Digital Video and HDTV Algorithms and Interface

Total Page:16

File Type:pdf, Size:1020Kb

Digital Video and HDTV Algorithms and Interface Digital Video and HDTV Algorithms and Interfaces The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling Series Editor: Brian A. Barsky, University of California, Berkeley Digital Video and HDTV Algorithms Andrew Glassner’s Notebook: and Interfaces Recreational Computer Graphics Charles Poynton Andrew S. Glassner Texturing & Modeling: A Procedural Warping and Morphing of Graphical Approach, Third Edition Objects David S. Ebert, F. Kenton Musgrave, Jonas Gomes, Lucia Darsa, Bruno Darwyn Peachey, Ken Perlin, and Costa, and Luiz Velho Steven Worley Jim Blinn's Corner: Dirty Pixels Geometric Tools for Computer Graphics Jim Blinn Philip Schneider and David Eberly Rendering with Radiance: The Art Understanding Virtual Reality: and Science of Lighting Visualization Interface, Application, and Design Greg Ward Larson and Rob Shakes- William Sherman and Alan Craig peare Jim Blinn's Corner: Notation, Introduction to Implicit Surfaces Notation, Notation Edited by Jules Bloomenthal Jim Blinn Jim Blinn’s Corner: A Trip Down Level of Detail for 3D Graphics the Graphics Pipeline David Luebke, Martin Reddy, Jim Blinn Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, and Interactive Curves and Surfaces: Robert Huebner A Multimedia Tutorial on CAGD Alyn Rockwood and Peter Chambers Pyramid Algorithms: A Dynamic Programming Approach to Curves and Wavelets for Computer Graphics: Surfaces for Geometric Modeling Theory and Applications Ron Goldman Eric J. Stollnitz, Tony D. DeRose, and David H. Salesin Non-Photorealistic Computer Graphics: Modeling, Rendering, and Animation Principles of Digital Image Synthesis Thomas Strothotte and Stefan Andrew S. Glassner Schlechtweg Radiosity & Global Illumination Curves and Surfaces for CAGD: François X. Sillion and Claude Puech A Practical Guide, Fifth Edition Knotty: A B-Spline Visualization Gerald Farin Program Subdivision Methods for Geometric Jonathan Yen Design: A Constructive Approach User Interface Management Systems: Joe Warren and Henrik Weimer Models and Algorithms Computer Animation: Algorithms Dan R. Olsen, Jr. and Techniques Making Them Move: Mechanics, Rick Parent Control, and Animation of Articulated The Computer Animator’s Technical Figures Handbook Edited by Norman I. Badler, Brian A. Lynn Pocock and Judson Rosebush Barsky, and David Zeltzer Advanced RenderMan: Creating CGI Geometric and Solid Modeling: for Motion Pictures An Introduction Anthony A. Apodaca and Larry Gritz Christoph M. Hoffmann Curves and Surfaces in Geometric An Introduction to Splines for Use Modeling: Theory and Algorithms in Computer Graphics and Geometric Jean Gallier Modeling Richard H. Bartels, John C. Beatty, and Brian A. Barsky Publishing Director: Diane Cerra Publishing Services Manager: Edward Wade Production Editor: Howard Severson Design, illustration, and composition: Charles Poynton Editorial Coordinator: Mona Buehler Cover Design: Frances Baca Copyeditor: Robert Fiske Proofreader: Sarah Burgundy Printer: The Maple-Vail Book Manufacturing Group Cover images: Close-up of woman/Eyewire; Circuit connection/Artville; Medical prespectives/Picture Quest Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or all capital letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration. Morgan Kaufmann Publishers An imprint of Elsevier Science 340 Pine Street, Sixth Floor San Francisco, CA 94104-3205 www.mkp.com Copyright 2003 by Elsevier Science (USA). All rights reserved. Printed in the United States of America 2007 2006 2005 2004 2003 5 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means – electronic, mechanical, photocopying, scanning or otherwise – without prior written permission of the Publisher. Library of Congress Control Number: 2002115312 ISBN: 1-55860-792-7 This book is printed on acid-free paper. Dedication In memory of my mother, Marjorie Johnston 1926—2002 and to Quinn and Georgia, and the new family tree Digital Video and HDTV Algorithms and Interfaces Charles Poynton Part 1 Introduction 1 Raster images 3 2 Quantization 17 3 Brightness and contrast controls 25 4 Raster images in computing 31 5 Image structure 43 6 Raster scanning 