high range


0.33203125 C 0.3 0.5 0.2
0.16015625 A 0.0 0.2 0.2
0.80078125 E 0.55 0.85 0.3
0.8359375 E 0.55 0.85 0.3
0.953125 $ 0.9 1.0 0.1

43 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

7.7 Lossless Image Compression

• Approaches of Differential Coding of Images:


– Given an original image I (x, y), using a simple difference operator we
can define a difference image d(x, y) as follows:
d(x, y) = I (x, y) − I (x − 1, y) (7.9)
or use the discrete version of the 2-D Laplacian operator to define a
difference image d(x, y) as

d(x, y) = 4 I (x, y) − I (x, y − 1) − I (x, y + 1) − I (x + 1, y) − I (x − 1, y)


(7.10)

• Due to spatial redundancy existed in normal images I , the


difference image d will have a narrower histogram and hence
a smaller entropy, as shown in Fig. 7.9.

44 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

(a) (b)
× 104 × 104
4 15
3.5

3 10
2.5

2
5
1.5
0 0
1 0 50 100 150 200 250 −80 −60 −40 −20 0 20 40 60 80
0.5
(c) (d)

Fig. 7.9: Distributions for Original versus Derivative Images. (a,b): Original
gray-level image and its partial derivative image; (c,d): Histograms for original
and derivative images.

(This figure uses a commonly employed image called “Barb”.)

45 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Lossless JPEG

• Lossless JPEG: A special case of the JPEG image com-


pression.

• The Predictive method


1. Forming a differential prediction: A predictor combines
the values of up to three neighboring pixels as the pre-
dicted value for the current pixel, indicated by ‘X’ in Fig.
7.10. The predictor can use any one of the seven schemes
listed in Table 7.6.
2. Encoding: The encoder compares the prediction with
the actual pixel value at the position ‘X’ and encodes the
difference using one of the lossless compression techniques
we have discussed, e.g., the Huffman coding scheme.

46 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

C B

A X

Fig. 7.10: Neighboring Pixels for Predictors in Lossless JPEG.

• Note: Any of A, B, or C has already been decoded before it


is used in the predictor, on the decoder side of an encode-
decode cycle.

47 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.6: Predictors for Lossless JPEG

Predictor Prediction
P1 A
P2 B
P3 C
P4 A+B-C
P5 A + (B - C) / 2
P6 B + (A - C) / 2
P7 (A + B) / 2

48 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

Table 7.7: Comparison with other lossless com-


pression programs

Compression Program Compression Ratio


Lena football F-18 flowers
Lossless JPEG 1.45 1.54 2.29 1.26
Optimal lossless JPEG 1.49 1.67 2.71 1.33
compress (LZW) 0.86 1.24 2.21 0.87
gzip (LZ77) 1.08 1.36 3.10 1.05
gzip -9 (optimal LZ77) 1.08 1.36 3.13 1.05
pack (Huffman coding) 1.02 1.12 1.19 1.00

49 Li & Drew c Prentice Hall 2003


Fundamentals of Multimedia, Chapter 7

7.8 Further Exploration

• Text books:
– The Data Compression Book by M. Nelson
– Introduction to Data Compression by K. Sayood

• Web sites: −→ Link to Further Exploration for Chapter 7.. including:

– An excellent resource for data compression compiled by Mark Nelson.


– The Theory of Data Compression webpage.
– The FAQ for the comp.compression and comp.compression.research
groups.
– A set of applets for lossless compression.
– A good introduction to Arithmetic coding
– Grayscale test images f-18.bmp, flowers.bmp, football.bmp, lena.bmp

50 Li & Drew c Prentice Hall 2003

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