tanszek:oktatas:techcomm:multimedia_compression
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| tanszek:oktatas:techcomm:multimedia_compression [2024/11/19 11:07] – [Multimedia Compression Methods] knehez | tanszek:oktatas:techcomm:multimedia_compression [2024/11/19 11:10] (current) – knehez | ||
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| ===== 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**: | ||
| ==== 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. | ||
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| ==== 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**: | ||
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| ==== 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. | ||
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| 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. |
| ==== 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.1732014446.txt.gz · Last modified: 2024/11/19 11:07 by knehez