51 7 Resolution 65 8 Constant luminance 75 9 Rendering intent 81 10 Introduction to luma and chroma 87 11 Introduction to component SDTV 95 12 Introduction to composite NTSC and PAL 103 13 Introduction to HDTV 111 14 Introduction to video compression 117 15 Digital video interfaces 127 1 Raster images 1 This chapter introduces the basic features of the pixel array. I explain how the pixel array is digitized from the image plane, how pixel values are related to brightness and color, and why most imaging systems use pixel values that are nonlinearly related to light intensity. Imaging In human vision, the three-dimensional world is imaged by the lens of the eye onto the retina, which is popu- lated with photoreceptor cells that respond to light having wavelengths ranging from about 400 nm to 700 nm. In video and in film, we build a camera having a lens and a photosensitive device, to mimic how the world is perceived by vision. Although the shape of the retina is roughly a section of a sphere, it is topologi- cally two dimensional. In a camera, for practical reasons, we employ a flat image plane, sketched in Figure 1.1 below, instead of a section of a sphere. Image science concerns analyzing the continuous distribution of optical power that is incident on the image plane. Figure 1.1 Scene, lens, image plane 3 Figure 1.2 Aspect ratio of video, Widescreen SDTV, HDTV, and film are compared. Video Video HDTV Aspect ratio is properly written image 4:3 16:9 width:height (not height:width). 1.33:1 1.78:1 Film 35 mm still film image 3:2 Cinema film Cinema film 1.5:1 1.85:1 2.39:1 Aspect ratio Schubin, Mark, “Searching for the Aspect ratio is simply the ratio of an image’s width to its Perfect Aspect Ratio,” in SMPTE height. Standard aspect ratios for film and video are Journal 105 (8): 460–478 (Aug. sketched, to scale, in Figure 1.2 above. Conventional 1996). The 1.85:1 aspect ratio is achieved with a spherical lens (as standard-definition television (SDTV) has an aspect ratio opposed to the aspherical lens of 4:3. Widescreen refers to an aspect ratio wider than used for anamorphic images). 4:3. Widescreen television and high-definition televi- sion (HDTV) have an aspect ratio of 16:9. Cinema film commonly uses 1.85:1 (“flat,” or “spherical”). In Europe and Asia, 1.66:1 is usually used. The 2.39:1 ratio for cinema film is To obtain 2.39:1 aspect ratio (“Cinemascope,” or collo- recent; formerly, 2.35:1 was used. quially, “scope”), film is typically shot with an aspher- The term anamorphic in video usually ical lens that squeezes the horizontal dimension of the refers to a 16:9 widescreen variant of a base video standard, where the image by a factor of two. The projector is equipped horizontal dimension of the 16:9 with a similar lens, to restore the horizontal dimension image is transmitted in the same of the projected image. The lens and the technique are time interval as the 4:3 aspect ratio called anamorphic. In principle, an anamorphic lens can standard. See page 99. have any ratio; in practice, a ratio of two is ubiquitous. Film can be transferred to 4:3 video by cropping the sides of the frame, at the expense of losing some picture content. Pan-and-scan, sketched in Figure 1.3 opposite, refers to choosing, on a scene-by-scene basis during film transfer, the 4:3 region to be maintained. Many directors and producers prefer their films not to be altered by cropping, so many movies on VHS and DVD are released in letterbox format, sketched in Figure 1.4 opposite. In letterbox format, the entire film image is maintained, and the top and bottom of the 4:3 frame are unused. (Either gray or black is displayed.) 4 DIGITAL VIDEO AND HDTV ALGORITHMS AND INTERFACES 4:3 16:9 4:3 16:9 4:3 16:9 Figure 1.3 Pan-and-scan Figure 1.4 Letterbox Figure 1.5 Pillarbox format crops the width of widescreen format fits widescreen (sometimes called sidebar) fits material – here, 16:9 – for material – here, 16:9 – to narrow-aspect-ratio material a 4:3 aspect ratio display. the width of a 4:3 display. to the height of a 16:9 display. With the advent of widescreen consumer television receivers, it is becoming common to see 4:3 material displayed on widescreen displays in pillarbox format, in Figure 1.5. The full height of the display is used, and the left and right of the widescreen frame are blanked. Digitization Signals captured from the physical world are translated into digital form by digitization, which involves two processes, sketched in Figure 1.6 overleaf. A signal is digitized by subjecting it to both sampling (in time or space) and quantization (in amplitude). The operations may take place in either order, though sampling usually precedes quantization. Quantization assigns an integer to signal amplitude at an instant of time or a point in space, as I will explain in Quantization, on page 17. 