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Need for Data Compression Reducing the amount of data needed to reproduce images or video (compression) saves storage space, increases access speed, and is the only way to achieve digital motion video on personal computers. In order to compare video compression systems, one must have ways to evaluate compression performance. Three key parameters need to be considered: i. Amount or degree of compression ii. Image quality iii. Speed of compression or decompression. In addition, we must also look at the hardware and software required by each compression method.
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Aug 18, 2020

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Page 1: Need for Data Compression - RBVRR Womens Collegerbvrrwomenscollege.net/wp-content/uploads/2018/05/Multimedia-Uni… · Lossless data compression is used in many applications. For

Need for Data Compression Reducing the amount of data needed to reproduce images or

video (compression) saves storage space, increases access

speed, and is the only way to achieve digital motion video on

personal computers.

In order to compare video compression systems, one must have

ways to evaluate compression performance. Three key

parameters need to be considered:

i. Amount or degree of compression

ii. Image quality

iii. Speed of compression or decompression.

In addition, we must also look at the hardware and software

required by each compression method.

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• Compression is useful because it helps reduce resource usage,

such as data storage space or transmission capacity.

• Because compressed data must be decompressed to use, this

extra processing imposes computational or other costs through

decompression; this situation is far from being a free lunch.

Data compression is subject to a space–time complexity trade-

off. For instance, a compression scheme for video may require

expensive hardware for the video to be decompressed fast

enough to be viewed as it is being decompressed, and the

option to decompress the video in full before watching it may

be inconvenient or require additional storage.

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The design of data compression schemes involves trade-offs

among various factors, including the degree of compression,

the amount of distortion introduced (e.g., when using lossy data

compression), and the computational resources required to

compress and uncompress the data.[

However, the most important reason for compressing data is

that more and more we share data. The Web and its underlying

networks have limitations on bandwidth that define the

maximum number of bits or bytes that can be transmitted from

one place to another in a fixed amount of time.

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Non-lossy and Lossy Compression for images

Image compression may be lossless(non-lossy) or lossy.

Lossless compression means that the reproduced image is not

changed in any way by the compression/decompression

process therefore, we do not have worry about the picture

quality for a lossless system- the output picture will be exactly

the same as the input picture. Lossless compression is

possible because we can use more efficient methods of data

transmission than the pixel-by-pixel PCM (Pulse-Code

Modulation)format that comes from a digitizer.

Lossless compression is preferred for archival purposes and

often for medical imaging, technical drawings, clip art, or

comics.

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Lossless compression is used in cases where it is important that

the original and the decompressed data be identical, or where

deviations from the original data could be deleterious. Typical

examples are executable programs, text documents, and source

code.

Some image file formats, like PNG(Portable Network

Graphics) or GIF(Graphic Interface Format), use only lossless

compression, while others like TIFF(Tagged Image File

Format) and MNG(Multimedia Network Group) may use either

lossless or lossy methods.

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Lossless data compression is used in many applications. For

example, it is used in the ZIP file format and in the GNU tool

gzip. It is also often used as a component within lossy data

compression technologies (e.g. lossless mid/side joint stereo

preprocessing by the LAME MP3 encoder and other lossy

audio encoders).

One of the reasons that there is still some interest in new loss-

less compression techniques, is that only very inexact data

structures can survive Lossy Compression.

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It is often the case that loss of a single bit, renders a whole

phrase or line of data inaccurate. This is why we attempt to

build more and more stable memory systems. The recent shift

from RD to SD ram for instance was partially because RD ram

needed more interactive maintenance of its data.

If we are so protective of the memory of data, then it makes

sense that we must also be protective of the compression

scheme we use to store and retrieve data. So the only places

Lossy Compression can be used, are places where the accuracy

at the bit level, does not materially affect the quality of the

data.

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Methods for lossless image compression are:

• Run-length encoding – used as default method in PCX and as

one of possible in BMP, TGA, TIFF

Area image compression

DPCM and Predictive Coding

Entropy encoding

Adaptive dictionary algorithms such as LZW – used in GIF and

TIFF

Deflation– used in PNG, MNG, and TIFF

Chain codes

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Lossy compression system by definition do make some change to the image – something is different.

The trick is making that difference hard for the viewer to see. Lossy compression systems may introduce any of the digital video artifacts, or they may even create some unique artifacts if their own.

None of these effects is easy to quantify, and final decisions about compression systems, or about any specific compressed image, will usually have to be made after a subjective evaluation- there‘s not a good alternative to looking at test pictures.

The various measures of analog picture quality- signal-to-noise ratio, resolution, color errors, etc., may be useful in some cases, but only after viewing real pictures to make sure that the right artifacts are being measured.

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Lossy compression methods, especially when used at low bit

rates, introduce compression artifacts. Lossy methods are

especially suitable for natural images such as photographs in

applications where minor (sometimes imperceptible) loss of

fidelity is acceptable to achieve a substantial reduction in bit

rate. The lossy compression that produces imperceptible

differences may be called visually lossless.

Lossy compression is most commonly used to compress multimedia data (audio, video, and still images), especially in applications such as streaming media and internet telephony.

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By contrast, lossless compression is typically required for text

and data files, such as bank records and text articles. In many

cases it is advantageous to make a master lossless file that can

then be used to produce compressed files for different

purposes.

For example, a multi-megabyte file can be used at full size to

produce a full-page advertisement in a glossy magazine, and a

10 kilobyte lossy copy can be made for a small image on a web

page.

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Methods for lossy compression:

Reducing the color space to the most common colors in the

image. The selected colors are specified in the color palette in

the header of the compressed image. Each pixel just references

the index of a color in the color palette, this method can be

combined with dithering to avoid posterization.

Chroma subsampling. This takes advantage of the fact that

the human eye perceives spatial changes of brightness more

sharply than those of color, by averaging or dropping some of

the chrominance information in the image.

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Transform coding. This is the most commonly used method.

In particular, a Fourier-related transform such as the Discrete

Cosine Transform (DCT) is widely used.

The DCT is sometimes referred to as "DCT-II" in the context of

a family of discrete cosine transforms; e.g., see discrete cosine

transform. The more recently developed wavelet transform is

also used extensively, followed by quantization and entropy

coding.

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Color Adding color to a grayscale image is a neat little effect you see

all over the place. Now, this isn‘t to be confused with taking a

color image and removing its color, only to add some of it back

in certain places. This technique is entirely different. What I‘m

going to show you today is how to apply a new color to a

naked image, so to speak. It‘s a really simple technique that‘s

fun to use, it‘s great for creating visual interest, and drawing

attention to a certain portion of a photo.

