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Part 3 - Sound
What is sound?
Waveforms and attributes of sound
Sound
Sound is a complex relationship involving a vibrating object (sound source), a transmission medium (usually air), a receiver (ear) and a perceptor (brain) As the sound vibrates it bumps into molecules of the surrounding medium causing pressure waves to travel away from the source in all directions As pressure waves get further from the source they become weaker as their energy dissipates
Waveforms
Sound waves are manifest as waveforms
Periodic waveform=waveform that repeats itself at regular intervals Noise=Waveforms that do not exhibit regularity
Cycle=unit of regularity
Hertz (or Hz) after Heinrich Hertz (a pioneer in the field of acoustics)
One cycle = 1 Hz kHz or kiloHertz (1 kHz = 1000 Hz)
Waveforms
Example waveforms
Piano
Pan flute
Snare drum
DAC
ADC
ADC will monitor the continuous analogue signal at a set rate and convert what it sees into a discrete value at that specific moment in time
D e fi i o n : T h e re co rd i g o f va l e a t d i n ti n u scre te i te rva l i ti n s n m
The highest frequency that can be produced in a given digital audio system (i.e. half the sampling rate) is called the Nyquist frequency
Sample resolution
The resolution of a sample is the number of bits it uses to store a given amplitude value, e.g.
8 bits (256 different values) 16 bits (65536 different values)
A higher resolution will give higher quality but will require more memory (or disk storage)
Quantisation
Definition: The restriction of any continuously varying signal to a finite set of discrete values. Samples are usually represented as integers. If the input signal has a voltage corresponding to a value of between 53 and 54, the ADC may round it off to 53 Due to this rounding that must occur, the value of a sample is generally slightly different from the original signal
This is known as quantisation error and is unavoidable Increasing the sample resolution can reduce
Quantisation example
sampling rate is in Hz duration is in seconds resolution is in bits number of channels = 1 for mono, 2 for stereo, etc
http://www.sonicfoundry.com/
MIDI sequencers
A MIDI sequencer allows musicians to edit and create musical compositions like a word processor
Cut and paste Insert / delete
Summary
There are two main types of digital audio
Sampled audio
Captured by sampling an analogue waveform at a set rate
MIDI data
Instructions on how to perform some musical composition
Sampled audio requires more storage space than MIDI information Modern soundcards can capture and playback both sampled audio and MIDI information
Part 4 - Video
Analogue video What is digital video? Calculating the size of digital video Compression techniques Digital video formats Video capture hardware Digital video editing Consumer desktop video
Analogue video
There are two main analogue video formats
PAL and NTSC
PAL is the European television standard NTSC is the American and Japanese standard
National Television Standards Committee 480 lines of vertical resolution out of 525
PAL video
The PAL video image is composed of 625 lines The actual picture is contained in 576 lines
The rest is taken up by Teletext information
Example calculation
Calculate the size of 1 second of PAL video:
width height colour depth fps size (bytes) = 8 768 576 24 25 = 8 = 33,177,600 bytes = 31.64 MB
Compression techniques
Since the size of raw digital video is so prohibitively large we need some means to compress the information Lossy compression techniques cause some information to be lost from the original image
You can never recreate the source image from the compressed version
Compression techniques
The two main forms of compression are: Compression of repeating information
Take a newsreader as an example. Most of the screen does not change (the background, desk, etc). Only need to store parts of the image that actually change
Apple QuickTime
Files with a .mov or .qt extension
MPEG / MJPEG
Files with a .mpg extension
Microsoft AVI
Audio Video Interleave format Interleaving is a technique used to embed two or more things into the same stream of information In every chunk of information you will find some video data and some audio data
8, 16 or 24 bits
MPEG video
Named after the Moving Picture Experts Group who devised the compression and file formats There are a number of MPEG formats:
MPEG-2 is used for digital TV broadcasts and DVDs MPEG-1 is a format used for low quality video (generally displayed on computers)
MPEG-1 Layer 3 is the popular encoding mechanism for MP3 audio files MPEG-4 is a new format for multimedia presentations
Can require separate hardware to decode higher quality MPEG video data
Only the difference between the current and next frame needs to be stored This is called intraframe coding
QuickTime
Developed by Apple, Inc. Primarily for playback without any hardware assistance Can achieve compression ratios of 25 to 200:1 The QuickTime format can also store audio, graphics, 3D and text making it more much versatile for multimedia
Special chips provide the processing power to compress/decompre ss the video information
CODEC (Compressor /
Summary
Today we have seen how analogue video formats are composed and how digital video can be used to store these electronically Digital video demands huge file sizes
even before sound is added on!