1-D sampling A continuous one-dimensional function of time, such as sound pressure of an audio signal, is sampled through forming a series of discrete values, each of which is a function of the distribution of intensity across a small interval of time. Uniform sampling, where the time intervals are of equal duration, is nearly always used. Details will be presented in Filtering and sampling, on page 141.
Recommended publications
  • Elementary Number Theory and Methods of Proof
    CHAPTER 4 ELEMENTARY NUMBER THEORY AND METHODS OF PROOF Copyright © Cengage Learning. All rights reserved. SECTION 4.4 Direct Proof and Counterexample IV: Division into Cases and the Quotient-Remainder Theorem Copyright © Cengage Learning. All rights reserved. Direct Proof and Counterexample IV: Division into Cases and the Quotient-Remainder Theorem The quotient-remainder theorem says that when any integer n is divided by any positive integer d, the result is a quotient q and a nonnegative remainder r that is smaller than d. 3 Example 1 – The Quotient-Remainder Theorem For each of the following values of n and d, find integers q and r such that and a. n = 54, d = 4 b. n = –54, d = 4 c. n = 54, d = 70 Solution: a. b. c. 4 div and mod 5 div and mod A number of computer languages have built-in functions that enable you to compute many values of q and r for the quotient-remainder theorem. These functions are called div and mod in Pascal, are called / and % in C and C++, are called / and % in Java, and are called / (or \) and mod in .NET. The functions give the values that satisfy the quotient-remainder theorem when a nonnegative integer n is divided by a positive integer d and the result is assigned to an integer variable. 6 div and mod However, they do not give the values that satisfy the quotient-remainder theorem when a negative integer n is divided by a positive integer d. 7 div and mod For instance, to compute n div d for a nonnegative integer n and a positive integer d, you just divide n by d and ignore the part of the answer to the right of the decimal point.
    [Show full text]
  • Designing a Cinema Auditorium
    ROLV GJESTLAND HOW TO DESIGN A CINEMA AUDITORIUM Practical guidelines for architects, cinema owners and others involved in planning and building cinemas HOW TO USE THIS BOOK This book can be read from beginning to end, to learn more about the elements that need to be taken into consideration when designing a cinema auditorium. But it may also be used as a reference in the design process, as the different parts of the auditorium are planned. Just be aware that making a change in one element might affect others. Designing a cinema auditorium is quite easy if you follow the rules. Although, if everyone follows all the rules, all auditoriums would look the same. Go beyond the rules, but always keep in mind that the main purpose of a cinema auditorium is to give the audience the best film experience. In addition, there are many other rooms in a cinema complex where you can use your creativity to create great experiences for patrons and make them want to come back. FEEDBACK This is the first edition of the book, and I am sure someone will miss something, someone will disagree with something and something will be incomplete or difficult to understand. Please do not hesitate to share your opinions, so the next edition can be better and the next one after that… Please use the contact info below. ABOUT THE AUTHOR Rolv Gjestland has a master's degree in metallurgy from the Norwegian University of Science and Technology. He is now advisor in cinema concepts, design, logistics and technology for Film&Kino, the nonprofit trade organisation for Norwegian cinemas.
