4K TV and UHD: the Whole Picture
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Paul Hightower Instrumentation Technology Systems Northridge, CA 91324 [email protected]
COMPRESSION, WHY, WHAT AND COMPROMISES Authors Hightower, Paul Publisher International Foundation for Telemetering Journal International Telemetering Conference Proceedings Rights Copyright © held by the author; distribution rights International Foundation for Telemetering Download date 06/10/2021 11:41:22 Link to Item http://hdl.handle.net/10150/631710 COMPRESSION, WHY, WHAT AND COMPROMISES Paul Hightower Instrumentation Technology Systems Northridge, CA 91324 [email protected] ABSTRACT Each 1080 video frame requires 6.2 MB of storage; archiving a one minute clip requires 22GB. Playing a 1080p/60 video requires sustained rates of 400 MB/S. These storage and transport parameters pose major technical and cost hurdles. Even the latest technologies would only support one channel of such video. Content creators needed a solution to these road blocks to enable them to deliver video to viewers and monetize efforts. Over the past 30 years a pyramid of techniques have been developed to provide ever increasing compression efficiency. These techniques make it possible to deliver movies on Blu-ray disks, over Wi-Fi and Ethernet. However, there are tradeoffs. Compression introduces latency, image errors and resolution loss. The exact effect may be different from image to image. BER may result the total loss of strings of frames. We will explore these effects and how they impact test quality and reduce the benefits that HD cameras/lenses bring telemetry. INTRODUCTION Over the past 15 years we have all become accustomed to having television, computers and other video streaming devices show us video in high definition. It has become so commonplace that our community nearly insists that it be brought to the telemetry and test community so that better imagery can be used to better observe and model systems behaviors. -
Image Resolution
Image resolution When printing photographs and similar types of image, the size of the file will determine how large the picture can be printed whilst maintaining acceptable quality. This document provides a guide which should help you to judge whether a particular image will reproduce well at the size you want. What is resolution? A digital photograph is made up of a number of discrete picture elements, known as “pixels”. We can see these elements if we magnify an image on the screen (see right). Because the number of pixels in the image is fixed, the bigger we print the image, then the bigger the pixels will be. If we print the image too big, then the pixels will be visible to the naked eye and the image will appear to be poor quality. Let’s take as an example an image from a “5 megapixel” digital camera. Typically this camera at its maximum quality setting will produce images which are 2592 x 1944 pixels. (If we multiply these two figures, we get 5,038,848 pixels, which approximately equates to 5 million pixels/5 megapixels.) Printing this image at various sizes, we can calculate the number of pixels per inch, more commonly referred to as dots per inch (dpi). Just note that this measure is dependent on the image being printed, it is unrelated to the resolution of the printer, which is also expressed in dpi. Original image size 2592 x 1944 pixels Small format (up to A3) When printing images onto A4 or A3 pages, aim for 300dpi if at all Print size (inches) 8 x 6 16 x 12 24 x 16 32 x 24 possible. -
The Strategic Impact of 4K on the Entertainment Value Chain
The Strategic Impact of 4K on the Entertainment Value Chain December 2012 © 2012 Futuresource Consulting Ltd, all rights reserved Reproduction, transfer, distribution or storage of part or all of the contents in this document in any form without the prior written permission of Futuresource Consulting is prohibited. Company Registration No: 2293034 For legal limitations, please refer to the rear cover of this report 2 © 2012 Futuresource Consulting Ltd Contents Section Page 1. Introduction: Defining 4K 4 2. Executive Summary 6 3. 4K in Digital Cinema 9 4. 4K in Broadcast 12 5. 4K Standards and Delivery to the Consumer 20 a) Pay TV 24 b) Blu-ray 25 c) OTT 26 6. Consumer Electronics: 4K Issues and Forecasts 27 a) USA 31 b) Western Europe 33 c) UK, Germany, France, Italy and Spain 35 7. 4K in Professional Displays Markets 37 8. Appendix – Company Overview 48 3 © 2012 Futuresource Consulting Ltd Introduction: Defining 4K 4K is the latest resolution to be hailed as the next standard for the video and displays industries. There are a variety of resolutions that are claimed to be 4K, but in general 4K offers four times the resolution of standard 1080p HD video. A number of names or acronyms for 4K are being used across the industry including Quad Full HD (QFHD), Ultra HD or UHD and 4K2K. For the purposes of this report, the term 4K will be used. ● These terms all refer to the same resolution: 3,840 by 2,160. ● The EBU has defined 3,840 by 2,160 as UHD-1. -
