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chapter5

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manasaveena.t
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Fundamentals of

Multimedia

Chapter 5 :
Fundamental Concepts in Video

1
 This chapter explores:
 the principal notions needed to understand
video

 in this chapter we shall consider the following


aspects of video and how they impact
multimedia applications:
 Analog video
 Digital video
 Video display interfaces
 3D video

2
Video
 Since
video is created from a variety of
sources, we begin with the signals themselves

 Analog video is represented as a continuous


(time-varying) signal

 Digital video is represented as a sequence


of digital images.

3
5.1 Analog Video
 An analog signal f (t) samples a time-varying
image. So-called progressive scanning traces
through a complete picture (a frame) row-wise
for each time interval.
 A high-resolution computer monitor typically
uses a time interval of 1/72 s.

 In TV and in some monitors and multimedia


standards, another system, interlaced
scanning, is used.
 Here, the odd-numbered lines are traced first,
then the even-numbered lines.
 This results in “odd” and “even” fields—two
fields make up one frame. 4
5.1 interlacing

5
5.1 interlacing
 In fact, the odd lines (starting from 1) end up
at the middle of a line at the end of the odd
field, and the even scan starts at a half-way
point.
 Figure 5.1 (previous slide) shows the scheme
used.

 Firstthe solid (odd) lines are traced—P to Q,


then R to S, and so on, ending at T
 Then the even field starts at U and ends at V.
 The scan lines are not horizontal because a
small voltage is applied, moving the electron
beam down over time.
6
5.1 interlacing
 Interlacing was invented because,
when standards were being defined,
it was difficult to transmit the amount of
information in a full frame quickly enough to avoid
flicker,
the double number of fields presented to the eye
reduces the eye perceived flicker.
 The jump from Q to R and so on in Fig. 5.1 is called
the horizontal retrace, during which the electronic
beam in the CRT is blanked.
 The jump from T to U or V to P is called the vertical
retrace.

7
5.1.1 NTSC Video
 NTSC stands for (National Television System
Committee of the U.S.A)
 The NTSC TV standard is mostly used in North
America and Japan.
 It uses a familiar 4:3 aspect ratio (i.e., the ratio of
picture width to height) and 525 (interlaced) scan
lines per frame at 30 fps.
 Figure 5.4 shows the effect of “vertical retrace and
sync” and “horizontal retrace and sync” on the
NTSC video raster.

8
What is Raster Graphics?
a raster graphics image is a dot matrix data structure
representing a generally rectangular grid of pixels, or points
of color, viewable via a monitor, paper, or other display
medium. (=Bitmap)
 A raster is technically characterized by the width and height
of the image in pixels and by the number of bits per pixel (a
color depth, which determines the number of colors it can
represent)

 Most computer images are stored in raster graphics formats.

 Raster graphics are resolution dependent, meaning they


cannot scale up to an arbitrary resolution without loss of
apparent quality. This property contrasts with the capabilities
of vector graphics , which easily scale up to the quality of
the device rendering them.
 http://vector-conversions.com/vectorizing/raster_vs_vector.h
tml
9

What is Raster Graphics?
 Thesmiley face in the top left corner is a raster image.
When enlarged, individual pixels appear as squares.
Zooming in further, they can be analyzed, with their colors
constructed by adding the values for red, green and blue.

10
5.1.1 NTSC Video
 Figure 5.4 shows the effect of “vertical retrace
and sync” and “horizontal retrace and sync” on
the NTSC video raster.
 Blanking information is placed into 20 lines
reserved for control information at the beginning
of each field.
 Hence, the number of active video lines per
frame is only 485.
 Similarly, almost 1/6 of the raster at the left side
is blanked for horizontal retrace and sync.
 The nonblanking pixels are called active pixels.
 Image data is not encoded in the blanking
regions, but other information can be placed
there, such as V-chip information, stereo audio
channel data, and subtitles in many languages. 11
5.1.1 NTSC Video
 NTSC video is an analog signal with no fixed
horizontal resolution.
 Therefore, we must decide how many times to
sample the signal for display.
 Each sample corresponds to one pixel output.
 A pixel clock divides each horizontal line of video
into samples.
 The higher the frequency of the pixel clock, the more
samples per line.
 Different video formats provide different numbers of
samples per line, as listed in Table 5.1.