    [Show full text]
  • Dtavhal Programmers Interface Table of Contents
    DTAvHAL Programmers Interface Revision 0.1 Copyright (c) 2004-2012 Drastic Technologies Ltd. All Rights Reserved www.drastic.tv Table of Contents DTAvHAL Programmers Interface......................................................................................1 Introduction.....................................................................................................................3 Direct Link Usage...........................................................................................................3 Windows 32 OS – using 32 bit..............................................................................3 Windows 64 – using 32 bit....................................................................................3 Windows 64 – using 64 bit....................................................................................3 Mac OS-X..............................................................................................................3 Linux 64.................................................................................................................3 Functions.........................................................................................................................5 avOpen...................................................................................................................5 avClose..................................................................................................................5 avChannels.............................................................................................................5
    [Show full text]
  • "(222A. A772AMMAY Sept
    Sept. 29, 1959 L. DIETCH 2,906,814 SIGNAL OPERATED AUTOMATIC COLOR KILLER SYSTEM Filed April 28, l955 2. Sheets-Sheet l AAW22 a a2 aa’ a2/2 ass 122A 2 ASAf MaaZ AVA272M 77AAF42 4. A (So a 72.7 3.39 M269 22 66 (ol) (4) (C) -- - - - Hí2.É.-aws7 (a) A38 INVENTOR. Aawaz A7cay Aza y "(222a. A772AMMAY Sept. 29, 1959 L, DIETCH 2,906,814 SIGNAL OPERATED AUTOMATIC COLOR KILLER SYSTEM Filed April 28, 1955 2 Sheets-Sheet 2 |- 2,906,814 United States Patent Office Patented Sept. 29, 1959 1. 2 the phase of the sync bursts with the phase of the locally produced wave to derive a correction voltage for con trolling the frequency and phase of the oscillator which 2,906,814 produces the reference wave at the receiver. It is SIGNAL OPERATED AUTOMATIC COLOR desirable that synchronization of the receiver's color KILLERSYSTEM reference oscillator have been effected before the chro minance channel is activated, in order to prevent the Leonard Dietch, Haddonfield, N.J., assignor to Radio production of spurious color information pending such Corporation of America, a corporation of Delaware synchronization. Application April 28, 1955, Serial No. 504,503 O It is, therefore, a primary object of the present inven tion to provide new and improved automatic color chan 4 Claims. (C. 178-5.4) nel disabling means. Another object of the invention is the provision of automatic color channel disabling means, the operation The present invention relates to circuitry for automati 15 of which is correlated with the action of the receiver cally switching between two modes of operation and, color.
    [Show full text]
  • Square Vs Non-Square Pixels
    Square vs non-square pixels Adapted from: Flash + After Effects By Chris Jackson Square vs non square pixels can cause problems when exporting flash for TV and video if you get it wrong. Here Chris Jackson explains how best to avoid these mistakes... Before you adjust the Stage width and height, you need to be aware of the pixel aspect ratio. This refers to the width and height of each pixel that makes up an image. Computer screens display square pixels. Every pixel has an aspect ratio of 1:1. Video uses non-square rectangular pixels, actually scan lines. To make matters even more complicated, the pixel aspect ratio is not consistent between video formats. NTSC video uses a non-square pixel that is taller than it is wide. It has a pixel aspect ratio of 1:0.906. PAL is just the opposite. Its pixels are wider than they are tall with a pixel aspect ratio of 1:1.06. Figure 1: The pixel aspect ratio can produce undesirable image distortion if you do not compensate for the difference between square and non-square pixels. Flash only works in square pixels on your computer screen. As the Flash file migrates to video, the pixel aspect ratio changes from square to non-square. The end result will produce a slightly stretched image on your television screen. On NTSC, round objects will appear flattened. PAL stretches objects making them appear skinny. The solution is to adjust the dimensions of the Flash Stage. A common Flash Stage size used for NTSC video is 720 x 540 which is slightly taller than its video size of 720 x 486 (D1).