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Admittedly, the process of colorizing a grayscale photo

certainly seems straight forward enough, in that it

probably involves grabbing a paint brush and painting

color onto the image itself. The problem, though, is that

while you would succeed in adding color to the photo, you

would systematically destroy any detail it once contained.

Using the cutest photo *ever* (snatched from

iStockphoto.com), I‘m going to show you the trick to

adding color while retaining all the glorious detail of the

photo.

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The very first thing we want to do is make sure the

document is in color mode, and not grayscale. Else, we

won‘t get very far and your frustration level with all things

digital could reach an all time high.

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Step 1: Choose Image > Mode and

make sure the document is set to

either RGB or CMYK. If the

document mode is Grayscale, you

won‘t be allowed you to paint in

color, which can be quite

maddening.

NOTE: If this image will be printed

professionally, then you want to

choose CMYK. If you‘re going to

print the image on your home color

inkjet or if the image is destined to

live out its life only on screen, then

go with RGB.

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Step 2: Create a new layer

by clicking the New Layer

button at the bottom of the

Layers Palette. This is where

the new paint will live, so

that we don‘t screw up the

original photo.

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Step 3: Change the blending mode of the new layer to

either Color or Overlay, as shown below. This will

allow the detail of the image to show through the

paint, instead of the paint being a solid coat.

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Step 4: Press B to select

the Brush tool, and click

on the foreground color

chip at the bottom of the

main Toolbar. Pick a

nice pastel color from

the resulting color picker

and press OK.

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TIP: Press Command + (PC:

Ctrl + ) to zoom in, and

Command – (PC: Ctrl -) to

zoom back out of your

document. Another handy tip

to remember while doing

detail work is that while

zoomed in on your

document, pressing the

spacebar turns the cursor

into a little hand which you

can then use to mouse over

to a different area of the

image, like so:

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Step 5: Since we‘re about to

embark upon a bit of detail

work, I‘m going to share a

workspace trick with you

before we start painting.

Choose Window > New

Window for [insert image

name]. This is going to allow

us to be zoomed in really far on

the image in one window, and

still see what the image looks

like at its normal size in

another.

The neat bit is what you do in

one window happens

simultaneously in the other.

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Step 6: As you move around in the

image, you come upon places where

your brush is too large, such as the

little strap around her neck. Here

you can press the left bracket key, [,

to cycle down in brush size, and

later cycle back up by pressing the

right bracket key, ].

If you mess up during the painting

process, just press E to select the

Eraser tool and fix your mistake.

Press B to pick the brush back up

and soldier on. After painting her

dress, gloves, purse and hat, here‘s

the little cutie all clad in purple:

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Step 7: Create an adjustment layer by pressing the half

black/half white circle at the bottom of the Layers Palette, and

choose Hue/Saturation.

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Step 8: In the resulting

dialog box, grab the Hue

slider and move it rightward.

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Step 9: In our case, I

decided on a peachy

color (it matches my

web site) and to make

the effect a bit more

subtle, I decreased the

Saturation just a tad, as

shown below.

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Grayscale and Still-Video Images In photography and computing, a grayscale or greyscale

digital image is an image in which the value of each pixel is a

single sample, that is, it carries only intensity information.

Images of this sort, also known as black-and-white, are

composed exclusively of shades of gray, varying from black at

the weakest intensity to white at the strongest.

Grayscale images are distinct from one-bit bi-tonal black-and-

white images, which in the context of computer imaging are

images with only the two colors, black, and white (also called

bilevel or binary images). Grayscale images have many shades

of gray in between.

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Grayscale is a range of shades of gray without apparent

color. The darkest possible shade is black, which is the

total absence of transmitted or reflected light.

The lightest possible shade is white, the total transmission

or reflection of light at all visible wavelengths.

Intermediate shades of gray are represented by equal

brightness levels of the three primary colors (red, green

and blue) for transmitted light, or equal amounts of the

three primary pigments (cyan, magenta and yellow) for

reflected light.

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Grayscale images are often the result of measuring the intensity

of light at each pixel in a single band of the electromagnetic

spectrum (e.g. infrared, visible light, ultraviolet, etc.), and in

such cases they are monochromatic proper when only a given

frequency is captured.

But also they can be synthesized from a full color image; see

the section about converting to grayscale.

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Still-Video Images You can extract any video frame as a still image to place

wherever you want it to appear in your iMovie project.

To easily add a still frame to the same project where it already

appears as part of a video clip, extract t from the project clip.

If you want to add a still frame from a video clip that isn‘t part

of your project, you can extract it from the source video in any

one of your Events.

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To extract a still frame from video:

A)Let the pointer hover over the video frame that you want to extract as a still image.

B)Hold down the Control key and press the mouse button to open the menu, and then choose ―Add still frame to project.‖

C)The image is added to the end of your open project as a four-second clip. (If you created the still frame from a source video clip, the Ken Burns (motion) effect is automatically applied; if you‘ve created the still frame from a project clip, the Ken Burns effect isn‘t applied).

D)To change the duration, click the Duration button ( looks like a clock) that appears in the clip‘s lower-left corner when the pointer moves over the clip; enter a time for the Duration, and

then click OK.

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You can easily export a still image from your video file using GoPro Studio. Here is a procedure that details the process:

Step1:Go to Step 2: Edit

Step2:Select the desired video clip so that it is displayed in the Player window.

Step3: Mac instructions - Place the playhead so that the frame you want to export is displayed in the player window, then selecting Share > Export Still.

Step4: Windows Instructions - Place the playhead so that the frame you want to export is displayed in the player window, then selecting File > Export > Still Image.

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Step 5: Then just select the image Name, Location and

Size to Export (small, medium, large, & native) and

click Export.

Step 6:Check out the location you specified to verify

that the image was created.

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Audio compression Audio compression (data), a type of lossy or lossless

compression in which the amount of data in a recorded

waveform is reduced to differing extents for transmission

respectively with or without some loss of quality, used in CD

and MP3 encoding, Internet radio, and the like

Dynamic range compression, also called audio level

compression, in which the dynamic range, the difference

between loud and quiet, of an audio waveform is reduced

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Video and Audio files are very large beasts. Unless we develop

and maintain very high bandwidth networks (Gigabytes per

second or more) we have to compress to data. Relying on

higher bandwidths is not a good option -- M25 Syndrome:

Traffic needs ever increases and will adapt to swamp current

limit whatever this is.