12
5.1.1 NTSC Video
 Table5.1: Samples per line for various analog
video formats

Format Samples per line


VHS 240
S-VHS 400-425
Betamax 500
Standard 8m 300
Hi-8 mm 425

13
Sampling
 a sample is an intersection of channel and a
pixel
 The diagram below depicts a 24-bit pixel,
consisting of 3 samples for Red (channel) , Green
(channel) , and Blue (channel) .
 In this particular diagram, the Red sample
occupies 9 bits, the Green sample occupies 7 bits
and the Blue sample occupies 8 bits, totaling 24
bits per pixel

A sample is related to a subpixel on a physical


display.
14
Vertical Trace
 Alternativelyreferred to as a vertical blanking
interval or the vertical sync signal, vertical
retrace is used to describe the action performed
within the computer monitor that turns the
monitor beam off when moving it from the lower-
right corner of a monitor to the upper-left of the
monitor.

 This
action takes place each time the beam has
completed tracing the entire screen to create an
image.

15
5.1.2 PAL Video
 PAL (Phase Alternating Line) is a TV standard
originally invented by German scientists.

 This important standard is widely used in


Western Europe, China, India, and many other
parts of the world.
 Because it has higher resolution than NTSC, the
visual quality of its pictures is generally better.

16
Table 5.2: Comparison of Analog Broadcast TV
Systems

TV Frame #of Total


Bandwidth
System Rate scan Channel
Allocation
fps lines width MHz
MHz Y I or U
Q or V
NTSC 29.97 525 6.0 4.2 1.6
0.6
PAL 25 625 8.0 5.5 1.8
1.8
SECAM 25 625 8.0 6.0 2.0
2.0
17
5.1.3 SECAM Video
 SECAM, which was invented by the French, is the
third major broadcast TV standard.
 SECAM stands for Système Electronique Couleur
Avec Mémoire.

 SECAM and PAL are similar, differing slightly in


their color coding scheme.

18
5.2 Digital Video
 The advantages of digital representation for video:

◦ Storing video on digital devices or in memory, ready to


be processed (noise removal, cut and paste, and so on)
and integrated into various multimedia applications.

◦ Direct access, which makes nonlinear video editing


simple.

◦ Repeated recording without degradation of image


quality.

◦ Ease of encryption and better tolerance to channel noise.

19
5.2.2 CCIR and ITU-R Standards for
 The
Digital Video
CCIR is the Consultative Committee for
International Radio.
 One of the most important standards it has produced
is CCIR-601 for component digital video.

 This standard has since become standard ITU-R Rec.


601, an international standard for professional video
applications.

 Itis adopted by several digital video formats,


including the popular DV video.

20
5.2.2 CCIR and ITU-R Standards for
Digital Video
 CIFstands for Common Intermediate Format,
specified by the International Telegraph and
Telephone Consultative Committee (CCITT)
 now superseded by the International
Telecommunication Union, which oversees both
telecommunications (ITU-T) and radio frequency
matters (ITU-R) under one United Nations body
 The idea of CIF, which is about the same as VHS
quality, is to specify a format for lower bitrate.
 CIF uses a progressive (noninterlaced) scan.
 QCIF stands for Quarter-CIF, and is for even
lower bitrate.

21
5.2.2 CCIR and ITU-R Standards for
Digital Video
 CIFis a compromise ‫ حل وسط‬between NTSC and
PAL, in that it adopts the NTSC frame rate and
half the number of active lines in PAL.

 When played on existing TV sets, NTSC TV will


first need to convert the number of lines,
whereas PAL TV will require frame rate
conversion.

22
5.2.3 High-Definition TV
 The introduction of wide-screen movies brought the
discovery that viewers seated near the screen
enjoyed a level of participation (sensation of
immersion ‫ )انغمار‬not experienced with conventional
movies.
 Apparently the exposure to a greater field of view,
especially the involvement of peripheral ‫محيطي‬vision,
contributes to the sense of “being there.”
 The main thrust of High-Definition TV (HDTV) is not to
increase the “definition” in each unit area, but rather
to increase the visual field, especially its width.
 First-generation HDTV was based on an analog
technology developed by Sony and NHK in Japan in
the late 1970s.

23
5.2.3 High-Definition TV

 MUltiplesub-Nyquist Sampling Encoding (MUSE) was


an improved NHK HDTV with hybrid analog/digital
technologies that was put in use in the 1990s.

 Ithas 1,125 scan lines, interlaced (60 fields per


second), and a 16:9 aspect ratio. (compare with NTSC
4:3 aspect ratio, see slide 8)

 In1987, the FCC decided that HDTV standards must


be compatible with the existing NTSC standard and
must be confined to the existing Very High Frequency
(VHF) and Ultra High Frequency (UHF) bands.

