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Pertemuan 4

REPRESENTATION OF DIGITAL IMAGES


AND VIDEO

1. Digital representation of video and


images .
2.Introduces the QOS concept which is
central to any multimedia computing
and communications system.
REPRESENTATION OF DIGITAL IMAGES
AND VIDEO
Digital representation of
monochrome (luminance
component of) video.
Proses konversi Analog ke Digital

 The basic parameters to be defined are :


 the sampling rate
 the number of quantization levels.
Sampling Rate

 The sampling rate can be derived dari parameter


scanning parameters.
 the minimum sampling rate S can be calculated
as follows:
 S= AFHN/C scanning parameters.
frame rate ( F)
scanning lines per frame ( N),
B = 0.5AFHN/C horizontal resolution (H)
fraction of the horizontal scanning
interval devoted to signal
transmission( C)
aspect ratio is (A),
For example

 Sistem PAL , A = 4/3, F=25, H=409,


N=625, and C=0.80. Tentukan Sampling
Rate nya.
 sampling rate should be at least 2f MHz.
 S= AFHN/C
Smallest picture element (pixel)
 Each sample represents pixel.
Pixellation
 Terjadi bila sampling rate lebih rendah dari ketentuan
di atas, sehingga resolusi horizontal tidak dijaga.
 distinct pixels represented by small rectangles are
noticed on the display.
visibility of pixellation

 Tergantung pada viewing ratio.


 The larger the viewing ratio, the less noticeable
the pixellation.
Quantization Levels

 Jumlah level kuantisasi yang


diperlukan sesuai dengan rentang
amplitude sinyal dan berbanding
terbalik dengan step size kuantisasi.
 The quantization step, which is
equal to the maximum quantization
noise, should be less than the
discrimination threshold of human
vision.
Contrast ratio

 Contrast ratio is defined as the ratio of


luminance between the brightest and darkest
elements of a scene.
 The higher the contrast ratio, the sharper the
image appears.
 Ambient lighting on the screen has a severe
effect on the contrast ratio: the brighter the
ambient lighting, the lower the contrast ratio
appears.
Discrimination capacity /
contrast sensitivity
 Adalah ratio luminances antara dua just-
distinguishable patches dari similar luminance.
 Within the 100:1 range, the discrimination capacity
of vision is about 1%.
 This means we can detect that two intensities are
different if they differ more than 1%.
 Untuk menjaga original image quality, quantization
noise ≤ contrast sensitivity of 1%.
 Based on the vision range of 1 to 100 and a
quantization step of 1% of the luminance value,
we need a total of about 460 quantization steps.
 This is calculated in the same way as a
compound interest calculation:
 H = L (1+p)n
 where H represents high end of intensity level, L is the low
end of intensity level,
 p is the step size represented as the percentage of the
current intensity level
 n is the number of quantization steps required to cover
the intensity range L to H.
 To represent 460 levels, nine bits per sample
are required.
 Images of current broadcasting quality
television have a typical contrast ratio of
about 10:1 to 20:1.
 For this type of image, eight bits per sample are
sufficient.
Efek Contouring
 Terjadinya perubahan area luminance secara
gradual.
 The contouring effect happens when too few
quantization levels are used.
 It commonly appears in the dark regions
because the luminance difference
corresponding to the 1% contrast sensitivity
is very small in such regions.
Color Video Digitization

 Masing- masing pixel direpresentasikan oleh


satu set bilangan yang berhubungan dengan 3
warna utama.
 Masing-masing komponen warna mempunyai
bandwidth dan level kuantitasi yang sama
dengan luminance signal.
 Video warna Digital memerlukan tiga kali
jumlah data monochrome video.
Contoh

 Sinyal video PAL mempunyai bandwidth


5.5 MHz, sampling rate 11 MHz, normally
at 13.5 MHz. 8 bits per sample per color
components diperlukan.
 Total data 324 Mbits per second
diperlukan.
Standard TV Digital

 Consultant Committee of International Radio


telecommunication (CCIR) 601 4-2-2
 Society of Motion Picture and Television
Engineers (SMPTE) D- 1 specify digitizing
parameters for PAL and NTSC.
 The numbers 4-2-2 indicate that luminance will be
sampled at four times of the subcarrier frequency and
two chrominance components will be sampled at
twice the subcarrier frequency.
Bitmap Representation of Digital Image and
Video

Bitmap adalah penyusunan pixel didalam alamat


memory yang berdekatan.