As we will compression becomes part of the representation or

coding scheme which have become popular audio, image and

video formats.

We will first study basic compression algorithms and then go

on to study some actual coding formats.

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We have studied the theory of encoding now let us see how this

is applied in practice.

We need to compress video (and audio) in practice since:

1. Uncompressed video (and audio) data are huge. In HDTV,

the bit rate easily exceeds 1 Gbps. -- big problems for storage

and network communications. For example: One of the formats

defined for HDTV broadcasting within the United States is

1920 pixels horizontally by 1080 lines vertically, at 30 frames

per second.

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If these numbers are all multiplied together, along with 8 bits

for each of the three primary colors, the total data rate required

would be approximately 1.5 Gb/sec. Because of the 6 MHz.

channel bandwidth allocated, each channel will only support a

data rate of 19.2 Mb/sec, which is further reduced to 18 Mb/sec

by the fact that the channel must also support audio, transport,

and ancillary data information.

As can be seen, this restriction in data rate means that the

original signal must be compressed by a figure of

approximately 83:1.

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This number seems all the more impressive when it is realized

that the intent is to deliver very high quality video to the end

user, with as few visible artifacts as possible.

2. Lossy methods have to employed since the compression

ratio of lossless methods (e.g., Huffman, Arithmetic, LZW) is

not high enough for image and video compression, especially

when distribution of pixel values is relatively flat. The

following compression types are commonly used in Video

compression:

Spatial Redundancy Removal - Intraframe coding (JPEG)

Spatial and Temporal Redundancy Removal - Intraframe and

Interframe coding (H.261, MPEG)

These are discussed in the following sections.

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Audio compression has become well entrenched in consumer

and professional digital audio products such as the compact

disc (CD), digital versatile disc (DVD), digital audio

broadcasting (DAB) and motion picture experts group (MPEG)

audio layer 3 (MP3) distribution on the Internet.

Audio and speech compression schemes can be conveniently

partitioned into applications reflecting some measure of

acceptable quality, ranging from telephone speech to wideband

audio.

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MPEG Layers I, II and III

The International Standards Organisation (ISO) and Motion Picture Experts Group (MPEG) audio coding standard describes audio compression for synchronized audio to accompany the compressed video known as MPEG.

It combines features of MUSICAM (Masking pattern adapted Universal Subband Integrated Coding and Multiplexing) and ASPEC (Adaptive Spectral Perceptual Entropy Coding).

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It consists of three layers (codes) of increasing complexity

and improving subjective performance, and it operates with

input sampling rates of for example 32, 44.1 and 48 kHz,

and it outputs bit rates per monophonic channel between 32

and 192 kbit/sec, or per stereophonic channel between 64

and 384 kbit/sec.

The standard supports single channel mode, stereo mode,

dual channel mode (for bilingual audio programs) and an

optional joint stereo mode.

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The encoder operates in conjunction with a real-time model

of the human spectral perception threshold.

This threshold is a frequency-dependent boundary or

threshold that marks sound pressure levels (SPL) below

which the human ear cannot detect sounds.

Signal spectral components below the threshold level that

cannot be heard are declared irrelevant, and they are not

encoded in the compression process.

The encoder operation is quite complex!

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The Advanced Audio Coding in MPEG-4 Part 3 was

enhanced relative to the previous standard MPEG-2 Part 7,

in order to provide better sound quality for a given

encoding bitrate.

AAC's best known use is as the default audio format of

Apple's iPhone, iPod, iTunes.

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AAC's multiple codecs are:

- Low Complexity Advanced Audio Coding (LC-AAC)

- High-Efficiency Advanced Audio Coding (HE-AAC)

- Scalable Sample Rate Advanced Audio Coding (AAC-

SSR)

- Bit Sliced Arithmetic Coding (BSAC)

- Long Term Predictor (LTP)

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AAC has been standardized by ISO and IEC, as part of the

MPEG-2 and MPEG-4 specifications. The MPEG-2

standard contains several audio coding methods, including

the MP3 coding scheme. AAC is able to include 48 full-

bandwidth (up to 96 kHz) audio channels in one stream

plus 16 low frequency effects (LFE, limited to 120 Hz)

channels, up to 16 "coupling" or dialog channels, and up to

16 data streams.

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The quality for stereo is satisfactory to modest

requirements at 96 kbit/s in joint stereo mode, however hi-

fi transparency demands data rates of at least 128kbit/s. The

MPEG-2 audio tests showed that AAC meets the

requirements referred to as "transparent" for the ITU at 128

kbit/s for stereo, and 320kbit/s for 5.1 audio.

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Simple Audio Compression Methods Traditional lossless compression methods (Huffman, LZW,

etc.) usually don't work well on audio compression (the same

reason as in image compression).

The following are some of the Lossy methods applied to audio

compression:

Silence Compression - detect the "silence", similar to run-

length coding .

Adaptive Differential Pulse Code Modulation (ADPCM)

e.g., in CCITT G.721 - 16 or 32 Kbits/sec.

(a) encodes the difference between two consecutive signals,

(b) adapts at quantization so fewer bits are used when the value

is smaller.

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It is necessary to predict where the waveform is headed ->

difficult

Apple has proprietary scheme called ACE/MACE. Lossy

scheme that tries to predict where wave will go in next

sample. About 2:1 compression.

Linear Predictive Coding (LPC) fits signal to speech model and

then transmits parameters of model. Sounds like a computer

talking, 2.4 kbits/sec.

Code Excited Linear Predictor (CELP) does LPC, but also

transmits error term - audio conferencing quality at 4.8

kbits/sec.

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JPEG Standard In computing, JPEG (seen most often with the .jpg or .jpeg

filename extension) is a commonly used method of lossy

compression for digital images, particularly for those images

produced by digital photography.

The degree of compression can be adjusted, allowing a

selectable tradeoff between storage size and image quality. JPEG

typically achieves 10:1 compression with little perceptible loss

in image quality.

JPEG compression is used in a number of image file formats.

JPEG/Exif is the most common image format used by digital

cameras and other photographic image capture devices; along

with JPEG/JFIF, it is the most common format for storing and

transmitting photographic images on the World Wide Web.

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These format variations are often not distinguished, and are

simply called JPEG.

The term "JPEG" is an acronym for the Joint Photographic

Experts Group, which created the standard. The MIME media

type for JPEG is image/jpeg (defined in RFC 1341), except in

older Internet Explorer versions, which provides a MIME type

of image/pjpeg when uploading JPEG images.