    [Show full text]
  • 13A Computer Video (1022-1143)
    Section13a COMPUTER VIDEO 12 Inch Design ............................1024-1027 Adobe ...........................................1028-1043 AJA ................................................1044-1063 Apple.............................................1064-1079 Avid ...............................................1080-1083 Automatic Duck..........................1084-1085 BlackMagic Design ....................1086-1099 Boris FX .........................................1100-1109 Video Cineform ........................................1110-1111 DigiEffects .....................................1112-1113 Contour Design......................................1114 Grass Valley ...................................1115-1119 Intel..........................................................1120 JL Cooper ......................................1122-1123 Matrox ...........................................1124-1127 MOTU .............................................1128-1129 SourceBook Newtek ..........................................1130-1133 Red Giant ......................................1134-1139 Sony ...............................................1140-1143 Sorenson.................................................1144 Tiffen........................................................1145 Obtaining information and ordering from B&H is quick and The easy. When you call us, just punch in the corresponding Quick Dial number anytime during our welcome message. The Quick Dial code then directs you to the specific professional sales associates in our order department.
    [Show full text]
  • Application Note 1334 the LMH0030 in Segmented Frames Applications
    The LMH0030 in Segmented Frames Applications AN-1334 National Semiconductor The LMH0030 in Application Note 1334 Kai Peters Segmented Frames August 2006 Applications 1.0 Introduction applications such as digital routers, production switchers, format converters or video servers. Figure 1 shows a typical The LMH0030 and LMH0031 Standard and High Definition application diagram with the LMH0030 Serializer and Video chipset is an ideal solution for a variety of products in LMH0031 Deserializer. the standard and high definition video systems realm. It allows easy integration in a number of professional video 20108501 FIGURE 1. Typical Application Diagram for the LMH0030 and LMH0031 The LMH0030 Digital Video Serializer automatically recog- video data compliant to SMPTE 259M and SMPTE 344M for nizes Standard Definition (SD) video and High Definition SD and SMPTE 292M for HD Video and serialization to the (HD) video formats according to the respective Society of output ports. Motion Picture and Television Engineers (SMPTE) stan- Table 1 summarizes the supported frame set of the dards. The device is compliant to SMPTE 125M/267M for LMH0030 and Figure 2 shows the simplified data path of the standard definition and SMPTE 260M/274M/295M/296M LMH0030 SD/HD Encoder/Serializer. high definition video as provided to the parallel 10bit or 20bit interfaces. The LMH0030 auto-detects and processes the TABLE 1. Automated Supported Frames by the LMH0030 Format Apecification Frame Rate Lines Active Lines Samples Active Samples SDTV, 54 SMPTE 344M 60I 525 507/1487 3432 2880 SDTV, 36 SMPTE 267M 60I 525 507/1487 2288 1920 SDTV, 27 SMPTE 125M 60I 525 507/1487 1716 1440 SDTV, 54 ITU-R BT 601.5 50I 625 577 3456 2880 SDTV, 36 ITU-R BT 601.5 50I 625 577 2304 1920 SDTV, 27 ITU-R BT 601.5 50I 625 577 1728 1440 PHYTER® is a registered trademark of National Semiconductor.
