What is multimedia? Multimedia applications. Multimedia applications. Chapter 1: Overview

What is multimedia? Chapter 1: Overview Š Multimedia = too many cables? Š Multimedia combines audio and visual materials to provide computerized int...
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What is multimedia?

Chapter 1: Overview

Š Multimedia = too many cables? Š Multimedia combines audio and visual materials to provide computerized interaction of text, sound, graphics, images, animation & video to enhance communication and to enrich its presentation. Š Multimedia systems handle at least one type of “continuous media” as well as “static media”.

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Multimedia applications

Multimedia applications Š Multimedia mail systems. Š Teleconferencing

Š Videodisc applications „

A DVD can hold 2-8 hrs of high-quality video.

Š Electronic games Š Web browsers Š Multimedia presentation systems „

„

„

An “engine” that displays, synchronizes, provides interaction with, and generally manipulates multimedia material (e.g., Macromedia Flash).

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A computer equipped with microphone, speakers, and a video camera, and placed on a multimedia network, can establish audio and video connections between other, similarly equipped, machines. Multi-user tools, such as group editors. A group editor allows conference participants to share documents, and to edit the documents simultaneously.

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Multimedia applications Š Multimedia services „ „ „ „ „

Interactive TV Interactive shopping Education Medical services (telemedicine) Video-on-demand

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Analog vs. Digital Š Two ways to process information: analog and digital Š Examples: „ „ „

Vinyl LP vs. CD conventional radio vs. web-radio slide-rule vs. digital calculator

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Analog recording

Analog recording

Š Sound is caused by a variation of air pressure – a sound wave

Š An audio tape records an analog signal that represents the sound wave. Š An analog signal is continuous – there are an infinite number of points (values) and each value has infinite precision.

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Digital recording

ADC

Š To record an analog signal by a computer (which has a finite amount of storage), we need to perform analog-to-digital conversion (ADC): „ „ „

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Sampling Quantization Coding

Š Consider an analog signal

time

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Sampling

Sampling

Š convert continuous signal into discrete values by taking samples

Š The original signal can be approximated by interpolation using the sampled values.

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Sampling

Quantization

Š More samples ⇒ more accurate approximation

Š A computer cannot record the values with infinite precision. A value has to be quantized. a quantization Level/interval

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Quantization

Quantization

Š A computer cannot record the values with infinite precision. A value has to be quantized.

Š Each sample value is replaced by the nominal value of its quantization level. a sample value

a coarser quantization

a nominal value

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Quantization

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Quantization Š The difference between a sample value and its quantization value is called the quantization error. quantization error

Š Each sample value is replaced by the nominal value of its quantization level.

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Quantization

Quantization

Š More quantization levels gives a more accurate representation.

Š More quantization levels gives a more accurate representation.

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Quantization

Quantization

Š More quantization levels gives a more accurate representation.

Š Note that quantization does not necessarily have to be uniform or linear. wider quantization level narrower quantization level

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Coding

Coding

Š assign a codeword to each quantization level.

Š An analog signal could then be represented digitally by a string of 0’s and 1’s

0101 0100 0011 0010 0001 0000 1000 1001 1010 1011 1100 1101

„

0010 0011 0011 0000 1010 1011 … …

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Why digital?

Why digital?

Š ADC introduces error „

„

The waveform constructed by interpolating samples is not a verbatim copy of the original. Quantization introduces quantization error.

Š so … „ „ „

Why digital representation? What should be the sampling frequency? How many quantization levels (or bits/sample) shall we use?

Š Example: for CD-DA (music CD): „ „

sampling frequency: 44,100 samples per second 16 bits per sample (i.e., 65,536 quantization levels)

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Š easy integration & sharing of resources (storage, transmission network). Š can be processed by a computer, e.g., encryption, watermarking, compression, digital effects, etc. Š more “reliable” storage and transmission (through error-correction and replication). Š can be used and copied many times without losing quality. 32

Why digital?