JPEG/JFIF supports a maximum image size of 65535×65535

pixels – one to four gigapixels (1000 megapixels), depending

on aspect ratio (from panoramic 3:1 to square).

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"JPEG" stands for Joint Photographic Experts Group, the name

of the committee that created the JPEG standard and also other

still picture coding standards. The "Joint" stood for ISO TC97

WG8 and CCITT SGVIII. In 1987 ISO TC 97 became ISO/IEC

JTC1 and in 1992 CCITT became ITU-T. Currently on the

JTC1 side JPEG is one of two sub-groups of ISO/IEC Joint

Technical Committee 1, Subcommittee 29, Working Group 1

(ISO/IEC JTC 1/SC 29/WG 1) – titled as Coding of still

pictures.On the ITU-T side ITU-T SG16 is the respective body.

The original JPEG group was organized in 1986, issuing the

first JPEG standard in 1992, which was approved in September

1992 as ITU-T Recommendation T.81 and in 1994 as

ISO/IEC 10918-1.

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The JPEG standard specifies the codec, which defines how an

image is compressed into a stream of bytes and decompressed

back into an image, but not the file format used to contain that

stream.

The Exif and JFIF standards define the commonly used file

formats for interchange of JPEG-compressed images.

JPEG standards are formally named as Information

technology – Digital compression and coding of continuous-

tone still images.

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The JPEG standards includes:

Objectives

Architecture

DCT Encoding and Quantization

Statistical Coding

Predictive Lossless Coding, and

Performance

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JPEG Objectives

JPEG under took to develop a single standard applicable to the

still-imaging needs of a wide range of applications in all the

different industries that might use digital continuous-tone

imaging.

The scope if this is bet seen by listing the objectives in detail:

1. To be at or near the state of the art for degree of compression

versus image quality,

2. To be parameterizable so that the user can select the desired

compression versus quality tradeoff,

3.To be applicable to practically any kind of source image,

without regard to dimensions, image content, aspect ratio, etc.,

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4. To have computational requirements that are reasonable for

both hardware or software implementation, and

5. To support four different modes of operation:

(a) sequential encoding, where each image component is

encoded in the same order that it was scanned;

(b) progressive encoding where the image is encoded in

multiple passes so that a coarse image is presented rapidly,

followed by repeated imaged showing greater and greater deal;

(c) lossless encoding, where the encoding guarantees exact

reproduction of all the data in the source image,

(d) hierarchical encoding, where the image is encoded at

multiple resolutions.

These objectives were extremely ambitious, yet they are largely

met by the completed, which is testimony to the excellent work

of the JPEG commettee.

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JPEG- Architectures The lossy modes of operation (a,b,d) are implemented

with DCT encoding of 8 x 8 pixel blocks, followed by one of two statistical coding methods, while the lossless option (c) is complemented with simple predictive coding followed by statistical coding. This is shown in the following figures:

Compressed

Source | image

image Bit Stream

Data

Fig 1(a): Sequential coding block diagram

DCT

EncoderQuantizer

Quantizing

table

Table

Specification

Zig-Zag

Ordering

Statistical

coding

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Figures: Progressive encoding, Lossless coding, and

hierarchical coding block diagrams

Hierarchical

Control

DCT

EncoderQuantizer

Zig-Zag

Ordering

Statistical

Coding

Quantizing

TableTable

Specification

Figure 1(b)

Figure 1(d)

Figure 1(c)

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The architecture shown in previous figures apply to a single gray

scale image or to one of the components of a color image.

To compress a color image, the color image components can be

either completely compressed one after another, or the three

components can be interleaved for each block of the image.

In the case of sequential-mode encoding, DCT encoding is done on

the blocks of the image as they are scanned, and the DCT coefficient

output is transmitted block by block in the same order.

For progressive-mode encoding, an image buffer is added after the

DCT encoding step. The progressive-mode behavior is obtained by

reading out different portions of the DCT coefficients to achieve

progressively improved quality over several scans.

For hierarchical-mode encoding, processing is added ahead of the

DCT encoder to filter and subsample the source image before

encoding. This sub-sampling and encoding is done repeatedly with

progressively less sub-sampling to transmit images of increasing

resolution one after another

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JPEG-DCT Encoding and Quantization The output if the DCT encoder (the DCT coefficients) is shown

in figure 2(a) as 2-D array with the DC coefficient in the upper

left corner, and the AC coefficients arranged with increasing

spatial frequency horizontally and vertically.

These components are quantized according to 64-entry table,

which must be specified to the encoder by the application.

The quantization table has 8 bits per entry and specifies the step

size of quantizing for each DCT coefficient.

This allows each coefficient to be represented with no more

precision than is necessary to achieve the desired image quality.

The standard does not specify any quantization tables; these must

be provided by the application and will become part of the data

stream, so the decoder knows what table was used.

Therefore,, modification of the quantization table specified during

encoding is one way to vary the degree of compression.

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After quantization, the DC coefficient is treated differently from the

AC coefficients. Because there is usually a strong correlation

between DC coefficients of adjacent 8 x 8 blocks, the DC coefficient

is encoded as the difference from the previous block in the encoding

sequence.

Figure 1(a) also shows a step called zig-zag ordering between the

quantizer and the statistical coder. This is an important step, which

arranges the DCT coefficients so that the statistical coding will be

more effective. It is diagrammed in Figure 2(b).

In order to create a bit-stream where coefficients that are more likely

to be nonzero (low frequency ones) are placed before coefficients

that are more likely to be zero (high-frequency ones), the zig-zag

sequence shown by Figure 2(b) is used to read the coefficients into

the bit-stream. The result is that all the zero-value coefficients tend

to be together at the end of the block and can be transmitted with

vary few bits using a simple run-length code.

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DCT coefficients Zig-Zag sequence

for one 8 x8 block

Horizontal spatial frequency

0 7

Horizontal spatial frequency

Vertical 0 Start 0 7

Spatial 7 0

Frequency Vertical

Spatial

Frequency

7 7

Fig 2(a):2-D matrix of DCT coeff. Fig 2(b): Zig-Zag ordering end

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JPEG-Statistical Coding

The final encoder processing step is statistical coding. It

achieves lossless compression by encoding the quantized DCT

coefficients more efficiently based on their statistical

characteristics.

The JPEG standard allows two types of statistical coding-

Huffman coding or arithmetic coding. The Baseline sequential

coder only Huffman statistical coding.

Huffman coding(a Huffman code is an optimal prefix code

found using the algorithm developed by David A. Huffman)requires specification of the Huffman table or code block this is

the job of the application, the standard does not specify a table

except for the Baseline coder.

