chapter5
chapter5
Multimedia
Chapter 5 :
Fundamental Concepts in Video
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This chapter explores:
the principal notions needed to understand
video
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Video
Since
video is created from a variety of
sources, we begin with the signals themselves
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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.
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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.
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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.
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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)
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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.
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5.1.1 NTSC Video
Table5.1: Samples per line for various analog
video formats
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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
This
action takes place each time the beam has
completed tracing the entire screen to create an
image.
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5.1.2 PAL Video
PAL (Phase Alternating Line) is a TV standard
originally invented by German scientists.
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Table 5.2: Comparison of Analog Broadcast TV
Systems
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5.2 Digital Video
The advantages of digital representation for video:
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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.
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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.
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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.
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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.
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5.2.3 High-Definition TV
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5.2.4 Ultra High Definition TV (UHDTV)
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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.).
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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
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5.3.1 Analog Display Interfaces
Component Video
This
kind of system has three wires (and connectors)
connecting the camera or other devices to a TV or
monitor.
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5.3.1 Analog Display Interfaces
Composite Video
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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.
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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.
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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
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5.3.2 Digital Display Interfaces
Digital Visual Interface (DVI)
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5.3.2 Digital Display Interfaces
High-Definition Multimedia Interface (HDMI)
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5.3.2 Digital Display Interfaces
Display Port
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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.
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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.
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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.
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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.
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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
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End of Chapter 5
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