Preparing Images for Powerpoint, the Web, and Publication a University of Michigan Library Instructional Technology Workshop
Preparing Images for PowerPoint, the Web, and Publication A University of Michigan Library Instructional Technology Workshop What is Resolution? ....................................................................................................... 2 How Resolution Affects File Memory Size ................................................................... 2 Physical Size vs. Memory Size ...................................................................................... 3 Thinking Digitally ........................................................................................................... 4 What Resolution is Best For Printing? ............................................................................ 5 Professional Publications ............................................................................................................................. 5 Non-Professional Printing ........................................................................................................................... 5 Determining the Resolution of a Photo ........................................................................ 5 What Resolution is Best For The Screen? ..................................................................... 6 For PowerPoint ............................................................................................................................................. 6 For Web Graphics ........................................................................................................................................ -
High-Speed Imaging in Fluids
Exp. Fluids manuscript No. (will be inserted by the editor) High-speed imaging in fluids Michel Versluis Version: November 22, 2012 Abstract High-speed imaging is in popular demand for a broad range of experiments in fluids. It allows for a detailed visualization of the event under study by acquiring a series of image frames captured at high temporal and spatial resolution. This review covers high-speed imaging basics, by defining criteria for high-speed imaging experiments in fluids and to give rule-of-thumbs for a series of cases. It also considers stroboscopic imaging, triggering and illumination, and scaling issues. It provides guidelines for testing and calibration. Ultra high-speed imaging at frame rates exceeding 1 million frames per second is reviewed, and the combination of conventional experiments in fluids techniques with high-speed imaging techniques are discussed. The review is concluded with a high-speed imaging chart, which summarizes criteria for temporal scale and spatial scale and which facilitates the selection of a high-speed imaging system for the application. Keywords flow visualization ultra high-speed imaging · PACS 42.79.Pw 42.65.Re · Michel Versluis Physics of Fluids Group, MESA+ Institute of Nanotechnology, MIRA Institute of Biomedical Technology and Technical Medicine, University of Twente P.O. Box 217, 7500 AE Enschede, The Netherlands Tel.: +31 53 489 8077, Fax: +31 53 489 8068 E-mail: [email protected] 1 Introduction The beauty of slow-motion movies captured with high-speed imaging has traditionally been described along the words ‘making the invisible visible’, ‘seeing is believing’, ‘seeing the unseen’, ‘making flow motion into slow mo- tion’, ‘science or art’, or ‘capturing the moment’. -
Technologies Journal of Research Into New Media
Convergence: The International Journal of Research into New Media Technologies http://con.sagepub.com/ HD Aesthetics Terry Flaxton Convergence 2011 17: 113 DOI: 10.1177/1354856510394884 The online version of this article can be found at: http://con.sagepub.com/content/17/2/113 Published by: http://www.sagepublications.com Additional services and information for Convergence: The International Journal of Research into New Media Technologies can be found at: Email Alerts: http://con.sagepub.com/cgi/alerts Subscriptions: http://con.sagepub.com/subscriptions Reprints: http://www.sagepub.com/journalsReprints.nav Permissions: http://www.sagepub.com/journalsPermissions.nav Citations: http://con.sagepub.com/content/17/2/113.refs.html >> Version of Record - May 19, 2011 What is This? Downloaded from con.sagepub.com by Tony Costa on October 24, 2013 Debate Convergence: The International Journal of Research into HD Aesthetics New Media Technologies 17(2) 113–123 ª The Author(s) 2011 Reprints and permission: sagepub.co.uk/journalsPermissions.nav DOI: 10.1177/1354856510394884 Terry Flaxton con.sagepub.com Bristol University, UK Abstract Professional expertise derived from developing and handling higher resolution technologies now challenges academic convention by seeking to reinscribe digital image making as a material process. In this article and an accompanying online resource, I propose to examine the technology behind High Definition (HD), identifying key areas of understanding to enable an enquiry into those aesthetics that might derive from the technical imperatives within the medium. (This article is accompanied by a series of online interviews entitled A Verbatim History of the Aesthetics, Technology and Techniques of Digital Cinematography. -