Compression techniques help to reduce the file sizes to more manageable levels
Part 5 - Animation
Depiction of objects as they vary over time Traditionally, based on individual drawing or photographing the frames in a sequence Computer animation also results in a sequence of images, but these are created by software.
Animation
Such animation is made from a series of stills and relies on something called persistence of vision. Persistence of vision is the phenomenon were an object on the eyes retina remains for a brief time after viewing. This means that a series of still images which vary slightly, if shown rapidly will give the illusion of movement. If each of the eight pictures below were shown at the same point in rapid succession, the result would be a rotating arrow.
Animation
The pictures shown below are stills of the rotating Ford logo from the Ford Motor Company site.
Animation
TV gives the illusion of continuous movement by showing the stills at the rate of 30 frames per second. Feature films are filmed at a rate of 24 frames per second but shown at a rate of 48 frames per second. Today, most animation is performed by computer. Examples are Bugs, Toy Story, Jurasic Park and the BBCs Walking with Dinosaurs. The computer will produce a wire frame of the scene, then apply textures and light effects before moving onto the production of the next frame, each of which may take hours or even days to produce.
Cel Animation
Cel Animation is the technique used to produce the old Tom & Jerry cartoons and the new computer generated Disney cartoons. It draws its name from the celluloid films used in old hand drawn animations. The celluloid films permitted layering, where the background to a sequence may be drawn on one or more films and then the films containing the animated characters place on top. Such animation starts with the production of keyframes, which are the first and last frames of an action scene.
Cel Animation
The frames in between the keyframes are then produced using a process known as tweening. Tweening is where the number of frames which must appear between keyframes is calculated and the frames drawn. Tweening may be performed by computer if the frames are not too far apart.
Computer Animation
Computer animation works in much the same way as Cel Animation. It even uses the same terms, such as keyframes, layers and tweening. Although theoretically limited by the scan rate of the monitor being used, the frame rate of any animation is typically dictated by the memory and processing power of the computer as well as the channel it is being shown across (if any).
Computer Animation
To produce smooth animation, a minimum rate of 15 frames per second must be sustained. Any lower and the animation will appear jerky. The frame rate depends mostly on the power of the processor and the bandwidths between main memory (66/100MHz) and the processor and the processor and the graphics card (VL, PCI, AGPx1 x2 x4). It also depends of course on the performance of the graphics card and the speed of its onboard memory and integrated acceleration techniques.
Computer Animation
The frame rate does of course also depend on the characteristics of the animation frames. The more frames, the greater the demands on the hardware. The pixel depth of each frame also impacts greatly on performance. As does the resolution of each frame of the animation. If you do not have control of the playback hardware, it may be necessary to work to and recommend a minimum spec machine e.g. MPC2 etc. This will inevitably mean keeping frame rate and pixel depths low and the size of the animation (pixels high and wide) relatively small.
Morphing
Morphingis aspecial effectinmotion picturesandanimationsthat changes (or morphs) oneimageinto another through a seamless transition. This is done by first creating or scanning the first and last images. Then key points are specified, i.e. points on the original image which should become points on the final image. The computer then produces the frames in between, with each successive frame becoming progressively more morphed
Morphing
The creator can usually specify the number of intermediate frames to be produced as well the number of key points. Both the number of the key points and number of frames will impact on the time taken to produce the sequence of frames.
Morphing
Exercise
1)What is sound? What is the different between sound and waveform? Please elaborate more 2)What is the different between PAL and NTSC? 3)What is morphing? 4)