24
5.2.4 Ultra High Definition TV (UHDTV)

 UHDTV is a new development—a new generation of


HDTV!

 The standards announced in 2012

 The aspect ratio is 16:9.

 Thesupported frame rate has been gradually


increased to 120 fps.

25
5.3 Video Display Interfaces
 We now discuss the interfaces for video signal
transmission from some output devices (e.g., set-top
box, video player, video card, and etc.) to a video display
(e.g., TV, monitor, projector, etc.).

 There have been a wide range of video display


interfaces, supporting video signals of different
formats (analog or digital, interlaced or progressive),
different frame rates, and different resolutions

 We start our discussion with


◦ analog interfaces, including Component Video, Composite
Video, and S-Video,
◦ and then digital interfaces, including DVI, HDMI, and
DisplayPort.

26
5.3.1 Analog Display Interfaces
 Analog video signals are often transmitted in one of
three different interfaces:
◦ Component video,
◦ Composite video, and
◦ S-video.
 Figure 5.7 shows the typical connectors for
them

Fig. 5.7 Connectors for typical analog display interfaces. From left to right:
Component video, Composite video, S-video, and VGA

27
5.3.1 Analog Display Interfaces
 Component Video

 Higher end video systems, such as for studios, make


use of three separate video signals for the red, green,
and blue image planes.

 This is referred to as component video.

 This
kind of system has three wires (and connectors)
connecting the camera or other devices to a TV or
monitor.

28
5.3.1 Analog Display Interfaces
 Composite Video

 When connecting to TVs or VCRs, composite video


uses only one wire (and hence one connector, such as
a BNC connector at each end of a coaxial cable or an
RCA plug at each end of an ordinary wire), and video
color signals are mixed, not sent separately.

 The audio signal is another addition to this one signal.

29
5.3.1 Analog Display Interfaces
 S-Video
 As a compromise, S-video (separated video, or super-
video, e.g., in S-VHS) uses two wires: one for luminance
and another for a composite chrominance signal.

 The reason for placing luminance into its own part of the
signal is that black-and white information is most
important for visual perception.
 As noted in the previous chapter, humans are able to
differentiate spatial resolution in the grayscale (“black
and-white”) part much better than for the color part of
RGB images.
 Therefore, color information transmitted can be much
less accurate than intensity information.
 We can see only fairly large blobs (‫ )نقاط‬of color, so it
makes sense to send less color detail.

30
5.3.1 Analog Display Interfaces
 Video Graphics Array (VGA)
 The Video Graphics Array (VGA) is a video display
interface that was first introduced by IBM in 1987,
along with its PS/2 personal computers. It has since
been widely used in the computer industry with many
variations, which are collectively referred to as VGA.

 The initial VGA resolution was 640×480 pixels.

 The VGA video signals are based on analog


component RGBHV (red, green, blue, horizontal sync,
vertical sync).

31
5.3.2 Digital Display Interfaces
 Given the rise of digital video processing and the monitors
that directly accept digital video signals, there is a great
demand toward video display interfaces that transmit
digital video signals.
 Such interfaces emerged in 1980s (e.g., Color Graphics
Adapter (CGA)
 Today, the most widely used digital video interfaces
include Digital Visual Interface (DVI), High-Definition
Multimedia Interface (HDMI), and Display Port, as shown in
Fig. 5.8.

Fig. 5.8 Connectors of different digital display interfaces. From left to right:
DVI, HDMI, DisplayPort

32
5.3.2 Digital Display Interfaces
 Digital Visual Interface (DVI)

 Digital Visual Interface (DVI) was developed by the


Digital Display Working Group (DDWG) for
transferring digital video signals, particularly from a
computer’s video card to a monitor.
 It carries uncompressed digital video and can be
configured to support multiple modes, including DVI-
D (digital only), DVI-A (analog only), or DVI-I (digital
and analog).
 The support for analog connections makes DVI
backward compatible with VGA (though an adapter is
needed between the two interfaces).
 The DVI allows a maximum 16:9 screen resolution of
1920×1080 pixels.

33
5.3.2 Digital Display Interfaces
 High-Definition Multimedia Interface (HDMI)

 HDMI is a newer digital audio/video interface developed


to be backward-compatible with DVI.