    [Show full text]
  • Tv Signal Processor for Multi System
    To our customers, Old Company Name in Catalogs and Other Documents On April 1st, 2010, NEC Electronics Corporation merged with Renesas Technology Corporation, and Renesas Electronics Corporation took over all the business of both companies. Therefore, although the old company name remains in this document, it is a valid Renesas Electronics document. We appreciate your understanding. Renesas Electronics website: http://www.renesas.com April 1st, 2010 Renesas Electronics Corporation Issued by: Renesas Electronics Corporation (http://www.renesas.com) Send any inquiries to http://www.renesas.com/inquiry. Notice 1. All information included in this document is current as of the date this document is issued. Such information, however, is subject to change without any prior notice. Before purchasing or using any Renesas Electronics products listed herein, please confirm the latest product information with a Renesas Electronics sales office. Also, please pay regular and careful attention to additional and different information to be disclosed by Renesas Electronics such as that disclosed through our website. 2. Renesas Electronics does not assume any liability for infringement of patents, copyrights, or other intellectual property rights of third parties by or arising from the use of Renesas Electronics products or technical information described in this document. No license, express, implied or otherwise, is granted hereby under any patents, copyrights or other intellectual property rights of Renesas Electronics or others. 3. You should not alter, modify, copy, or otherwise misappropriate any Renesas Electronics product, whether in whole or in part. 4. Descriptions of circuits, software and other related information in this document are provided only to illustrate the operation of semiconductor products and application examples.
    [Show full text]
  • Introduction to Uncertainties (Prepared for Physics 15 and 17)
    Introduction to Uncertainties (prepared for physics 15 and 17) Average deviation. When you have repeated the same measurement several times, common sense suggests that your “best” result is the average value of the numbers. We still need to know how “good” this average value is. One measure is called the average deviation. The average deviation or “RMS deviation” of a data set is the average value of the absolute value of the differences between the individual data numbers and the average of the data set. For example if the average is 23.5cm/s, and the average deviation is 0.7cm/s, then the number can be expressed as (23.5 ± 0.7) cm/sec. Rule 0. Numerical and fractional uncertainties. The uncertainty in a quantity can be expressed in numerical or fractional forms. Thus in the above example, ± 0.7 cm/sec is a numerical uncertainty, but we could also express it as ± 2.98% , which is a fraction or %. (Remember, %’s are hundredths.) Rule 1. Addition and subtraction. If you are adding or subtracting two uncertain numbers, then the numerical uncertainty of the sum or difference is the sum of the numerical uncertainties of the two numbers. For example, if A = 3.4± .5 m and B = 6.3± .2 m, then A+B = 9.7± .7 m , and A- B = - 2.9± .7 m. Notice that the numerical uncertainty is the same in these two cases, but the fractional uncertainty is very different. Rule2. Multiplication and division. If you are multiplying or dividing two uncertain numbers, then the fractional uncertainty of the product or quotient is the sum of the fractional uncertainties of the two numbers.
    [Show full text]
  • Unit 6: Multiply & Divide Fractions Key Words to Know
    Unit 6: Multiply & Divide Fractions Learning Targets: LT 1: Interpret a fraction as division of the numerator by the denominator (a/b = a ÷ b) LT 2: Solve word problems involving division of whole numbers leading to answers in the form of fractions or mixed numbers, e.g. by using visual fraction models or equations to represent the problem. LT 3: Apply and extend previous understanding of multiplication to multiply a fraction or whole number by a fraction. LT 4: Interpret the product (a/b) q ÷ b. LT 5: Use a visual fraction model. Conversation Starters: Key Words § How are fractions like division problems? (for to Know example: If 9 people want to shar a 50-lb *Fraction sack of rice equally by *Numerator weight, how many pounds *Denominator of rice should each *Mixed number *Improper fraction person get?) *Product § 3 pizzas at 10 slices each *Equation need to be divided by 14 *Division friends. How many pieces would each friend receive? § How can a model help us make sense of a problem? Fractions as Division Students will interpret a fraction as division of the numerator by the { denominator. } What does a fraction as division look like? How can I support this Important Steps strategy at home? - Frac&ons are another way to Practice show division. https://www.khanacademy.org/math/cc- - Fractions are equal size pieces of a fifth-grade-math/cc-5th-fractions-topic/ whole. tcc-5th-fractions-as-division/v/fractions- - The numerator becomes the as-division dividend and the denominator becomes the divisor. Quotient as a Fraction Students will solve real world problems by dividing whole numbers that have a quotient resulting in a fraction.