The memory used to store bitmapped image data


is commonly called a framestore, or frame buffer.
Comparison of Analog and Digital
Video Systems
 a digital image is a two-dimensional array of pixel
data.
 Digital video consists of a number of two-
dimensional pixel arrays of the same size, yang
disimpan pada framestore pada rate tertentu untuk
display the movement smoothly.
 Analog image is the video signals between two
neighboring vertical blanking signals. But with this
segment of data, the image is displayed for too
short a time for us to see the image.
Storage and Bandwidth Requirements

 Storage requirement is measured in terms of bytes or


MBytes.
 Bandwidth is measured as bit rate in bits/s (bps) or Mbits/s
(Mbps).
 For images, we measure their storage requirement in terms
of Bytes or MBytes per image.
 It can be calculated from the number of pixels (H) on each
line, the number of lines (V) in the image and the pixel depth P
(bits per pixel) as follows: storage requirement = HVP/8
 For example, if an image has 480 lines, 600 pixels on each line
and a pixel depth is 24 bits, we need 864,000 bytes data to
represent the image.
Single images

 Single images hanya mempunyai dimensi


waktu untuk transmisi.
 bandwidth requirement can be calculated
based on the storage requirement.
 example, if the above image (864,000 bytes) must
be transmitted within 2 seconds, then the
required bandwidth is 3.456 Mbits/s.
audio and video

 Untuk Audio dihitung berdasarkan sampling rate


dan jumlah bits per sample.
 Untuk Video bit rate from the amount of data in
each image (called a frame) and the number of
frames per second.
 The resulting number specifies the bit rate required
of the transmission channel.
 If we want to store or retrieve digital audio and
video, this number also specifies the transfer rate
required of the storage devices.
 If we know the duration of the audio or video, the
amount of storage requirement can be calculated.
Transmission bandwidth requirements

 Transmission bandwidth requirements for analog


video and digital video.
 Assuming the bandwidth of an analog video is B MHz,
then the minimum bandwidth required of a transmission
channel is B MHz.
 To transmit binary data over a channel of B MHz, the
maximum bit rate the channel can support is 2B Mbits/s.
 However, when the color video is digitized in red, green, and
blue format, we have a bit rate of 4 8 B Mbits/s.
Delay and Delay Jitter
 Requirements
Digital audio and video are time-dependent continuous media (called
dynamic or isochronous media)
 This means that to achieve a reasonable quality playback of audio and video,
audio samples and video samples (images) must be received and played back
at regular intervals.
 example, if an audio piece is sampled at 8 kHz, it must be played back at 8,000 samples
per second.
 As continuous media have this time dimension, their correctness depends
not only on the sample values, but also on the time samples played out.
 To static media, such as computer programs and data files, where
correctness of static media solely depends on the contents.
 Although it is desirable to receive these media as fast as possible, they are
always correct and useful if their contents are correct.
 End-to-end delay is the sum of all delays in all the components of a
multimedia sys tem, including disk access, ADC, encoding, host processing,
network access, network transmission, buffering, decoding, and DAC.
 Acceptable delay is a very subjective mat and is also application dependent -
-
delay jitter