Media types

channel

channel

analog signal transmission

channel

reconstruct

digital signal transmission

Š Non-temporal (Discrete) – do not have a time dimension, and their contents & meanings do not depend on the presentation time. „ „ „

Text Image Graphics

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Media types

Text

Š Temporal (Continuous, Isochronous) – have a time dimension. They convey meanings only if “displayed” at a specific rate. „ „ „

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Š not visually exciting Š conveys essential and precise information Š text representation: e.g., ASCII, BIG5, GB Š storage “friendly” Š sometimes, certain information is too abstract to be captured by words

Video Digital Audio Music

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Digital images

Digital images sampling

To digitize a photo, we again perform ADC

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Digital images

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Digital images

pick a sample color from each “box” to record

finer sampling gives a clearer image

Each sample is called a pixel ⎯ picture element 39

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Digital images

Digital images Š The resolution of a digital camera refers to the number of samples that the camera takes. Š Some typical numbers: You need

finer sampling yet

No. of samples

Resolution

Print size

0.3 M

640 × 480

3 × 4 inches

1M

1152 × 864

5 × 7 inches

1.2 M

1280 × 960

5 × 7 inches

2.1 M

1600 × 1200

8 × 10 inches

3.3 M

2048 × 1536

11 × 14 inches

at least 150ppi (pixel per inch) for printing

For better quality, make it 300 ppi

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Digital cameras

Capturing color

Š A Charge-coupled-device (CCD) camera has a 2dimensional array of photosites that convert the amount of light intensities into equivalent electrical charges. „

„

Split a light beam into its red, green and blue components and use 3 separate CCD grids.

Note: there are also less-expensive digital cameras that use CMOS instead of CCD. CMOS sensors are usually: z z z

„

Š There are a number of ways that a CCD camera captures color:

More susceptible to noise Less light-sensitive Consume less power

Both technologies have advanced in recent years that they are comparable against each other now. 43

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Capturing color

Capturing color

Š There are a number of ways that a CCD camera captures color: „

The amount of charge at each photosite tells the intensity of a color component of light detected at that point.

A more economical way is to use 1 CCD panel and cover each photosite with a different filter.

R G B B R G G B R

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Capturing color

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Capturing color

R G B B R G G B R

R G B B R G G B R

red

green

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Capturing color

Capturing color Bayer filter

R G B B R G G B R blue

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Digital images

Digital images

Š two-dimensional arrays of pixels (picture elements) of varying color and intensity. Š color model: how to specify the color of a pixel (coding)? Additive mixing

„

„ „

Subtractive mixing

RGB: colors can be represented by numeric triplets specifying red (R), green (G), and blue (B) intensities. Y’CRCB (for digital images and video) Color CMY(K) (for printing) z z z z

Cyan (no red) Magenta (no green) Yellow (no blue) K — black ink

Š Compression „

„ „

A page-sized 24-bit color image with 300 pixels per inch (PPI) takes up about 20Mbytes. Lossless and lossy compression. Many different standards: JPEG, GIF (Graphic Interchange Format), ... Example: run-length encoding.

Š Image transformation and processing.

differences

„

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E.g., morphing (one image transformed into another). 52

Graphics

Graphics

Š Graphics data are represented by a geometric model + a set of graphics operations. Š Geometric model „

„

A collection of 2D/3D geometric primitives (lines, circles, polygons, curves). Transformations: rotation, translation, scaling.

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3D models

Graphics

Wire frame

Š Graphics operations are applied to make the scene more realistic: „

Coloring Shading

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Lighting

„

z

taken from Planet Architecture

z z z „

Ambient light (from all directions) Point light (inverse square law) Spot light (a cone-shaped volume)

Viewing z

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How a surface reflect light

Where the camera is

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Graphics „

Taken from SIGGRAPH’ 97

Texture mapping z

„

Graphics

applying an image onto a surface

Rendering z

converts a model + shading, lighting + viewing ... into an image.

Š Animation „ „

Eye-catching Good for demonstration

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Graphics

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Graphics

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Graphics

Analog video Š A sequence of images called frames, “persistence of vision”. Š Originally, motion pictures are shown at an (insufficient) frame rate of 16fps. Š It was found that for smooth motion, 24fps is needed. Š Attributes: frame rate, resolution, aspect ratio, interlacing, refresh rate.

taken from Planet Architecture

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Analog video

Analog video Š Theoretically, most color can be produced by mixing 3 primary colors (red, green, blue). An analog video camera produces 3 distinct continuous signals, one for each color component. scan line

Š Formats. „

Examples: z z

NTSC (National Television Systems Committee) PAL (Phase Alternation Line).