    [Show full text]
  • The Electricimage™ Reference
    Book Page 1 Friday, July 21, 2000 4:18 PM The ElectricImage™ Reference A guide to the ElectricImage™ Animation System Version 2.0 Book Page 2 Friday, July 21, 2000 4:18 PM © 1989, 1990, 1991, 1992, 1993, 1994 Electric Image, Inc. All Rights Reserved No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Electric Image. The software described in this manual is furnished under license and may only be used or copied in accordance with the terms of such license. The information in this manual is furnished for informational use only, is subject to change without notice and should not be construed as a commitment by Electric Image. Electric Image assumes no responsibility or liability for any errors or inaccuracies that may appear in this book. Electric Image recommends that you observe the rights of the original artist or publisher of the images you scan or acquire in the use of texture maps, reflection maps, bump maps, backgrounds or any other usage. If you plan to use a previously published image, contact the artist or publisher for information on obtaining permission. ElectricImage, Pixel Perfect Rendering and Animation, Mr. Fractal, and Mr. Font are trademarks of Electric Image. Macintosh and Apple are registered trademarks of Apple Computer, Incorporated. Other brand names and product names are trademarks or registered trademarks of their respective companies. This document written and designed by Stephen Halperin at: Electric Image, Inc. 117 East Colorado Boulevard Suite 300 Pasadena, California 91105 Cover image by Jay Roth.
    [Show full text]
  • Understanding HD and 3G-SDI Video Poster
    Understanding HD & 3G-SDI Video EYE DIGITAL SIGNAL TIMING EYE DIAGRAM The eye diagram is constructed by overlaying portions of the sampled data stream until enough data amplitude is important because of its relation to noise, and because the Y', R'-Y', B'-Y', COMMONLY USED FOR ANALOG COMPONENT ANALOG VIDEO transitions produce the familiar display. A unit interval (UI) is defined as the time between two adjacent signal receiver estimates the required high-frequency compensation (equalization) based on the Format 1125/60/2:1 750/60/1:1 525/59.94/2:1, 625/50/2:1, 1250/50/2:1 transitions, which is the reciprocal of clock frequency. UI is 3.7 ns for digital component 525 / 625 (SMPTE remaining half-clock-frequency energy as the signal arrives. Incorrect amplitude at the Y’ 0.2126 R' + 0.7152 G' + 0.0722 B' 0.299 R' + 0.587 G' + 0.114 B' 259M), 673.4 ps for digital high-definition (SMPTE 292) and 336.7ps for 3G-SDI serial digital (SMPTE 424M) sending end could result in an incorrect equalization applied at the receiving end, thus causing Digital video synchronization is provided by End of Active Video (EAV) and Start of Active Video (SAV) sequences which start with a R'-Y' 0.7874 R' - 0.7152 G' - 0.0722 B' 0.701 R' - 0.587 G' - 0.114 B' as shown in Table 1. A serial receiver determines if the signal is “high” or “low” in the center of each eye, and signal distortions. Overshoot of the rising and falling edge should not exceed 10% of the waveform HORIZONTAL LINE TIMING unique three word pattern: 3FFh (all bits in the word set to 1), 000h (all 0’s), 000h (all 0’s), followed by a fourth “XYZ” word whose B'-Y' -0.2126 R' - 0.7152 G' + 0.9278 B' -0.299 R' - 0.587 G' + 0.886 B' detects the serial data.
    [Show full text]