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The Huffman table also become part of the image bit-stream;

the standard supports up to four Huffman tables per image, to

provide for different tables for each component of a multi-

component image.

The arithmetic statistical coding option does not require a

separate table to be provided, but it does require a little more

processing for implementation. However, it result in a little

more processing better compression (5 to 10 percent) for many

images.

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JPEG-Predictive Lossless Coding The Loss compression option, does not use DCT.

Instead, a simple predictor is used, but there is a choice of

seven different kinds of prediction available.

The different predictor choices specify how many and which

adjacent pixels are used to predict the next pixel.

The statistical coding in the lossless mode can use either of the

two methods specified for the DCT modes, and is similar to

what is specified for the DC coefficient of the DCT modes.

The lossless compression will work with source images having

from 2 to 16 bpp, and typically around2:1 compression for

photographic color images.

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JPEG-Performance Compression performance is best specified by relating image

quality to bits per pixel in the compressed data stream.

This relationship depends to some degree on the characteristics

of the source image- some images are harder to compress

successfully than others. With this in mind, here are some

figures for ‗typical‘ source images[2].

0.25-0.5 bpp; moderate to good quality, sufficient for some

applications;

05-075 bpp: good to very good quality, sufficient for many

applications;

0.75-15 bpp; excellent quality, sufficient for most applications;

15-20 bpp; :undistinguishable from the original, sufficient for

the most demanding applications.

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MPEG Standard Digital motion video can be accomplished with the JPEG still-

image standard if you have fast enough hardware to process 30

images per second.

However, the maximum compression potential cannot be

achieved because the redundancy between frames is not being

exploited.

Furthermore, there are many other things to be considered in

compressing and decompressing motion video, as indicated in

the objectives.

The MPEG standards includes:

1.Objectives 3.Bitstream 5. MPEG-2 and MPEG-4

2. Architecture 4. Performance

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MPEG Objectives As with the JPEG standard, the MPEG standard is intended to

be generic, meaning that it will support the needs of many

applications.

As such, it can be considered as a motion video compression

toolkit, from which a user selects the particular features that

best suit his or her application. More specific objectives are:

1. The standard will deliver acceptable video quality at

compressed data rates between 1.0 and 1.5 Mbps.

2. It will support either symmetric or asymmetric

compress/decompress applications.

3. When compression takes it into0 account, random-access

playback is possible to any specified degree.

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4. Similarly, when compression takes it into account, fast-forward,

fast-reverse, or normal-reverse playback modes can be made available

in addition to normal (forward) playback.

5. Audio/video synchronization will be maintained.

6. Catastrophic behavior in the presence of data errors should be

avoidable.

7. When it is required, compression-decompression delay can be

controlled.

8. Editability should be available when required by the application.

9. There should be sufficient format flexibility to support playing of

video in windows.

10. The processing requirements should not preclude the development

of low-cost

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Some of these objectives are conflicting, and they all conflict

with the objectives of cost and quality.

In spite of that, the proposed standard provides for all of the

objectives, but of course not all at once.

A proposed application has to make its own choices about

which features of the standard it requires and accept any

tradeoff that this may cause.

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Architecture The MPEG standard is primarily a bitstream specification,

although it also specifies a typical decoding process to assist in

interpreting the bitstream specification.

This approach supports data interchange, but it does

not restrict creativity and innovation in the means for

creating or decoding that bitstream.

The bitstream architecture is based on a sequence of

pictures, each of which contains the date needed to

create a single displayable image.

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Note that the order of transmission of pictures in the data

stream may not be the same as the order in which pictures will

be displayed- the will be evident shortly.

There are four different kinds of pictures, depending on how

each picture is to decoded.

I pictures are intercoded, meaning that they are coded

independent of any other picture.

An I picture must exist at the start of any video stream and also

at any random-access entry point in the stream.

I pictures are predicted pictures, which are coded using motion

compensation from a previous I or P picture ,

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B pictures are interpolated pictures, which are coded by

interpolating between a previous and a future I or p picture .

This process is sometimes referred to as bidirectional

prediction.

D pictures are a special format that is only used for

implementing fast search modes.

An I pictures requires the most date; it is similar to a JPEG

image. It is structured into 8X8 blocks that are DCT coded,

quantized, and statistically encoded.

A P picture requires about one-third of the data of an I picture ;

it consists of 16X16 marc blocks, which are DCT coded motion

correction values.

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A B picture takes 2:1 to 5:1 less data than a P picture; it also

has marcblocks and blocks containing interpolation parameters

and DCT coded correction values.

The most compression is obtained by using as many B pictures

as possible.

However, to perform B decoding , the ‗future‘ I or B picture

involved must be transmitted before any of the dependent B

pictures can proportional to the number of B pictures in series.

Because of the delay issue, the consideration of random access,

and the effectiveness of the interpolation technique, a typical

displayed picture sequence would be of the form (the numbers

are the order of display):

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I B B B P B B B I B B B P……

1 2 3 4 5 6 7 8 9 10 11 12 13

This picture sequence is diagrammed showing the decencies of

pictures on each other.

* Forward prediction *

| |

Interpolation

(bidirectional predication)

* Possible random-access entry points

Figure: A Typical MPEG picture sequence showing inter-frame dependences

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The standard, however, is completely flexible with

regard to the picture sequence, and an application can(

if it wishes ) tailor it to optimize any situation.

As mentioned before, when B pictures are used, the

reference I and P pictures must be transmitted before

any dependent B pictures that the order of

transmission for the sequence above is ( the numbers

are still the order of display):

I P B B B I B B B P B B B…..

15 2 3 4 9 6 7 8 13 10 11 12

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Bitstream Syntax The bitstream is structured at six levels of hierarchy in order to

support all of the features of MPEG video. These are:

Sequence layer-an independent video stream.

Group of pictures layer-- this is a clip of video that begins with

a random-access entry point and has uniform video parameters

within it.

Picture layer- represents one displayable image.

Slice layer-a variable –size sub picture group that provides for

synchronizing of the decoder in the even of an error.

Macroblock layer-the 16 X 16 pixel motion compensation unit.

The syntax levels are diagrammed.

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Layer . . . . . . Video sequences

. Group of pictures

Pictures

Slice

Macroblock

CR CB

Block 8X8 pixels

.= Possible random-access entry points

Figure : MPEG layered bitstream structure

1 2 3 4 5 …… j

1 2 3 4 …… k

1 2 3 4 …… l

1 2 3 4 …… m

1 2

3 45 6

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Performance MPEG provides for a wide range of video resolutions and data

rates. One set of choices that has been widely researched is

optimized for a data rates of about 1.2 Mpbs( CD_ROM data rate).

