Vector Quantisation
Vector quantization (VQ) is a classical quantization technique from signal processing that allows the modeling of probability density functions by the distribution of prototype vectors. Developed in the early 1980s by Robert M. Gray, it was originally used for data compression. It works by dividing a large set of points (vectors) into groups having approximately the same number of points closest to them. Each group is represented by its centroid point, as in k-means and some other clustering algorithms. In simpler terms, vector quantization chooses a set of points to represent a larger set of points. The density matching property of vector quantization is powerful, especially for identifying the density of large and high-dimensional data. Since data points are represented by the index of their closest centroid, commonly occurring data have low error, and rare data high error. This is why VQ is suitable for lossy data compression. It can also be used for lossy data correction a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quantization (signal Processing)
Quantization, in mathematics and digital signal processing, is the process of mapping input values from a large set (often a continuous set) to output values in a (countable) smaller set, often with a finite number of elements. Rounding and truncation are typical examples of quantization processes. Quantization is involved to some degree in nearly all digital signal processing, as the process of representing a signal in digital form ordinarily involves rounding. Quantization also forms the core of essentially all lossy compression algorithms. The difference between an input value and its quantized value (such as round-off error) is referred to as quantization error, noise or distortion. A device or algorithm function, algorithmic function that performs quantization is called a quantizer. An analog-to-digital converter is an example of a quantizer. Example For example, Rounding#Round half up, rounding a real number x to the nearest integer value forms a very basic type of q ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Linde–Buzo–Gray Algorithm
The Linde–Buzo–Gray algorithm (named after its creators Yoseph Linde, Andrés Buzo and Robert M. Gray, who designed it in 1980) is an iterative vector quantization algorithm to improve a small set of vectors (codebook) to represent a larger set of vectors (training set), such that it will be locally optimal. It combines Lloyd's Algorithm In electrical engineering and computer science, Lloyd's algorithm, also known as Voronoi iteration or relaxation, is an algorithm named after Stuart P. Lloyd for finding evenly spaced sets of points in subsets of Euclidean spaces and partitions of ... with a splitting technique in which larger codebooks are built from smaller codebooks by splitting each code vector in two. The core idea of the algorithm is that by splitting the codebook such that all code vectors from the previous codebook are present, the new codebook must be as good as the previous one or better. Description The Linde–Buzo–Gray algorithm may be implemented as foll ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Daala
Daala is a video coding format under development by the Xiph.Org Foundation under the lead of Timothy B. Terriberry mainly sponsored by the Mozilla Corporation. Like Theora and Opus, Daala is available free of any royalties and its reference implementation is being developed as free and open-source software. The name is taken from the fictional character of Admiral Natasi Daala from the ''Star Wars'' universe. The reference implementation is written in C and published, together with its source code, as free software under the terms of a BSD-like license. Software patents are being filed for techniques used in and developed for Daala. Those patents are freely licensed to everybody to use for any purpose. However, the patent holders reserve the right to use them to counter patent infringement lawsuits filed by others. Since June 20, 2013, the development is accompanied by a series of sporadically published posts on the underlying technology on the website of the Xiph.Org Fou ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cinepak
Cinepak is a lossy video codec developed by Peter Barrett at SuperMac Technologies, and released in 1991 with the Video Spigot, and then in 1992 as part of Apple Computer's QuickTime video suite. One of the first video compression tools to achieve full motion video on CD-ROM, it was designed to encode 320×240 resolution video at 1× (150 kbyte/s) CD-ROM transfer rates. The original name of this codec was Compact Video, which is why its FourCC identifier is CVID. The codec was ported to Microsoft Windows in 1993. It was also used on fourth- and fifth-generation game consoles, such as the Atari Jaguar CD, Sega CD, Sega Saturn, and 3DO. libavcodec includes a Cinepak decoder and an encoder, both licensed under the terms of the LGPL. History It was the primary video codec of early versions of QuickTime and Microsoft Video for Windows, but was later superseded by Sorenson Video, Intel Indeo, and most recently MPEG-4 Part 2 and H.264/MPEG-4 AVC. However, movies compressed with ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bink Video
Bink Video is a proprietary file format (extensions .bik and .bk2) for video developed by Epic Games Tools (formerly RAD Game Tools), a part of Epic Games. Overview The format includes its own proprietary video and audio compression algorithms (video and audio codecs) supporting resolutions from 320×240 up to high definition video. It is bundled as part of the Epic Video Tools along with Epic Games Tools' previous video codec, Smacker video. It is a hybrid block-transform and wavelet codec using 16 different encoding techniques. The codec places emphasis on lower decoding requirements over other video codecs with specific optimizations for the different computer game consoles it supports. It has been primarily used for full-motion video sequences in video games, and has been used in games for Windows, Mac OS and all sixth-generation game consoles (Dreamcast, GameCube, PlayStation 2 and Xbox) and all major seventh-generation gaming platforms (Nintendo DS, PlayStation 3, P ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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MPEG-4
