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IT212, How Computers Work Multimedia

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Title: IT212, How Computers Work Multimedia


1
IT-212, How Computers WorkMultimedia
  • Electrical and Computer Engineering
  • Spring 2002

2
Multimedia Requirements
  • MP 3
  • Minimum industry standard
  • Must include
  • Sound card (sounds played and recorded)
  • Speakers
  • Hardware and software support for displaying
    video and animations
  • Minimum CD speed

3
Additional MM Elements
  • Video Support for 3D Rendering
  • MPEG for Full Screen Video and Animation
  • DVD Drives
  • Enhanced TV
  • Interactive, replay/pause, etc.
  • Random Access to Video/audio
  • Virtual Reality
  • Total immersion into created environment
  • seeing, hearing, feeling, positional orientation

4
CD-ROMs
  • Compact Disk, Read Only Memory
  • Large Storage Capacity
  • 650MB if both sides are used, usually not done
  • Use for Large Data Not Needing Update
  • Clip art
  • Photographs
  • Large programs
  • Book volumes

5
CD-R, CD-RW
  • CD-R
  • Compact Disk, Recordable
  • Record only once (WORM)
  • CD-RW
  • Compact Disk, ReWritable
  • Record and erase multiple times

6
DVD
  • Digital Video Disk
  • Digital Versatile Disk
  • Large Capacity, 8.5 GB
  • Movies
  • Huge data storage
  • Maps
  • Phone directories

7
CD-ROM Technology
  • Data Stored in Spiral Sectors
  • Hard and floppy drives use concentric tracks
  • Variable Rotation Speed
  • Constant tangential velocity, i.e., data moves at
    same speed over optical sensor
  • Faster near center

8
CD-ROM Technology
Outer Circle 7 sectors
Inner Circle 4 sectors
When reading outer circle, need to rotate slower
so that time to read each sector is same
9
CD-ROM Technology
  • Buried Surface Contains Lands and Pits
  • Detector Shines Laser Beam Through Plastic
    Protective Layer to Buried Data Layer
  • Light that strikes pits is scattered and not
    reflected
  • Light that strikes lands is reflected directly
    back towards detector and redirected via prism to
    photo-diode
  • Photo-detector converts light/no-light to
    electrical signal indicating 1 or 0

10
CD-R Technology
  • Disk Layers
  • Clear Polymer (laser side)
  • Clear lacquer
  • Gold reflective
  • Dye (usually green)
  • Polycarbonate (Lexan) plastic structural layer
    (label side)

11
CD-R Technology
  • Disk Surface Pregrooved
  • ATIP absolute timing in pregroove
  • Groove is modulated
  • Laser/photodetector measures modulation and
    adjusts motor to maintain constant
    medium/detector relative speed
  • Laser Beam Heats Buried Layer and Produces Pits
    by Either
  • Bleaching dye layer
  • Distorting polycarbonate plastic layer
  • Producing bubble in dye layer

12
DVD Technology
  • Disk Layers
  • Symmetric, read from both sides
  • Multiple data layers on each side
  • Laser focused through one data layer to next
  • Spiral in on one layer, out on other
  • No need to reposition head in middle of recording
  • Shorter Wavelength Light Allows Focusing to
    Smaller Size

13
CD-RW and DVD RAM
  • Recording Layer Is Made of a Material Which Can
    Be Either Crystalline (Reflective) or Amorphous
    (Non-reflective)
  • Write
  • Do nothing to make land
  • To make pit, laser beam strikes buried layer and
    heats spot to 900-1300F
  • Changes crystalline spot to amorphous
  • Erase
  • Amorphous spots can be annealed back to
    crystalline state using lower energy beam (400F)

14
Sound As Input
  • Sound From Microphone or Line Enters Sound Card
    As an Analog Signal
  • ADC Digitizes Sound Feeds to Digital Signal
    Processor (DSP) Chip
  • DSP Analyzes/alters Digital
  • Reduce noise
  • Compress data
  • Data Is Sent to CPU, Which Can Store Data on Hard
    Drive (in WAV or MP3 Formats)

15
Sound As Output
  • Reverse Path
  • Hard drive
  • CPU
  • DSP (to uncompress)
  • DAC
  • Speaker amplifier
  • Speakers

16
MIDI and FM Synthesis
  • Musical Instrument Digital Interface
  • Need to Reduce Size of .WAV Files
  • Predefine Selection of Musical Instruments
  • Define music as collection of instruments playing
    specific notes, e.g., musical score

17
Synthesis alternatives
  • Wavetable Synthesis
  • Recorded versions of actual instruments (stored
    in Sound Card ROM) are used.
  • Pitch may be shifted up or down by DSP if
    necessary
  • FM Synthesis
  • Separate chip on sound card (FM synthesis card)
    attempts to recreate sound of instrument by
    generic programming routine

18
Audio DSP, Sound Compression
  • Alternative to MIDI Is Compression
  • Simplify sounds to those that the human ear can
    detect
  • Applies to changes in volume, pitch, and
    overtones
  • Fletcher-Munsen curves
  • Compressed file typically 10 of original
  • Compression used in Dolby and MP3