For 30 frames/second video at a display resolution of 352X240

pixels, the quality of compressed and decompressed video at this

data rate is often expressed as similar to VHS recording.

Most scenes do not exhibit compression artifacts, but the most demanding material may resolution or frame rate tradeoffs to obtain visually acceptable results.

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MPEG-2 and MPEG-4

The ISO committee which developed the MPEG standard is

currently at work specifying a successor standard known as

MPEF-2.

The video component is targeted for bit rates in the range of

about 2 to 15 Mbps, which is sufficient for supporting HDTV.

Additionally, MPEF-2 includes a number of new features with

the intent of providing compatibility with existing standards

such as terrestrial video, MPEG and H.261.

Compatible transmission is conceptually similar to today‘s TV

broadcasts, which can received by both color and black and

white television sets.

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The MPEG-2 encoding is intended to allow a single

transmission to be received by a range of digital televisions,

from small portable units that might only support NTSC

resolution to HDTV receivers.

Scalable digital video is critical to transmission over packet

switching networks.

As the load on the network increases, the transmitting node

adjusts by decreasing the quality of the transmitted video.

The audio encoding fir MPEG-2 is also being extended.

MPEG-2 audio will encode up to five full bandwidth channels

(left, right, center, and two surround channels), an additional

low-frequency enhancement channel, and up to seven

commentary or multilingual channels.

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Several improvements on the MPEG audio format are planned

for lower sample rates.

More recently, another digital video encoding standard effort

known as MPEG-4 is underway.

This new initiative is for very low bit-rate coding of

audiovisual programs, with particular application to mobile

multimedia communications.

Although MPEG-2 and MPEG both use a DCT algorithm, it is

anticipated that MPEG-4 will be based on a new algorithm,

which , though computationally more expensive, results in

significantly higher compression.

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DVI TECHNOLOGY DVI technology is different from the other standards discussed

here because it is specifically based on the use of special

hardware.

Intel Corporation and IBM corporation have developed a

programmable chipset which implements the technology in a

co –processor environment on any type of computer platform.

These chips support a wide range of multimedia functions in

software, including JPEG compression and several DVI-

unique compression algorithms of stills or motion video.

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Because of the programmability of the chipset, it can respond

to new algorithm developments-for example, the programming

of the chips to do MPEG processing is being explored.

Intel is committed to producing higher-speed DVI functionality

with a future and even discussed the possible integration of

DVI functionality with a future generation of x86 CPU family.

Thus, the DVI hardware is an important engine for present and

future compression developments.

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DVI TECHNOLOGY MOTION VIDEO

COMPRESSION DVI Technology can do both symmetric and asymmetric

motion video compression / decompression.

The asymmetric approach is called Production- Level Video(

PLV), Video for PLV must be sent to a central compression

facility, which uses large computers and special interface

equipment, but and DVI system is capable of playing back the

resulting compression facility, which uses large computers and

special interface equipment, but any DVI system is capable of

playing back the resulting compressed video.

The picture quality of PLV is the highest that can currently be

achieved.

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The other DVI compression approach is called Real Time

Video ( RTV) .

It is done on any DVI system that has the Action Media

Capture Board installed.

Playback of RTV is on the same system or any other DVI

system.

Because RTV is a symmetric approach, which requires that

compression be done with only the computing power available

in a DVI system, RTV picture quality is not as good as PLV

picture quality.

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DVI PRODUCTION –LEVEL

COMPRESSION PLV is an interframe compression technique; the algorithm

details are proprietary, and we can say only that it is block-

oriented and that it involves multiple compression techniques.

Since it was designed specifically for the DVI chipset, it is

optimized for that environment, and it probably would not

make much sense to run it on different hardware.

PLV compression is an asymmetric approach where a large

computer does the compression and the DVI hardware in the

PC does the decomposition.

It takes a facility costing several hundred thousand dollars to

perform PLV compression at reasonable speeds.

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Since this cost is too much for a single application developer to

bear, centralized facilities are provided where developers can

send their video to be compressed for a fee.

High quality motion video compression has difficulties right

from the start.

The data rates created by the initial digitizing are high, even for

large computers.

This happens because the initial digitizing really has to be

done in real time to obtain the best quality.

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In most cases, the input video medium for compression will be

an analog videotape-for best results , it will be one-inch

broadcast quality tape.

Although one-inch tape machines can play at slow speeds,

they do it by introducing frame storage and processing, which

would interfere with the quality of the compressed result. The

only way to get around that processing is to run the VTR at

normal play speed ( 30 frames per second) .

Therefore, for best quality, we must invest in digitizing and

interface hardware, which will let the VTR run at normal speed

and capture the digital data on computer disk.

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For PLV compression, the real-time video from the VTR is

digitized, filtered, and chrominance subsampled by special

hardware before storage on digital disk.

Such storage still requires a data rate of about 2 megabytes per

second –subsequently higher than the storage data rate of a

typical PC – and a 12 gigabyte digital disk only holds 10

minutes of this partially compressed digital video.

Then, in nonreal time, the data is taken frame by frame from

the digital disk and run through the PLV compression

algorithm.

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The compression algorithm typically runs on a parallel process

processor CPU.

Compression takes about 3 seconds per frame on 250-MIPS

machine –still about 90 times slower than real time. ( A minute

of final compressed video will take 90 minutes to compress).

Of course, compression speed is proportionally faster on an even

larger parallel machine.

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PLV Performance The DVI PLV compression algorithm is proprietary and will

not be described here.

Its performance is also difficult to describe or show here,

because it doe not make sense to show still frames from a

motion sequence.

That is because an individual frame frames from a motion

sequence.

That is because an individual frame from motion video may

contain artifacts which are not visible when those frames are

delivered to a viewer at 30 frames per second.

There is a significant degree of visual averaging taking place

when viewing 30 frames per second video.

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This is also true for normal analog television- noise

artifacts become highly visible in a single still frame,

whereas the averaging between frames in a motion

sequence makes noise much less visible.

You can observe this problem if you experiment with a

VCR which has slow –motion pictures.

Anyway, PLV compressed video delivers full-screen, full-

motion pictures.

Anyway, PLV compressed video delivers full-screen, full –

motion pictures at a quality subjectively competitively with

half—inch VCR pictures.

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The PLV compression algorithm must be given goals for the

data rate of the compressed bit stream and for the amount of

DVI processor chip time per frame which will devoted to

decompression.