MPEG-4 is a group of international standards for the compression of digital audio and visual data, multimedia systems, and file storage formats. It was originally introduced in late 1998 as a group of audio and video coding formats and related technology agreed upon by the ISO/IEC Moving Picture Experts Group (MPEG) (ISO/IEC JTC 1/SC29/WG11) under the formal standard ISO/IEC 14496 – ''Coding of audio-visual objects''. Uses of MPEG-4 include compression of audiovisual data for Internet video and CD distribution, voice (telephone, videophone) and broadcast television applications. The MPEG-4 standard was developed by a group led by Touradj Ebrahimi (later the JPEG president) and Fernando Pereira. Background MPEG-4 absorbs many of the features of MPEG-1 and MPEG-2 and other related standards, adding new features such as (extended) VRML support for 3D rendering, object-oriented composite files (including audio, video and VRML objects), support for externally specified ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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TwinVQ
TwinVQ (transform-domain weighted interleave vector quantization) is an audio compression technique developed by Nippon Telegraph and Telephone Corporation (NTT) Human Interface Laboratories (now Cyber Space Laboratories) in 1994. The compression technique has been used in both standardized and proprietary designs. TwinVQ in MPEG-4 In the context of the MPEG-4 Audio (MPEG-4 Part 3), TwinVQ is an audio codec optimized for audio coding at ultra low bitrates around 8 kbit/s. TwinVQ is one of the object types defined in MPEG-4 Audio, published as subpart 4 of ISO/IEC 14496-3 (for the first time in 1999 - a.k.a. MPEG-4 Audio version 1). This object type is based on a general audio transform coding scheme which is integrated with the AAC coding frame work, a spectral flattening module, and a weighted interleave vector quantization module. This scheme reportedly has high coding gain for low bit rate and potential robustness against channel errors and packet loss, since it does no ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Vector Quantization
Vector quantization (VQ) is a classical quantization technique from signal processing that allows the modeling of probability density functions by the distribution of prototype vectors. Developed in the early 1980s by Robert M. Gray, it was originally used for data compression. It works by dividing a large set of points (vectors) into groups having approximately the same number of points closest to them. Each group is represented by its centroid point, as in k-means and some other clustering algorithms. In simpler terms, vector quantization chooses a set of points to represent a larger set of points. The density matching property of vector quantization is powerful, especially for identifying the density of large and high-dimensional data. Since data points are represented by the index of their closest centroid, commonly occurring data have low error, and rare data high error. This is why VQ is suitable for lossy data compression. It can also be used for lossy data correction ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Prefix Code
A prefix code is a type of code system distinguished by its possession of the prefix property, which requires that there is no whole Code word (communication), code word in the system that is a prefix (computer science), prefix (initial segment) of any other code word in the system. It is trivially true for fixed-length codes, so only a point of consideration for variable-length code, variable-length codes. For example, a code with code has the prefix property; a code consisting of does not, because "5" is a prefix of "59" and also of "55". A prefix code is a uniquely decodable code: given a complete and accurate sequence, a receiver can identify each word without requiring a special marker between words. However, there are uniquely decodable codes that are not prefix codes; for instance, the reverse of a prefix code is still uniquely decodable (it is a suffix code), but it is not necessarily a prefix code. Prefix codes are also known as prefix-free codes, prefix condition codes ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Entropy Code
In information theory, an entropy coding (or entropy encoding) is any lossless data compression method that attempts to approach the lower bound declared by Shannon's source coding theorem, which states that any lossless data compression method must have an expected code length greater than or equal to the entropy of the source. More precisely, the source coding theorem states that for any source distribution, the expected code length satisfies \operatorname E_ ell(d(x))\geq \operatorname E_ \log_b(P(x))/math>, where \ell is the function specifying the number of symbols in a code word, d is the coding function, b is the number of symbols used to make output codes and P is the probability of the source symbol. An entropy coding attempts to approach this lower bound. Two of the most common entropy coding techniques are Huffman coding and arithmetic coding. If the approximate entropy characteristics of a data stream are known in advance (especially for signal compression), a simpler ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Codebook
A codebook is a type of document used for gathering and storing cryptography codes. Originally, codebooks were often literally , but today "codebook" is a byword for the complete record of a series of codes, regardless of physical format. Cryptography In cryptography, a codebook is a document used for implementing a code. A codebook contains a lookup table for coding and decoding; each word or phrase has one or more strings which replace it. To decipher messages written in code, corresponding copies of the codebook must be available at either end. The distribution and physical security of codebooks presents a special difficulty in the use of codes compared to the secret information used in ciphers, the key, which is typically much shorter. The United States National Security Agency documents sometimes use ''codebook'' to refer to block ciphers; compare their use of ''combiner-type algorithm'' to refer to stream ciphers. Codebooks come in two forms, one-part or two-part: * ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Projection (mathematics)
In mathematics, a projection is an idempotent mapping of a set (or other mathematical structure) into a subset (or sub-structure). In this case, idempotent means that projecting twice is the same as projecting once. The restriction to a subspace of a projection is also called a ''projection'', even if the idempotence property is lost. An everyday example of a projection is the casting of shadows onto a plane (sheet of paper): the projection of a point is its shadow on the sheet of paper, and the projection (shadow) of a point on the sheet of paper is that point itself (idempotency). The shadow of a three-dimensional sphere is a disk. Originally, the notion of projection was introduced in Euclidean geometry to denote the projection of the three-dimensional Euclidean space onto a plane in it, like the shadow example. The two main projections of this kind are: * The projection from a point onto a plane or central projection: If is a point, called the center of projection, then t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |