This document discusses key aspects of video and animation. It covers video signal representation including visual representation, transmission, and digitization. It explains luminance and chrominance signals. It also discusses computer video formats and standards. Additionally, it covers the process of animation including different animation styles and languages used for animation.
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Chapter 4 Multimedia
This document discusses key aspects of video and animation. It covers video signal representation including visual representation, transmission, and digitization. It explains luminance and chrominance signals. It also discusses computer video formats and standards. Additionally, it covers the process of animation including different animation styles and languages used for animation.
Download as PPTX, PDF, TXT or read online on Scribd
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Chapter 4
Video and Animation
Video Concept • Motion video and computer based animation have become basic media for multimedia systems. Some essential conditions related to video system are: • Video signal representation: - In black and white TV sets, video signal is displayed using a CRT(cathode Ray tube). Video signal representation includes three aspects: i. Visual representation ii. Transmission iii. Digitization i. Visual representation: -The main objective of video is to offer the viewer a scene of presence in the scene and offer participation in the events shown. -To meet this objective the shown image should give spatial and temporal content of the scene. There are several important measures which are: 1.Vertical detail and viewing distance: • The geometry of the TV image depends on the ratio of the picture width W to height H, generally referred to as aspect ratio. The conventional aspect ratio is 4/3. 2. Horizontal detail and picture width The picture width for conventional TV is 4/3 of the picture height. 3. Total Detail Content of the Image • vertical resolution = number of pixels in the picture height. • Number of pixels in width of picture = vertical resolution x aspect ratio • 4. Perception of depth • • Perception of depth depends primarily on the angular separation of the images received by the two eyes of the viewer. • • In flat screen of TV, a considerable degree of depth is inferred from the perspective appearance of the object matter. 5.Luminance and Chrominance: Color vision is achieved through three signals, proportional to the relative intensities of Red, Green and Blue light (RGB) in each portion of the screen. • However, during the transmission of the signals from camera to the receiver (display), a different color encoding that uses luminance and two chrominance signals are used. 6. Temporal aspects of illumination: In contrast to continuous pressure waves of an acoustic signal, a discrete sequence of individual pictures can be perceived as a continuous sequence. • To represent visual reality, two conditions must be met: • Rate of repetition of images must be high enough to guarantee smooth motion from frame to frame. • The rate must be high enough so that persistence of vision extends over intervals between discrete flashes. 7. Continuity of Motion: • We perceive continuity of motion at any frame rate faster than 15 frames per second. • Smooth video motion is achieved at 30 frames per second. • Movies use 24 frames per second and have a jerkiness especially when large objects are moving fast and close to the viewer and • The NTSC (National Television Systems Committee) standard for motion video signal specified frame rates of 30/sec, as compared to 25/sec for the European PAL system. 8. Flicker : Flicker effect arises due to a periodic fluctuation of brightness perception in a slow motion. The marginal value avoid flicker is at least 50 refresh cycles per second. To achieve continuous flicker- free motion we need a relatively high refresh frequencies. 9. Temporal aspect of video bandwidth: The temporal specification of a motion video is to determine which video bandwidth to use to transmit it. Computer Video Formats Computer Video Controller Standards: • • Color Graphics Adapter (CGA) has a resolution of 320x200 pixels with simultaneous presentation of 4 colors. The storage capacity pe r image is therefore: • 320 x 200 pixels x 2bits/pixel = 128000 bits = 16,000 bytes • • The Enhanced Graphic Adapte r (EGA) supports a resolution o f 640x350 pixels with 16-colo r presentation resulting in a storage capacity of 112,000 bytes per image. • The Video Graphic Array (VGA ) works mostly with a resolution o f 640x480 pixels and can display 256 colors simultaneously. • The monitor is controlled through an RGB output. The storage capacity per image is then 307,200 bytes. • The Super VGA (SVGA) offers resolutions up to 1024x768 pixels and color formats up to 24 bits pe r pixel. The storage capacity pe r image is then 2,359,296 bytes. • Low-cost SVGA video adapters with video accelerator chips overcome the speed penalty of using a higher resolution. • The oldest standard for transmission and reception of video signals is the NTSC (National Television Systems Committee). • • To encode color, a video signal is a composite of three signals. • For transmission purposes, a video signal consists of one luminance and two chrominance signals. • https://citeseerx.ist.psu.edu/viewdoc/ download? doi=10.1.1.183.3562&rep=rep1&type=pdf • Transmission : Video signals are transmitted to receivers through a single television channel. For transmission purpose, a video signal consists of one luminance and two chrominance signal. • Chrominance (chroma or C for short) is the signal used in video systems to convey the color information of the picture, separately from the accompanying luma signal (or Y' for short). • Chrominance is usually represented as two color- difference components: • U = B′ − Y′ (blue − luma) and V = R′ − Y′ (red − luma). Each of these difference components may have scale factors and offsets applied to it, as specified by the applicable video standard. • In composite video signals, the U and V signals modulate a color subcarrier signal, and the result is referred to as the chrominance signal; the phase and amplitude of this modulated chrominance signal correspond approximately to the hue and saturation of the color. In digital-video and still-image color spaces such as Y′CbCr, the luma and chrominance components are digital sample values. Luminance: • The color television signal that is intended to have exclusive control of the luminance of the picture. Also known as Y signal. • Separating RGB color signals into luma and chrominance allows the bandwidth of each to be determined separately. • Typically, the chrominance bandwidth is reduced in analog composite video by reducing the bandwidth of a modulated color subcarrier, and in digital systems by chroma subsampling. Conversion from RGB to YIQ digitization • Before transmitting a motion video over computer network, it needs to be converted from analog to digital representation. • Digitization is a process of converting the analog signals to a digital signal. A sampling rate is the number of times the analog sound is taken per second. A higher sampling rate implies that more samples are taken during the given time interval and ultimately, the quality of reconstruction is better. • Audio and video digitization uses one of many analog-to-digital conversion processes in which a continuously variable ( analog ) signal is changed, without altering its essential content, into a multi-level (digital) signal. The process of sampling measures the amplitude (signal strength) of an analog waveform at evenly spaced time markers and represents the samples as numerical values for input as digital data. Transmitter side Digital video: • Digital video by sampling/quantizing analog video raster BT.601 video • Directly p g gg capture digital video using digital cameras • A digital video (including all color components) is compressed into a bit stream, which can be stored on a disk or transmitted over the air or through wires a disk or transmitted over the air or through wires • Transmission is achieved through digital modulation – Converting gp p each bit or a group of bits into a preset waveform Animation • Animation is the process of designing, drawing, making layouts and preparation of photographic sequences which are integrated in the multimedia and gaming products. Animation involves the exploitation and management of still images to generate the illusion of movement. • Animation is the art of bringing inanimate objects or characters to life, a world where reality meets imagination. It involves special effects, graphics and software technologies that create virtual experiences. • 5 Types Of Animation: Finding Inspiration In All Styles • Cel (Celluloid) Animation. This is the original hand- drawn cel animation where the artist literally has to draw thousands of images on special paper and have them photographed, frame by frame. • 2D Animation. • 3D Animation. • Motion Graphics. • Stop Motion. • There is several animation languages already develop. All of them can be categories under three groups: 1. linear list notations language: • It is the specially animation supporting language. Each event in the animation is described by start and ending frame number and an action that is to take place (event). The example of this type of languages is SCEFO (scene format). For example: 42, 53, B, rotate, “palm”, 1, 30 Here, 42 => start frame no. 53 => ending frame no. B => table. Rotate => action. Palm => object. 1 => start angle. 30 => end angle. • 2. General purpose languages: • The high level computer languages which are developed for the normal application software development also have the animation supporting features along with graphics drawing, For example QBASIC, C, C++, java etc. • 3. Graphical language: • it is also computer high level language and especially develop for graphics drawing and animation has been already develop for e.g. AutoCAD. • Display of animation: • To display the animation on video motivator as a series of horizontal scan lines from top to bottom in pixels (raster system). • The animated object must be scan, converted into their pixmap image in the frame buffer. • The conversion must be done at least ten times per second (preferably 15 to 20 times), for smooth animations effects. Hence a new image must be created in no more than 100 milliseconds, from these 100 milliseconds scan conversion should take only a small portion of time, so that redraw and erase of the object on the display can be done fast enough. • Key Framing • A keyframe is a frame where we define changes in animation. Every frame is a keyframe when we create frame by frame animation. When someone creates a 3D animation on a computer, they usually don’t specify the exact position of any given object on every single frame. They create keyframes. • Keyframes are important frames during which an object changes its size, direction, shape or other properties. The computer then figures out all the in-between frames and saves an extreme amount of time for the animator. The following illustrations depict the frames drawn by user and the frames generated by computer. • Morphing • The transformation of object shapes from one form to another form is called morphing. It is one of the most complicated transformations. • We have many Animation method of controlling are given • 1 procedural control • 2 full explicit control • 3 kinematic as well as dynamic • 4 tracking live action • 5 constraint based system • 6 Manual Recycling • 7 Auto-Recycling • 8 Create control and stop as well as animation controller allows to start (see method start) animations, pause (see method pause) • see method resumes see method speed, and see method state. • 9 adjust the animation time (see property time).