HD Camcorder
PUB. DIE-0508-000 HD Camcorder Instruction Manual COPYRIGHT WARNING: Unauthorized recording of copyrighted materials may infringe on the rights of copyright owners and be contrary to copyright laws. 2 Trademark Acknowledgements • SD, SDHC and SDXC Logos are trademarks of SD-3C, LLC. • Microsoft and Windows are trademarks or registered trademarks of Microsoft Corporation in the United States and/or other countries. • macOS is a trademark of Apple Inc., registered in the U.S. and other countries. • HDMI, the HDMI logo and High-Definition Multimedia Interface are trademarks or registered trademarks of HDMI Licensing LLC in the United States and other countries. • “AVCHD”, “AVCHD Progressive” and the “AVCHD Progressive” logo are trademarks of Panasonic Corporation and Sony Corporation. • Manufactured under license from Dolby Laboratories. “Dolby” and the double-D symbol are trademarks of Dolby Laboratories. • Other names and products not mentioned above may be trademarks or registered trademarks of their respective companies. • This device incorporates exFAT technology licensed from Microsoft. • “Full HD 1080” refers to Canon camcorders compliant with high-definition video composed of 1,080 vertical pixels (scanning lines). • This product is licensed under AT&T patents for the MPEG-4 standard and may be used for encoding MPEG-4 compliant video and/or decoding MPEG-4 compliant video that was encoded only (1) for a personal and non- commercial purpose or (2) by a video provider licensed under the AT&T patents to provide MPEG-4 compliant video. No license is granted or implied for any other use for MPEG-4 standard. Highlights of the Camcorder The Canon XA15 / XA11 HD Camcorder is a high-performance camcorder whose compact size makes it ideal in a variety of situations. -
6:1 (Spring 2016): 58-66
Michael LaRocco The “Film Look” as Semiotic Decoy: Slow Frame Rate as Cinematic Code Abstract This paper investigates the epistemological effects of frame rate in fiction film and television through an analysis of contemporary video camera technology. HD video has widely overtaken film as the dominant motion picture shooting format over the start of the 21st century, but despite the new format’s ability to render images at much faster frame rates, video camera manufacturers have largely opted to recreate the motion rendering of 35mm film by preserving its comparatively slow 24 frame- per-second frame rate – achieving what the filmmaking trade press calls “the film look.” The development of video technology represents a unique example in technological evolution, as it has been driven by a logic of emulation rather than a more common logic of obsolescence, in which the “new and improved” replaces the old and stale. I argue that the emulation of film in video camera technology reveals the extent to which frame rate functions as a visual code in narrative cinema, serving as both an indicator of high production value and also a means for coding images as fictional. Even before its critical and commercial success, release of 28 Days Later: “Video has long held a Danny Boyle’s horror film 28 Days Later (2002) stigma in the feature film world that’s been a barrier was making waves in the independent filmmaking to distribution. If an independent feature was shot community. Boyle and his cinematographer, on video, it was considered an amateur production Anthony Dod Mantle, had challenged aesthetic that was relegated to cable access or maybe late and industrial conventions by shooting the movie night broadcast TV. -
Alchemist File - Understanding Cadence
GV File Understanding Cadence Alchemist File - Understanding Cadence Version History Date Version Release by Reason for changes 27/08/2015 1.0 J Metcalf Document originated (1st proposal) 09/09/2015 1.1 J Metcalf Rebranding to Alchemist File 19/01/2016 1.2 G Emerson Completion of rebrand 07/10/2016 1.3 J Metcalf Updated for additional cadence controls added in V2.2.3.2 12/10/2016 1.4 J Metcalf Added Table of Terminology 11/12/2018 1.5 J Metcalf Rebrand for GV and update for V4.*** 16/07/2019 1.6 J Metcalf Minor additions & corrections 05/03/2021 1.7 J Metcalf Rebrand 06/09/2021 1.8 J Metcalf Add User Case (case 9) Version Number: 1.8 © 2021 GV Page 2 of 53 Alchemist File - Understanding Cadence Table of Contents 1. Introduction ............................................................................................................................................... 6 2. Alchemist File Input Cadence controls ................................................................................................... 7 2.1 Input / Source Scan - Scan Type: ............................................................................................................ 7 2.1.1 Incorrect Metadata ............................................................................................................................ 8 2.1.2 Psf Video sources ............................................................................................................................. 9 2.2 Input / Source Scan - Field order .......................................................................................................... -