format frame rate NTSC 30 PAL 25 HDTV(US) 30 HDTV(EURO) 25 MUSE(Japan) 30

scan lines aspect ratio 525 4:3 625 4:3 1125 16:9 1250 16:9 1125 16:9

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horizontal blanking

signal

black

picture width to picture height

white



black

vertical blanking 63

white 64

Analog video

Analog video

Š Theoretically, most color can be produced by mixing 3 primary colors (red, green, blue). An analog video camera produces 3 distinct continuous signals, one for each color component. scan line

Š Theoretically, most color can be produced by mixing 3 primary colors (red, green, blue). An analog video camera produces 3 distinct continuous signals, one for each color component. scan line

horizontal blanking

signal



horizontal blanking

signal black

black

white

white

black

vertical blanking

… vertical blanking

white

white

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Analog video

horizontal blanking black

white



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Analog video

Š Theoretically, most color can be produced by mixing 3 primary colors (red, green, blue). An analog video camera produces 3 distinct continuous signals, one for each color component. scan line signal

black

black

Š A video signal is applied to a TV (a CRT) to control the power of an electron beam that strikes the phosphors on the inside of the CRT surface. Š With the 625/50 system (PAL), for example, a frame is displayed every 1/25 seconds. Š Unfortunately, the phosphors do not stay lit that long ⇒ flickering Š To prevent flicker, the picture has to be refreshed at least 50 times per second. Š Interlacing: a frame is divided into 2 fields: odd-lines and even-lines, a field is displayed every 1/50 seconds.

vertical blanking white 67

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Analog video frame 1

progressive

Analog video frame 2

Š Luminance/chrominance principle: the three primary colors can be converted into 2 parts: „ „

1/50

0

1/25

time

Luminance: information on the lightness of the image. Chrominance: information on the color of the image.

Š Because the human eye is not very sensitive to color information, the bandwidth of the color component is reduced before transmission.

interlaced 69

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Analog video

Digital video Š A video can also be represented by a sequence of digital images. Š broadcast quality video (uncompressed):

Š Video storage „ „

video tape e.g., VHS tape z

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„

about 240 scan lines resolution

problem: loss of quality when copying and repeated playback due to stretches and magnetic material wearing off.

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1 sec ⇒ > 20 MB

Š For lesser quality, and a good compression technique, it is possible to achieve: B – byte „ 1 sec = 1.2 Mb ⇒ b – bit „ transfer rate of (single-speed) CD-ROM ⇒ „

VCD

Š Data rate of a DVD movie is about 2GB/hr. Š Compression: lossless and lossy. 72

Digital video

Digital video formats

Š For lossy compression, we can achieve a 50:1 or higher compression ratio. Š MPEG: The Moving Pictures Expert Group „ „ „

„

Š CCIR 601 (4:2:2 chromatic subsampling) „ „

MPEG-1: 1.5Mbps VHS quality video MPEG-2: 4-10 Mbps (digital TV) MPEG-4: a system which allows a scene structure to be composed of multiple different objects (video, audio, natural, synthetic) MPEG-7: multimedia information retrieval

„

for video exchange 525/60 system: 720 × 480 (take 720 samples from each active scan line) 625/50 system: 720 × 576

Š 4:2:0 „

for video broadcast

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Digital video formats

Digital audio

Š SIF (Standard Input Format) „ „ „ „

Š Digital audio representation

for storage 525/60 system: 352 × 240 625/50 system: 352 × 288 4:1:1 chromatic subsampling

„

„

Š CIF (Common Interchange Format) „ „

produced by sampling a continuous signal generated by a sound source ADC (again)

for video conferencing 352 × 288 at 30 fps using 4:1:1 chromatic subsampling

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Digital audio

Digital audio

Š Sampling frequency „

Nyquist’s Theorem z

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„

„

Sampling rate ≥ 2 × highest signal frequency

Human ear is sensitive to frequencies of up to about 20kHz (c.f., rat: 1k – 10k Hz; cat: 100 – 60k Hz) Sampling frequency ≥ 40kHz z z z

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Š Storage

„ „

audio-CD ⇒ 44.1kHz, 16 bits per sample (⇒ 96dB max. SNR) DVD audio ⇒ 196kHz (max), 24 bits per sample (max) (Q: what is the throughput requirement?)

An hour of high quality stereo digital audio requires > 500MBytes of storage. A CD-ROM can store about 650MBytes of data. A CD-DA can store about 74 minutes of audio data.