Even when working with CD-ROM , we will often want to use

fewer than 5120 bytes per frame for he average data rate of the

video because we want to leave space in the CD_ROM rate for

audio or possibly other data. We also may wish to display the

motion video at less than full-screen in order to save data so

that more than 72 minutes could be on one CD-ROM. Disc.

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Another way to effectively reduce the compressed data rate is

to lower the video frame rate.

In some cases, 15 frames per second is fast enough.

This cane be used either to cut the video data rate in half or to

allow more than 5120 bytes per frame to achieve somewhat

higher video quality.

In the case of DVI processor decompression time, there are 33

milliseconds per frame available at 30 frames per second ( 40

milliseconds time be used for decomposition because we need

the processor to perform motion image or scaling the image to

a different size.

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You can see that there is a multidimensional tradeoff here

involving four interacting parameters, which together will

determine the resulting picture quality:

Image Cropping (pixel count)

Compressed data bytes per frame

Video frame rate

Decompression processing time

The PLV compression software takes all of these parameters as

input, and it will try to produce the best –quality pictures

within these constraints.

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Because PLV compression scheme, there are some special

considerations involved in starting up playback of a scene or in

starting a scene in the middle.

The first frame of motion sequence must be treated as a still

image ( called a reference frame); additional time is required to

send all the data for a reference –about three times the data of

an average motion video frame. ( If we are using motion video

at 5120 bytes average per frame, a reference frame will require

around 15,000 bytes of data.)

If it is intended that a scene wil be started by the application

those points.

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This can usually be done without causing any noticeable

interruption of motion when the scene is played from end to

end, because the DVI decompression software uses multiple

frame buffers in VRAM so that variations in the put

compressed data rate are accommodated with affecting the

displayed frame rate .

In any case, if you have special needs for reference frame in

your video, they have to be expressed at the time you order

PLV compression.

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DVIREAL-TIME COMPRESSION The use of a centralized compression service that is remote

from the developer of an application introduces delay and

expense into the application introduces delay and expense into

the application development process.

It also precludes any application that needs to do real time

compression.

In creating an application, a developer needs a way to

experiment with the video and audio in the context of the

application without incurring this delay and expense.

This need is filled by DVI‘s service Real-Time Video (RTV),

which is a compression process that is done in real time on

DVI development system.

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With RTV, the developer may compress his or her video and

audio to the same file size as from the PLV service, and then

use those files in the application under development inexactly

the same way that the final PLV file will be used.

By this means the developer may experiment as much as

needed and actually try out the complete application before

sending any video out for PLV compression.

The tradeoff in RTV is picture quality.

To accomplish motion video compression with only the

resources of DVI development systems means that RTV is

lower in resolution and frame than PLV.

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Compression is done with DVI processor chips and , while

these chips are very powerful among their peers, in the

milliseconds available to compress a frame in real time the

processor doe not compare with the computer cycle available in

simplified.

However, the results produced are good enough to fill most

needs for application development and testing.

For some applications which do require real-time compression

within the application, RTV may completely fill the bill.

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RTV compression allows the user to make some trades of

compression versus picture quality if the RTV-Compressed

code will never have to be stored on CD-ROM .

By allowing the data rate to go higher than 1,53,600 bytes per

second using fast hard disk storage, the RTV frame rate can be

increased to 30 frames per second.

Most DVI capture software provides for user choice of these

parameters.

Communication between RTV and PLV occurs through the

medium of SMPTE time code.

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The original one-inch videotape which will eventually go to PLV

compression by RTV for development purposes, the time code is captured,

for storage with the video frames.

RTV is not frame –to-frame compression, so an TRV file can be started or

stopped at any point frame-to-frame compression, so an RTV file can be

started or stopped at an point.

In the RTV mode decisions about in and out cut points for the displayed

video can be made and the time code values may be read from the RTV-file

data to create the edit list which will be used for the PLV compression.

After all decisions about video material have been made, the master one-

inch tapes and the edit list go to the PLV compression facility for final

compression of exactly and only the selected scenes

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MIDI PROTOCOL In the early 1980‘s, several music instrument manufacturers

agreed on a networking standard for musical instrument Digital

Interface.

The standard is now maintained by MMA, the MIDI

Manufacturer‘s Association and disseminated by the

International MIDI Association ( IMA) [67].

The specification is also reproduced in whole or in part in

references such as [65,68,69].

The specification calls for certain hardware connections, using

a 5-pin DIN connector .

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There are three kinds of connections, allowed; in , out and

‗thru‘.

A thru connector provides a direct copy of the input signal.

I would like to mention in passing that the MIDI network,

although it has been made to work, it is to be expected that

some super-set of MIDI will appear on the market.

Already companies like Lone would have attempted to bring to

the market an optical network which includes MIDI as a subset.

The MIDI software specification involves 8 data bits , a start

bit, and a stop bit, for a total of 10 bits transmitted at a rate of

31.25 kbaud.

A message consists of one status byte followed by zero or more

data byes.

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MIDI devices, such as tone generators, can be connected in

networks, such as chain or trees.

Each device can listen to one or more MIDI channels.

All data and mode messages are sent to all receivers but the

messages include a channel number so that on specific

messages .

The messages defined for musical events, such as note on, note

off, and pitch bend change.

The key number represents keys from the bottom of the

keyboard range to the top.

Velocity means the speed with which the is struck and

generally controls attacks characteristics , overall amplitude,

and spectrum of the note.

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The polyphonic key pressure message is sent by devices such

as keyboards that can measure the pressure applied as each ley

is held.

The pressure for each key can be sent separately so that

individual notes can be modified in performance.

A channel pressure message comes from a device that can

measure the pressure from its sensors, but can send only one

pressure detected ?(usually the maximum ).

A program change message causes the synthesizer to select

one of 128 voices .

In the early years of MIDI, each manufacturer assigned

arbitrary voices to those program numbers.

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The recent General MIDI Specification includes a 128-voice

Instrument pitch Map.

A melody recorded on one General MIDI on one General MIDI

synthesizer's xylophone sound, for example, will also be played

back using a xylophone, and on some other General MIDI

synthesizer.

Four Mode message (not shown in the table) determine, among

other things, whether the instruments ‗voices will be assigned

to incoming notes in monophonic (single melody) or

polyphonic(several voices a once) fashion.

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There is also provision for common messages( sent to all

receivers) real-time messages(for synchronization), and for

system exclusive (sysex) messages.

System Exclusive is Essentially a generalized escape

mechanism for messages of arbitrary length.

