tanszek:oktatas:techcomm:multimedia_compression
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tanszek:oktatas:techcomm:multimedia_compression [2024/10/07 08:38] – knehez | tanszek:oktatas:techcomm:multimedia_compression [2024/11/19 11:10] (current) – knehez | ||
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- | ==== 1. **Multimedia Compression Methods** ==== | + | ===== Multimedia Compression Methods |
- | Multimedia files like audio, video, and images are often very large in their uncompressed form. Compression is used to reduce the amount of data required to store or transmit | + | Multimedia files like audio, video, and images are often very large in their uncompressed form. Compression is used to reduce the amount of data required to store or transmit |
- | - **Lossless Compression**: | + | - **Lossless Compression**: |
- | - **Lossy Compression**: | + | - **Lossy Compression**: |
- | ==== 2. **Lossy Compression Techniques in Multimedia** ==== | + | ==== Lossy Compression Techniques in Multimedia ==== |
- | Lossy compression techniques are often used for **audio, video, and images**, aiming | + | Lossy compression techniques are often used for **audio, video, and images** to remove data that is not perceptually significant to humans. |
- **Human Perception Optimization**: | - **Human Perception Optimization**: | ||
- For images, the human eye is **less sensitive** to subtle changes in **high spatial frequency** areas (fine details), which allows image compression methods like **JPEG** to reduce the size by dropping some fine-grained details. | - For images, the human eye is **less sensitive** to subtle changes in **high spatial frequency** areas (fine details), which allows image compression methods like **JPEG** to reduce the size by dropping some fine-grained details. | ||
- For audio, humans are more sensitive to **lower frequencies** and less sensitive to **higher frequencies**, | - For audio, humans are more sensitive to **lower frequencies** and less sensitive to **higher frequencies**, | ||
| | ||
- | === 3. **Audio Sampling Example** === | + | ==== Audio Sampling Example |
- | When audio is recorded (e.g., with a microphone), | + | When audio is recorded (e.g., with a microphone), |
- | - **CD Quality Audio**: Has a sampling rate of **44.1 kHz** (44,100 samples per second) | + | - **CD Quality Audio**: Has a sampling rate of **44.1 kHz** (44,100 samples per second), representing |
- Example Calculation: | - Example Calculation: | ||
- **1 second of stereo CD quality audio**: | - **1 second of stereo CD quality audio**: | ||
Line 18: | Line 18: | ||
44100 \text{ samples/ | 44100 \text{ samples/ | ||
\] | \] | ||
- | This is a significant amount of data for just one second of sound, demonstrating why compression is essential. | + | This is a significant amount of data for just one second of sound, demonstrating why compression is essential. |
- | === 4. **Video Frame Compression Example** === | + | ==== Video Frame Compression Example |
Video consists of a sequence of frames displayed rapidly to create the illusion of motion. | Video consists of a sequence of frames displayed rapidly to create the illusion of motion. | ||
- | - **Full HD Video**: A Full HD (1080p) frame has a resolution of **1920x1080** pixels, and with **32 bits** per pixel (which allows for true color with alpha transparency), | + | - **Full HD Video**: A Full HD (1080p) frame has a resolution of **1920x1080** pixels, and with **24 bits** per pixel (which allows for "true-color" |
\[ | \[ | ||
- | 1920 \times 1080 \times | + | 1920 \times 1080 \times |
\] | \] | ||
- A typical video displays **30 frames per second** (fps), meaning that **240 MB** of data would be required per second without compression. This is why video compression is vital to make streaming and storage practical. | - A typical video displays **30 frames per second** (fps), meaning that **240 MB** of data would be required per second without compression. This is why video compression is vital to make streaming and storage practical. | ||
- | === 5. **Two-Dimensional Fourier Transform** === | + | ==== Two-Dimensional Fourier Transform |
- | The **Fourier Transform** is a mathematical operation | + | The **Fourier Transform** is a mathematical operation |
- | - In multimedia compression, | + | - In multimedia compression, |
- | - **Example**: | + | - **Example**: |
- In practice, this means that areas of an image with **high-frequency details** (e.g., fine patterns) can be simplified or removed during compression without significantly impacting the perceived quality. This is what is exploited in compression standards like **JPEG** to achieve significant size reduction. | - In practice, this means that areas of an image with **high-frequency details** (e.g., fine patterns) can be simplified or removed during compression without significantly impacting the perceived quality. This is what is exploited in compression standards like **JPEG** to achieve significant size reduction. | ||
- | === 6. **Fourier Transform Analogy with Music** === | + | ==== Fourier Transform Analogy with Music ==== |
The analogy mentioned in the text compares the **Fourier Transform** to recognizing musical notes in an audio recording: | The analogy mentioned in the text compares the **Fourier Transform** to recognizing musical notes in an audio recording: | ||
- Imagine you have a **mono recording** of music with different notes being played over time. The **Fourier Transform** is like figuring out which notes are being played (e.g., **C#**, **C**) during different time intervals. | - Imagine you have a **mono recording** of music with different notes being played over time. The **Fourier Transform** is like figuring out which notes are being played (e.g., **C#**, **C**) during different time intervals. | ||
- | - This is similar to trying to write the **musical score** (sheet music) just by listening to the audio. By focusing only on the most important notes (the **note heads**), you would end up with a much more **compressed** version of the original sound, while still retaining most of the important | + | - This is similar to trying to write the **musical score** (sheet music) just by listening to the audio. By focusing only on the most important notes (the **note heads**), you would end up with a much more **compressed** version of the original sound while retaining most vital information. |
- | === 7. **Human Sensory Limitations and Compression** === | + | ==== Human Sensory Limitations and Compression |
- **Vision**: The human eye is more sensitive to **low spatial frequencies** (smooth gradients) and less sensitive to **high spatial frequencies** (fine details or noise). This property is used in image and video compression to drop unnecessary detail in complex patterns, which most viewers won’t notice. | - **Vision**: The human eye is more sensitive to **low spatial frequencies** (smooth gradients) and less sensitive to **high spatial frequencies** (fine details or noise). This property is used in image and video compression to drop unnecessary detail in complex patterns, which most viewers won’t notice. | ||
- | - **Hearing**: | + | - **Hearing**: |
- | === Summary === | + | ==== Summary |
- | Multimedia compression methods, particularly lossy ones, take advantage of **human sensory limitations** to reduce data size without noticeable loss in quality. Techniques such as **Fourier Transform** allow multimedia compression algorithms to identify and remove | + | Multimedia compression methods, particularly lossy ones, take advantage of **human sensory limitations** to reduce data size without noticeable loss in quality. Techniques such as **Fourier Transform** allow multimedia compression algorithms to identify and remove less perceptible |
tanszek/oktatas/techcomm/multimedia_compression.1728290328.txt.gz · Last modified: 2024/10/07 08:38 by knehez