19
Audio DSP, Noise Reduction
  • Tape Recording Has High Frequency Noise Called
    Hiss
  • Hiss reduces signal to noise ration at high audio
    frequencies
  • Dolby Digital B
  • During recording, maintain constant SNR by
    increasing amplitude of high frequencies
  • During playback, reduce amplitude of high
    frequencies by amount they were increased

20
Dolby Digital Sound
  • Six Channels Are Recorded
  • Five channels in full frequency range
  • Left, center, right stereo (front)
  • Left and right surround (behind)
  • Sixth channel for low frequency effect (LFE)
  • Low frequencies are not directional
  • Bandwidth of Each Channel Adjusted On-the-fly
    Center Channel Normally Allocated Most Bandwidth
  • Fewer Than 6 Channels Can Be Used by Remixing

21
3D Audio
  • How Do Our Ears Locate Where a Sound Is Coming
    From?
  • Intensity (how loud), one ear vs. the other
  • Timing closer ear hears note before other
  • Position of ear relative to noise source (e.g.,
    is ear directly facing sound, or is sound
    coming in at an angle)

22
Creating 3D Sound
  • Immersion Game
  • Player virtually moves with virtual environment,
    sound affected by location
  • For each sound source, two spheres are defined
  • Region outside of which this sound source is not
    detected
  • Within sphere, volume and nature of sound
    increases as player moves closer to source
  • Inner sphere
  • volume limited to maximum

23
MP-3
  • MP-3 Approach Large Audio Files
  • Reduced sampling
  • 16,000 (music), 10,000 (voice) per second (vs.
    44,000 per second for CD
  • Compress out differences ear unable to detect
  • Compression methods reduced storage requirements
    to 1/10 original
  • Conversion from CD to MP-3 performed by ripper
    (utility program)

24
Portable MP-3 Players
  • Music Downloaded From PC Via Parallel Port Into
    32 to 64MB of Flash Memory
  • 32 MB can store 30min of CD quality music, or 1
    hour of reduced quality (voice grade) music
  • Field Programmable Gate Array Chip Converts MP-3
    Data Into Uncompressed Digital Form for DAC
  • Lack of Moving Parts Minimizes Power Requirements

25
Multimedia Video
  • PC Video vs. VCRs
  • Random Access
  • Quick access
  • Record while playback
  • Real-time pause and rewind
  • Videoconferencing
  • Digital vs. Analog Implementation

26
Compression Methods
  • Delta Video (Delta Modulation)
  • Transmit differences from previous frame only
  • Unsuitable for noisy communications link
  • MPEG
  • Records only key frames and reconstructs
    intermediate frames by comparing transitions from
    one key frame to the next
  • Lossy Compression
  • Eliminate unessential differences within
    displayed images

27
Virtual Reality
  • 3D Feedback (Audio, Video, Sensory) Guided by
    Personal Interaction
  • No Precise Definition of VR Components
  • Partial immersion (joystick, 3D mouse, monitor,
    software
  • Total immersion (head mounted displays, data
    gloves, etc.)
  • Total Immersion Typical Elements
  • Software continuously calculating relative
    position
  • Calculates binocular vision

28
3D Graphic Rendering
  • In 3D, Each Point Is Described by Its Horizontal
    and Vertical Position and Depth
  • Each Surface Represented by Triangles
  • Geometry DSP computes
  • Relative position of each triangle
  • Effect of viewing angle
  • Intensity, texture, reflections
  • Requires extensive use of floating point math
  • Need to redraw 15 to 20 times per second to make
    rotation look smooth

29
Additional Graphic Features
  • Shading
  • Texture Maps
  • Repeated bitmaps used as wall paper
  • Pixelation can be corrected by creating an
    additional variation of texture map designed
    specifically (and only) for close-up viewing (MIP
    Mapping)
  • Perspective Correction alters form of texture map
    as map gets deeper into view (narrows, alters
    details)

30
Distant object alteration
  • Accounts for Fact That Objects Further Away Are
    Less Distinct Than Close in
  • Reduces Detail That Must Be Computed by Rendering
    Engine
  • Fogging Blends White Into Distant Objects to
    Create Hazy Horizon
  • Depth Cueing Adds Black at End of Halls

31
Graphic Features
  • Alpha Blending
  • Merges two different texture maps on a pixel by
    pixel basis by taking a percentage of each color
    at each point
  • Stippling
  • Draws background color and intersperses
    occasional texels from other texture map
  • Bilinear Filtering
  • Smoothes edges of textures by blending color
    transitions

32
3D Video Cards
  • Most Recently Used Texture Maps Are Stored on
    Card to Accelerate Retrieval
  • 3D Graphics Coprocessor Can Quickly Compute
    On-the-fly 3D Rendering
  • 2D Graphics Coprocessor Can Accelerate
    Representation of 2D Objects Such As Bitmaps and
    Icons
  • VRAM
  • Simultaneous reading and writing
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