 Delay variation is commonly called delay


jitter.
 For smooth playback of continuous media, delay
jitter should be kept very small.
 For telephone-quality voice and televisionquality
video, delay jitter should be below 10 ms [22].
Delay jitter values for high-quality stereo audio
must be kept particularly small (below 1 ms),
because our perception of the stereo effect is
based on minimal phase differences [23].
Semantic Structure of
Multimedia Information
 to a computer, digital audio, image, and video are just a series of sampled
values, with no semantic structure.
 From these sampled values it is hard to automatically retrieve relevant
information. Although progress has been made in speech recognition and
computer vision, for computers to understand meaning and contents of digital
audio and video is impossible for general applications using current technology.
 This is in contrast to alphanumeric information, where each character is uniquely
specified and identified by its ASCII code or other similar code. Based on this
code, computers can search and retrieve relevant alphanumeric items from a
database or document collection.
 More and more information is being captured and stored in the form of digital
audio, image, and video.
 To make full use of this information, new indexing and retrieval techniques for
audio, image, and video data must be developed.
 To meet this need, there is active research in the new area called multimedia
information management systems.
Temporal and Spatial
Relationships Among Related
Media
 In multimedia computing and communication, multiple
media types—including static and dynamic media—are
involved in an application or presentation.
 To achieve the desired effects, the retrieval and
transmission of these related media must be coordinated
and presented so that their specified temporal relationships
are maintained for presentation.
 In this context, the correct or desired temporal appearance
or presentation of the media items is called synchronization.
 A synchronization scheme defines the mechanisms used to
achieve the required degree of synchronization.
two areas of work taking place
in multimedia synchronization.
 The first area is to develop mechanisms and
tools to let authors specify the required temporal
relationships easily.
 The second area is to guarantee the specified
temporal relationships by overcoming the
indeterministic nature of communications
systems.
 Broadly speaking, synchronization also includes
spatial synchronization.
 Spatial synchronization refers to the presentation of
multimedia information at the right place on the
screen. This is relatively easier to achieve.
Error and Loss Tolerance in
Multimedia Data
For voice, we can tolerate a bit error rate of 10 -2
For images and video, we can tolerate a bit rate
from 10 -4 to 10 -6
 Another parameter measuring error is packet
loss rate.
 Pada alphanumeric data tidak diijinkan data
loss atau error is allowed.
QUALITY OF SERVICE

 Data multimedia memerlukan high-


bandwidth, large-storage space and high
transfer rate; delay and jitter bound; and
temporal and spatial synchronization.
Different media and applications have
different requirements.
 These requirements have to be satisfied for
the entire communication or presentation
session across the entire system.
QUALITY OF SERVICE

 QOS is a set of requirement parameters.


 There is no universally agreed set of parameters. But common
requirement parameters encompass the requirements, including
bandwidth (transfer rate), delay and jitter bound, and
synchronization requirements.
 These parameters are normally specified in two grades: the
preferable quality and the acceptable quality.
QUALITY OF SERVICE
 QOS is a contract negotiated and agreed among multimedia
applications and the multimedia system (service provider).
 When an application needs to start a session, it submits a request with
the required QOS to the system.
 The system will either reject the request, or accept the request possibly
with some negotiation to lower the application requirements.
 When the system accepts the request, a contract between the system
and application is signed and the system must provide the required
QOS.
 This guarantee can be in one of three forms: hard or deterministic
guarantee, soft or statistic guarantee, and best effort.
 In a deterministic guarantee, the required QOS is satisfied fully.
 A statistical guarantee provides a guarantee with a certain probability of
p. In best effort policy, there is no guarantee at all; the application is
executed for as long as it takes.
SUMMARY

 The major defining characteristic of


multimedia systems is their use of digital
audio and video.
 Digital audio and video are time continuous,
meaning that they have to be transmitted
and displayed at a fixed sample rate.
 In addition to this time constraint, they
require large amount of storage and high-
transmission bandwidth.
 Digital audio and video are sequences of binary
data, from which it is difficult to recognize and
retrieve relevant information.
 For digital images and video, the sample values
represent the color of the corresponding pixel.
 There are many types of image input and output
standards and devices using different color
representations to achieve high-quality display,
high-compression ratio, and high-retrieval
performance, pixel colors should be specified
device-independently.
Multimedia computing and communications
systems should support and provide the
following:
 Data compression to reduce demands on storage space and
transmission bandwidth.
 A multimedia operating system, transport protocol, and
disk scheduler to provide appropriate delay and jitter
guarantees.
 High-performance workstations and high-speed networks
to handle high bit rates under time constraints.
 Media synchronization to maintain both spatial and
temporal relationships among related media.
 High-performance retrieval engines capable of retrieving
relevant audio, images, and video quickly in response to a
user’s query.
 Overall, QOS specification and guarantee mechanisms.
Format Video
• Digital Video Compressed
• CCIR-601 untuk broadcast tv.
• MPEG-4 untuk video online
• MPEG-2 untuk DVD dan SVCD
• MPEG-1 untuk VCD

• Analog / Tapes Video


Betacam: format untuk broadcast dengan kualitas tertinggi.
DV dan miniDV untuk camcorder