For stereo, 2 channels. 77

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Digital audio

Digital audio

Š Why 16 bits per sample? „

„ „ „ „ „ „

Let b = number of bits per sample, q = quantization step, Q = number of quantization levels. We have Q = 2b. Max. signal amplitude = (q2b)/2; Max. quantization noise = q/2. SNR = 20log10(q2b/q) dB ≈ 6b dB. Threshold-of-pain / audibility-threshold = 100 to 120 dB. Quantization noise is inaudible ⇒ SNR is at least 100. 6b = 100 ⇒ b = 16.7.

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q

(q2b)/2

2b levels

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Music

Challenges Š Multimedia stresses all components of a computer system (data volume & time constraints) Š CPU processing power

Š MIDI -- Musical Instrument Digital Interface „

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„

Digital musical instruments send MIDI messages to a sequencer. The sequencer composes the music according to the messages received. The sequencer/synthesizer has a “palette” of sounds for each type of instrument

„ „

fast speed for data capturing, CODEC, data enhancement large amounts of data being processed in real-time

Š Storage and Memory „

high capacity, fast access time, high transfer rates

Š System architecture

MIDI sequencer

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high bus bandwidth, efficient I/O

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Challenges

Research areas

Š Software „

1. fast processors 2. high-speed networks 3. large capacity storage devices 4. video & audio compression algorithms 5. graphics systems 6. human-computer interfaces

tools for retrieval and data management of continuous media data

Š Operating systems „

support for new data types, real-time scheduling, multimedia file systems, time-critical synchronization

Š Networks „

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high bandwidth, low latency, low jitter

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7. real-time operating systems 8. information storage and retrieval 9. hypertext & hypermedia 10. languages for scripting 11. parallel processing methods

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Compression

Some compression standards JPEG

Digital compression and coding of continuous-tone still images

Joint 15:1 (full color stillPhotographic frame applications) Experts Group

H.261

Video coder/decoder for audio-visual services at p*64 Kbps

Specialist Group on Coding for Visual Telephony

MPEG

Coding of moving pictures and associated audio

Moving 200:1 Motion-intensive Pictures applications Experts Group

Š MM systems require data compression for 3 reasons: „ „

„

the large storage requirements of MM data. relatively slow storage devices that cannot play MM data in real time network bandwidth that does not allow real-time video data transmission

100:1 to 2000:1 (videobased telecommunications)

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Multimedia networking

Multimedia networking

Š Many multimedia applications, such as video mail, video conferencing, and video-on-demand, require the support of a high performance network system. Š In these applications, the multimedia objects are stored at a server and played back at the clients’ sites. Š Remote retrieval of multimedia objects has stringent time constraints.

Š Delay: the amount of time it takes to transmit a data unit (e.g., a video frame) from a sender to a receiver. Š Jitter: delay variation. delay source

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jitter

destination

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Multimedia information retrieval

Multimedia networking Characteristics

Data Transfer Multimedia transfer

Data rate

Low

High

Traffic pattern

Bursty

Stream-oriented

Reliability requirements Latency requirements Mode of communication Temporal relationship

No loss

Some loss

None

Low, e.g., 20 ms

Point-to-point

Multipoint

None

Synchronized transmission

Š To retrieve a text document from the Web, we use keyword search via “Alta Vista”, for example. Š To retrieve a record from a relational database, such as Oracle, we use an SQL statement. Š How shall we formulate a query to retrieve pictures? Š What about audio? How do we describe a sound? How do we describe a song? 89

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Multimedia software tools

Multimedia software tools Š Image and video editing

Š Music sequencing „

„

Cakewalk

Adobe Photoshop z

supports general MIDI z provides several editing views (staff, piano roll, event list) and Virtual Piano z

z z „

Adobe Premiere z

z z

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allows layering of images, graphics and text includes many graphics drawing and painting tools sophisticated lighting effects, various image processing filters provides many video and audio tracks, superimposition and virtual clips supports various transitions, filters and motions for video clips a reasonable desktop video editing tool

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Multimedia software tools Š Multimedia authoring „

Microsoft Power Point z z z

„

building slide show sequence slides include objects of different media, e.g., sound and video limited animation ability

Macromedia Director, Flash z

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Movie metaphor (cast of bitmapped sprites, scripts, music, sound, and palettes) Lingo script language allows more control of the presentation sequence. Control of devices, e.g., VCRs and disk players. ready for building interactivities using buttons, etc. 93

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