MIDI is not limited to hardware systems , Indeed, the

acceptance of MIDI made possible the proliferation of software

programs running on the Amiga, Macintosh, Atari, and PC.

MIDI software includes sequencer programs, with which the

musician can record, play back, view , and alter musical events,

working with music notation, piano-roll notation, text displays

of MIDI commands, and the like.

The basic MIDI messages playing back the melody from a

synthesizer,. .

In the fig all the messages are sent out over channel 0.

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The note numbers and velocities are given in decimal

representation.

A note on message with a velocity of ‘0‘ is the same as a note-

off message.

Time in the first column is in milliseconds, with 90 quarter to

the second.

Note that the first note occurs after a 3-second delay from the

start of the play back.

The original MIDI specification dealt primarily with real-time

music performance.

To represent time in music, there are basically two possibilities

–absolute time and delta time.

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With delta time, the time elapsed since the previous

event is recorded.

With absolute time, time elapsed since the beginning

of the composition is represented.

In the most general terms, both kinds of time are identical.

But in practical implementation , delta time has the advantage that a whole sequence can be moved as one unit; only the start time of the unit must be changed.

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The polyphonic key pressure message is sent by devices such

as keyboards that can measure the pressure applied as each key

is held.

A program change message causes the synthesizer to select one

of 128 voices.

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BFIEF SURVERY OF SPEECH RECOGNITION AND

GENERATION

Speech is one of the main channels for human communication

and thus must be handled carefully in any multimedia

communications system, in contrast to what has been discussed

thus far about music, a major criterion in speech in

intelligibility.

Telephone –quality spoken has a bandwidth limited so around

200-3400 Hz. An 8-kHz sample rate results in 68kh/sec bit rate

for PCM speech, far smaller than required for music PCM.

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Speech Production :

The organs involved in speech include the larynx, which

encloses loose flaps of muscle called vocal cords.

The puffs of air that are released create a waveform which can

be approximated by a series of rounded pulses.

The waveform created by the vocal cords propagates through a

series of irregularly shaped tubes, including the throat, the

mouth , and the nasal passages.

At the lips and other points in the tract, part of waveform is

transmitted further, and part is reflected.

The flow can be significantly constricted or completely

interrupted by the uvula, the teeth, and the lips

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A voice sound occurs when the vocal cords produce a more or

less or less regular waveform.

The less periodic, unvoiced sounds involve turbulence in

which some part of the whole tract is tightened.

Vowels are voiced sounds produced without any major

obstruction in the vocal cavity.

In speech, formants (introduced) are created by the position of

tongue and jaw. , for example , In separating vowels, the first

three formants are the most significant.

In the fundamental of the female is around 200HZ and higher,

with the formants perhaps 10 percent higher than those of the

male.

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Consonants arise when the vocal tract is more or less

obstructed.

Sounds at the level of constants and vowels are

collectively known as phonemes, the most basic unit of

speech differention, analysis, and synthesis, then the word.

Fig shows a sonogram , a time –varying representation of

a speech signal.

The regions of high energy appear dark.

The vertical stripes in the dark region correspond to

individual pulses from the vocal cords.

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The change in the position of the darkest areas from left to

right corresponds to the changes in formants.

The SPASM system developed by cook (76) combines models

of the glottal waveform and noise sources in the vocal tract

with modeling of the tubes and obstructions in the vocal tract.

The resulting articulatory model is implemented with a GUI,

including cross-section of the head , to permit synthesis of

spoken and singing voice.

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Encoding and Transmitting speech

The simplest way to encode speech is to use PCM , discussed

above.

The 8-bit , 8 kHz standard for speech is of significantly lower

quality than what is required for music.

Still, at the nominal 64-kb/sec rate for speech, if one bit per

sample can be saved, then the total saving is 5 kb/sec.

Methods for lowering the bit rate thus remain an active area of

research.

The ADPCM method discussed above can easily save 2 to

47bits per sample.

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―PCM, ADPCM, and related methods attempt to describe the

waveform itself.

There are other methods, such as the sub band coding

discussed above under MPEG.

We now turn to another class of methods, called voice codes or

vocoders.

The human vocal tract can be simplified by assuming, for

example , the source of vibration for voiced sounds is not

affected by the rest of the vocal tract.

The series of filters that model the vocal tract can be modeled

such that if one filter changes, there is no effect on the others.

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Under such conditions , we can calculate the voice model

coefficients independtly of the fundamental frequency or the

voiced or unvoiced decision.

We can also reasonably assume that formants change quite

slowly compared to the rate of individual pulses from the

vocal tract and transmit the filter co- efficients at a slower

rate.

The channel vocoder pioneered by Dudley analyses speech

as a bank of filters.

The driving function for synthesis is noise or a series of

pulses like those generated by the vocal cords.

.

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The filter co-efficients, the fundamental frequency, and the

voiced/unvoiced decision are transmitted.

Research on the channel vocoder ultimately led to the phase

vocoder implementation mentioned above.

Linear prediction, also mentioned above, models the vocal tract

as a source followed by a series of filters.

These filters can be modeled as a series of tubes, and tube

parameter can be transmitted

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There is unfortunately, no intuitive relationship between tube

parameters and say the spectrogram reprepesentation , but LPC

is certainly adequate for compressing the speech for

reproduction in chips.

One transmission pitch period, gain , the voice/un voiced

decision, and a dozen or so filter coefficients .

In different kind of system , both encoder and decoder can

contain lookup table.

Each table entry is vector containing a series of samples.

Rather than transmit the samples, one can tranmit just the index

into the table.

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If the exact sequence of samples cannot be found, the closest

vector is transmitted.

This method can be used to transmit the waveform itself or

sequences of coefficients for a vocoder .

As we have seen, the basic data is 64 kb/sec (CCITTg.211) for

8 bit PCM with ADPCM, 4 to 6 bits per sample are transmitted,

for 32 to 48 kb/sec; there is 32 lb/sec CCITT standard G721 for

ADPCM. Some subband coding systems operate as lower as 16

kb/sec.

For higher –quality speech with sub band coding, there is

CCITT G.72 for 50-7000Hzat 64 –kb sec rate.

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For various methods of coding bit rates cab fall as low as 2400-

bit/s, but with a corresponding reduction in quality.

There is a good discussion of the various CCITT standards.

Improvements in quality and lowering bit rate are being driven

by military research and the usual telephone companies, but

also by factors such as the desire to incorporate voice with

other data, such as in ISDN, or the need to scrunch more

channels from cellular networks.

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End of Unit-II