Cg Garage Podcast #284 Douglas Trumbull Director/Visual Effects Supervisor
CG GARAGE PODCAST #284 DOUGLAS TRUMBULL DIRECTOR/VISUAL EFFECTS SUPERVISOR Douglas Trumbull, the genius behind the visual effects of “2001,” “Close Encounters” and “Star Trek,” on his 50-year quest to understand and improve cinema. Over the past 50 years, Douglas Trumbull has pushed the boundaries of filmmaking via stunning effects in 2001: A Space Odyssey, Close Encounters of the Third Kind and Star Trek: The Motion Picture. Today, his intricate understanding of cameras and projects has resulted in the Magi format, which promises gorgeous high-framerate films without the soap-opera look. Contents Useful links 2001: A Space Odyssey Douglas Trumbull on IMDb Developing Showscan Trumbull Studios: The Magi Process on YouTube Brainstorm Construct and Magi 1 Chris: This has been a long time that I've been wanting to do a podcast with you, I've got to tell you! Doug: Well, this is great. I'm glad we've finally pulled it off. Chris: Yeah, me too. Chris: Obviously, when we first met, we were in the throes of doing that “Construct” project. And we were excited about thinking about doing the Magi system, which we will talk about; how we took one minute of video and rendered the equivalent of 40 minutes of video, to get it done for Magi. Doug: Right. Chris: Which was quite amazing, to do that. Chris: But I'm sure, based on my audience, that my audience is really going to want to learn a little bit more about you and your history. And obviously, you have so many incredible stories; every time I talk to you to tell me some awesome stories. -
Introduction to Html5
Image Types Compression Because of data sizes and perceptual issues, compression is typically applied to media data Compression may be lossless or lossy Lossless compression ◦ Data bits can be recovered exactly in the compressed version ◦ Decompressed file has identical bits in identical order to original file before any compression ◦ Example: zip files 2 Lossy Compression Some data bits cannot be recovered after compression ◦ Decompressed file has lost some bits or bytes compared to original file before any compression Goal: Discard data that doesn’t typically affect perception; ◦ Human perception of rendered decompressed data should be similar to perception of rendered data before compression 3 4 Raster File Formats Extension Name Notes Joint Photographic Lossy compression format well suited for .jpg Experts Group photographic images Portable Network Lossless compression image, supporting .png Graphics 16bit sample depth, and Alpha channel Graphics 8bit indexed bitmap format, is superceded .gif Interchange by PNG on all accounts but animation Format Tagged Image lossless compression format (Lempel-Ziv- .tiff Flexible Format Welch – LZW) good for high-res images Google web .webp Lossless compression format Image Sampling Pixels: Small, often square, dots of color or grayscale which merge optically when viewed at a suitable distance to produce the impression of continuous tones 6 Image Resolution Resolution: ◦ Pixel dimensions of image; also: number of pixels that a device can display (render) per unit of length Examples ◦ My laptop -
ADOPTION of HIGH FRAME RATE LIVE-ACTION VIDEO CONTENT on SOCIAL MEDIA PLATFORMS by Vibhushan Soundrarajah a MRP Presented to Ry
ADOPTION OF HIGH FRAME RATE LIVE-ACTION VIDEO CONTENT ON SOCIAL MEDIA PLATFORMS by Vibhushan Soundrarajah A MRP presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Digital Media In the Program of Digital Media Toronto, Ontario, Canada, 2017 ©Vibhushan Soundrarajah, 2017 Author’s Declaration for Electronic Submission of a MRP I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. Vib Soundrarajah ii ADOPTION OF HIGH FRAME RATE LIVE-ACTION VIDEO CONTENT ON SOCIAL MEDIA PLATFORMS Ryerson University Vibhushan Soundrarajah Master of Digital Media, 2017 ABSTRACT New cinema technology has always been dictated by hollywood studios and theater exhibitions. With emergence of video streaming technology and smart display availability to the mass population, cinema technology no longer needs to overcome the approval made by studios and exhibitors. High frame rate is an emerging technology that has the ability to enhance realism and temporal resolution in the production process. This technology is supported by various social video streaming platforms and allows users to experience high frame video. Though this technology is available and accessible, this project assesses the value and adoption of 60 frames per second video content versus the standard 24 frames per second.