• ASF (Advanced System Format)

• Dibuat oleh Microsoft sebagai standar audio/video streaming


format
• Bagian dari Windows Media framework
• Format ini tidak menspesifikasikan bagaimana video atau audio
harus di encode, tetapi sebagai gantinya menspesifikasikan
struktur video/audio stream.
• Berarti ASF dapat diencode dengan codec apapun.
MOV (Quick Time)
– Dibuat oleh Apple
– Bersifat lintas platform.
– Banyak digunakan untuk transmisi data di Internet.
– Software: QuickTime
– Memiliki beberapa track yang terdiri dari auido, video, images, dan
text sehingga masing-masing track dapat terdiri dari file-file yang terpisah.
• MPEG (Motion Picture Expert Group)
– Merupakan file terkompresi lossy.
– MPEG-1 untuk format VCD dengan audio berformat MP3.
– MPEG-1 terdiri dari beberapa bagian:
• Synchronization dan multiplexing dari video and audio.
• Compression codec untuk non-interlaced sinyal video.

DivX
– Salah satu video codec yang
diciptakan oleh DivX Inc.
– Terkenal dengan ukuran filenya yang
kecil karena menggunakan MPEG4 Part 2
compression.
– Versi pertamanya yaitu versi 3.11
diberi nama “DivX ”
– DivX bersifat closed source
sedangkan untuk versi open sourcenya
adalah XviD yang mampu berjalan juga di
Linux
Windows Media Video (WMV)
– Codec milik Microsoft yang berbasis pada MPEG4 part 2
– Software: Windows Media Player, Mplayer, FFmpeg.
– WMV merupakan gabungan dari AVI dan WMA yang
terkompres, dapat berekstensi wmv, avi, atau asf.
Software Pemutar Video
• QuickTime
• Windows Media Player
• ZoomPlayer
• DivXPro,
• RealOne Player
• Xing Mpeg Player
• PowerDVD.
Animation
• Animation adalah “illusion of motion”
yang dibuat dari image statis yang
ditampilkan secara berurutan.
• Pada video atau film, animasi merancu
pada teknik dimana setiap frame dalam
film dibuat secara terpisah.
• Frame bisa dihasilkan dari komputer,
dari fotografi atau dari gambar lukisan.
Jenis-jenis Animasi