 HDMI, however, differs from DVI in the following aspects:


1. HDMI does not carry analog signal and hence is not
compatible with VGA. 2, 560×1, 600

2. DVI is limited to the RGB color range (0–255).


3. HDMI supports digital audio, in addition to digital video.

 TheHDMI allows a maximum screen resolution of


2560×1600 pixels.

34
5.3.2 Digital Display Interfaces
 Display Port

 Display Port is a digital display interface. It is the first


display interface that uses packetized data
transmission, like the Internet or Ethernet
 Display Port can achieve a higher resolution with fewer
pins than the previous technologies.
 The use of data packets also allows Display Port to be
extensible, i.e., new features can be added over time
without significant changes to the physical interface
itself.
 Display Port can be used to transmit audio and video
simultaneously, or either of them.
 Compared with HDMI, Display Port has slightly more
bandwidth, which also accommodates multiple streams
of audio and video to separate devices.
35
5.4 3D Video and TV
 the rapid progress in the research and development
of 3D technology and the success of the 2009 film
Avatar have pushed 3D video to its peak.

 The main advantage of the 3D video is that it enables


the experience of immersion be there, and really Be
there!

 Increasingly, it is in movie theaters, broadcast TV


(e.g., sporting events), personal computers, and
various handheld devices.

36
5.4.1 Cues (‫ )اشارات‬for 3D Percept
 The human vision system is capable of achieving a
3D percept by utilizing multiple cues.
 They are combined to produce optimal (or nearly
optimal) depth estimates.
 When the multiple cues agree, this enhances the 3D
percept.
 When they conflict with each other, the 3D percept
can be hindered. Sometimes, illusions can arise.

37
Monocular Cues )‫احادي الرؤيا (عين واحدة‬
 The monocular cues that do not necessarily involve both
eyes include:
◦ Shading—depth perception by shading and highlights
◦ Perspective ‫ منظور‬scaling—converging parallel lines with distance
and at infinity
◦ Relative size—distant objects appear smaller compared to known
same-size objects not in distance
◦ Texture gradient ‫—نسيج‬the appearance of textures change when they
recede ‫ يتراجع‬in distance
◦ Blur gradient—‫ضبابي‬objects appear sharper at the distance where the
eyes are focused, whereas nearer and farther objects are gradually
blurred
◦ Haze—due ‫تشوش‬to light scattering by the atmosphere, objects at
distance have lower contrast and lower color saturation
◦ Occlusion ‫—إطباق‬a far object occluded by nearer object(s)
◦ Motion parallax ‫—اختالف المنظر‬induced by object movement and head
movement, such that nearer objects appear to move faster.
 Among the above monocular cues, it has been said that
Occlusion and Motion parallax are more effective.

38
Binocular Cues
 The human vision system utilizes effective binocular vision,
i.e., stereo vision or stereopsis (Greek word "stereos"
which means firm or solid).
 Our left and right eyes are separated by a small distance,
on average approximately 2.5 inches, or 65mm, which is
known as the interocular distance ‫المسافة بين العينين‬.
 As a result, the left and right eyes have slightly different
views, i.e., images of objects are shifted horizontally.
 The amount of the shift, or disparity, is dependent on the
object’s distance from the eyes, i.e., its depth, thus
providing the binocular cue for the 3D percept.
 The horizontal shift is also known as horizontal parallax.
 The fusion of the left and right images into single vision
occurs in the brain, producing the 3D percept.
 Current 3D video and TV systems are almost all based on
stereopsis because it is believed to be the most effective
cue.
39
5.4.2 3D CameraModels
 Simple Stereo Camera Model
 We can design a simple (artificial) stereo camera system in
which the left and right cameras are identical (same lens,
same focal length, etc.); the cameras’ optical axes are in
parallel, pointing at the Z-direction, the scene depth
 Toed-in Stereo Camera Model
 Human eyes can be emulated by so-called Toed-in Stereo
Cameras, in which the camera axes are usually converging
‫تقاربي‬and not in parallel.
 One of the complications of this model is that objects at
the same depth (i.e., the same Z) in the scene no longer
yield the same disparity (‫)تفاوت‬
 In other words, the “disparity planes” are now curved.
 Objects on both sides of the view appear farther away than
the objects in the middle, even when they have the same
depth Z.

40
5.4.3 3DMovie and TV Based on Stereo
Vision
 3D Movie Using Colored Glasses
 3D Movies Using Circularly Polarized Glasses
 3D TV with Shutter Glasses

41
End of Chapter 5

42

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