• Animasi Cel
Kata cel berasal dari kata “celluloid” yang merupakan materi yang
digunakan untuk membuat film gambar bergerak pada tahun tahun
awal animasi.
• Animasi Frame
bentuk animasi paling sederhana.Contohnya ketika kita membuat
gambar-gambar yang berbedabeda gerakannya pada sebuah tepian
buku kemudian kita buka buku tersebut dengan menggunakan
jempol secara cepat maka gambar akan kelihatan bergerak.
• Animasi Sprite
gambar digerakkan dengan latar belakang yang diam.Sprite adalah
bagian dari animasi yang bergerak secara mandiri, seperti misalnya:
burung terbang, planet yang berotasi, bola memantul, ataupun logo
yang berputar.
• Animasi Path
animasi dari obyek yang bergerak sepanjang garis kurva yang
ditentukan sebagai lintasan.Misalnya dalam pembuatan animasi
kereta api, persawat terbang, burung dan lain-lain yang
membutuhkan lintasan gerak tertentu.
5. Animasi Spline = Spline adalah representasi
matematis dari kurva. Sehingga gerakan obyek tidak
hanya mengikuti garis lurus melainkan berbentuk kurva.
6. Animasi Vektor = Vektor adalah garis yang memiliki
ujung-pangkal, arah, dan panjang.Animasi vektor mirip
dengan animasi sprite, tetapi animasi sprite
menggunakan bitmap sedangkan animasi vektor
menggunakan rumus matematika untuk
menggambarkan sprite-nya.
7. Animasi Character = Animasi karakter biasanya
terdapat di film kartun. Semua bagian dalam film kartun
selalu bergerak bersamaan.Software yang biasa
digunakan adalah Maya Unlimited. Contoh film kartun
yang dibuat dengan Maya Unlimited adalah Toy Story
dan Monster Inc.
Ada 3 kategori bahasa animasi:
• Linier-list Notations. Semua event dalam animasi ditulis
dengan sebuah awal dan akhir nomor frame dan
sebuah aksi yang akan dilakukan pada suatu koordinat
tertentu.
• General Purpose Language. Dilakukan dengan
menempelkan animasi pada bahasa pemrograman
biasa. Nilai dari variabel pada bahasa pemrograman
tersebut dijadikan sebagai parameter untuk prosedur,
untuk membuat animasi.
• Graphical Language. Graphical Language adalah
bahasa visual yang mampu memvisualisasikan aksi dari
perintah-perintah untuk membangun animasi.
Anime
• Animasi buatan Jepang.
• Anime biasanya menggunakan tokoh-
tokoh karakter dan background yang digambar
menggunakan tangan dan sedikit bantuan
komputer.
• Cerita anime biasanya bermacam-
macam jenis (adventure, science fiction,
children, romance, medieval fantasy,
erotica/hentai, horror, action, dan drama),
memiliki banyak tokoh cerita, dan ada yang
dibukukan dalam bentuk komik (atau disebut
manga) dan disiarkan di televisi dan video,
bahkan ada yang dibuat game-nya
Genre anime:
• Bishojo = 'beautiful girl', digunakan untuk mendeskripsikan
anime yang menceritakan tentang karakter gadis cantik yang
gagah.
• Bishonen = 'beautiful boy', digunakan untuk mendeskripsikan
anime yang menceritakan tentang pemuda tampan dan elegan.
• Ecchi = 'indecent sexuality'. Seperti: humor seks remaja.
• Hentai = 'abnormal', 'perverted', digunakan untuk meracu pada
pornografi.
• Josei = 'young woman', Anime yang bercerita tentang wanita
muda. Jarang ada, contoh dorama (drama) adalah Oshin,
• Kodomo = 'child', anime yang ditujukan untuk anak kecil.
Contohnya: Doraemon.
• Mecha: anime yang menceritakan tentang robot raksasa.
• Moé: anime tentang karakter yang sangat gagah atau cute,
Contohnya: Naruto.
• Seinen: anime yang ditargetkan untuk pemuda atau pria dewasa.
TEKS, GAMBAR & GRAFIK

TEKS (TEXT)
Jenis-jenis Teks
1. Plain Text (Unformatted Text)
Teks adalah data dalam bentuk karakter.
Teks dalam hal ini adalah kode ASCII (American Standard Code for Information
Interchange) dan ASCII extension seperti UNICODE murni. Tiap-tiap karakter
direpresentasikan oleh 7 bit “binary digit” (desimal = 0-127).
Contoh plain text adalah pada saat kita mengetik dengan
menggunakan notepad (.txt).
2.Formatted Text (Rich Text Format)
Serangkaian karakter format yang telah didefinisikan. Contoh rich text adalah
pada saat kita mengetik dengan menggunakan Wordpad (.rtf).
Pada Wordpad plain teks telah diformat sedemikian rupa dengan menggunakan
aturan (tag/tanda) tertentu sehingga teks tersebut dapat dibold, italics,
underline, diwarna, diganti font, dan lain-lain.
3. Hypertext
Diperkenalkan oleh Ted Nelson (1965)
Hypertext adalah teks yang memiliki fasilitas linking.
Contoh hypertext :
HTML : Hypertext Markup Language
XML : eXtensible Markup Language
GAMBAR (IMAGE)

Gambar (image) merupakan suatu representasi spatial dari suatu obyek,


dalam pandangan 2D atau 3D. Gambar digital merupakan suatu fungsi
dengan nilai-nilai yang berupa intensitas cahaya pada tiap-tiap titik pada
bidang yang telah diquantisasikan (diambil sampelnya pada interval diskrit).

Format gambar digital memiliki 2 parameter:


spatial resolution = pixels X pixels
color encoding = bits / pixel
GRAFIK (GRAPHICS)

Ada 2 jenis grafik:


Raster: dimana setiap pixel didefinisikan secara terpisah.
Vector: dimana formula matematika digunakan untuk menggambar graphics
primitives (garis, kotak, lingkaran,elips, dll) dan menggunakan attributnya.
Gambar vektor biasanya berukuran lebih kecil, gambar tidak pecah, semua
manipulasi dilakukan melalui rumus.

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