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IT-601 · Computer Graphics & Multimedia/Quick Revision Short Notes

Computer Graphics & Multimedia (IT-601) - Unit 3 Short Notes

UNIT 3: COMPUTER GRAPHICS & MULTIMEDIA - EXAM-DRIVEN NOTES


I. DISPLAY SYSTEMS & INPUT DEVICES

A. Raster Scan vs. Random Scan (Vector) Displays

Feature Raster Scan Display Random Scan (Vector) Display
Working Principle Electron beam scans entire screen row-by-row (line-by-line). Intensity is modulated to create image. Electron beam draws lines/patterns directly between points. Only drawn lines are refreshed.
Refresh Method Refresh Rate: 60 Hz (or higher). Entire frame refreshed each cycle. Refresh Rate: 30-60 Hz. Only drawn lines are refreshed.
Memory Required Frame Buffer: Large (stores intensity/color for every pixel). e.g., 1024x768x24-bit = ~2.25 MB. Display File/Refresh Buffer: Small (stores line drawing commands & end coordinates).
Image Quality Can display detailed, shaded, realistic images. Aliasing (jaggies) possible. Produces crisp, sharp lines (no aliasing). Cannot display complex shaded scenes.
Cost & Complexity Less expensive, simpler hardware. More expensive, complex circuitry for beam deflection.
Best For Realistic scenes, games, video, GUIs. Engineering drawings, CAD, architectural plans.

Block Diagram (Raster Scan): CPU → Display Controller → Frame Buffer (Memory) → Video Amplifier → CRT

B. Direct View Storage Tube (DVST)

  • Working Principle: Uses a storage mesh (thin wire grid) behind phosphor coating. Electron beam writes image onto mesh, which retains charge pattern. A separate, low-power flood gun illuminates the entire screen, making the stored charge pattern glow. No refresh needed for static images.

  • Diagram: [Write Gun] → [Storage Mesh] ← [Flood Gun] → [Phosphor]

  • Advantages:

    • No frame buffer → Very high resolution (no pixel grid).

    • No flicker (static image).

    • Low cost (no high-speed memory).

  • Disadvantages:

    • Cannot display dynamic/color graphics easily (erasing/modifying is slow).

    • No intensity variation (only on/off).

    • Overlay problem: New drawings must be carefully managed.

C. Interactive Input Devices

Device Principle & Typical Use
Keyboard Text entry, command input.
Mouse 2D position, relative motion. Pointing, dragging.
Trackball Like an upside-down mouse. Stationary, good for laptops.
Joystick 2D/3D position & force. Flight sims, games.
Light Pen Light-sensitive pen on CRT. Picks screen coordinates by detecting electron beam.
Touch Panel Direct screen touch. Types: Resistive, Capacitive, Infrared.
Digitizer Tablet + puck/pen. For precise 2D coordinate input (drawing, map digitizing).
Scanner Converts hard-copy images/text to digital. Flatbed, sheet-fed.

D. Interaction Techniques

  • Rubber Band Technique: While dragging a mouse, a temporary line (like a stretched rubber band) is drawn from the starting point to the current cursor position. Used for interactive line drawing, rectangle selection, and positioning objects.

    • Example: To draw a line, click start point → drag (line follows cursor) → release at end point.
  • Positioning Constraints: Forces cursor/object movement along specific paths.

    • Orthogonal Constraint: Cursor snaps to horizontal/vertical lines (e.g., Shift key in drawing apps).

    • Polar Constraint: Cursor snaps to specific angles (e.g., 30°, 45° increments).


II. FUNDAMENTAL DRAWING ALGORITHMS

A. Line Drawing Algorithms

1. DDA (Digital Differential Analyzer) Algorithm

  • Concept: Uses floating-point arithmetic to incrementally plot points based on the line's slope.

  • Equations:

    • If |dx| >= |dy| (slope ≤ 1): x_{i+1} = x_i + 1, y_{i+1} = y_i + m (where m = dy/dx)

    • If |dy| > |dx| (slope > 1): y_{i+1} = y_i + 1, x_{i+1} = x_i + (1/m)

  • Steps:

    1. Calculate dx = x2 - x1, dy = y2 - y1.

    2. Determine number of steps N = max(|dx|, |dy|).

    3. Calculate increments x_inc = dx/N, y_inc = dy/N.

    4. Start at (x1, y1), round to nearest pixel, plot.

    5. For i=1 to N-1: x = x + x_inc, y = y + y_inc, plot (round(x), round(y)).

  • Example (1,1) to (5,5): dx=4, dy=4, N=4, x_inc=1, y_inc=1. Points: (1,1), (2,2), (3,3), (4,4), (5,5).

2. Bresenham's Line Algorithm (for 0 < m < 1)

  • Concept: Uses integer arithmetic only. Decision parameter p determines whether to move East (E) or North-East (NE).

  • Derivation: Line equation: y = mx + c. For pixel at (x_i, y_i), decision variable p_i = dy * (x_i + 1) - dx * (y_i + 0.5). If p_i < 0, next pixel is E; else NE.

  • Initialization: p_0 = 2*dy - dx.

  • Algorithm Steps:

    1. Input endpoints, calculate dx, dy.

    2. p = 2*dy - dx.

    3. Plot initial point.

    4. For i=1 to dx:

      • If p < 0: x = x + 1, p = p + 2*dy.

      • Else: x = x + 1, y = y + 1, p = p + 2*(dy - dx).

      • Plot (x, y).

  • Example (0,0) to (5,3): dx=5, dy=3, p0=1. Points: (0,0), (1,1), (2,1), (3,2), (4,2), (5,3).

B. Circle Drawing Algorithms

Midpoint Circle Algorithm

  • Concept: Uses symmetry (8 octants). Decision parameter p at midpoint between candidate pixels.

  • For Octant (x,y) where x <= y (0° to 45°):

    • Initial point: (0, r)

    • Initial decision: p_0 = 1 - r

  • Algorithm Steps:

    1. x = 0, y = r, p = 1 - r.

    2. Plot 8 symmetric points.

    3. While x < y:

      • x = x + 1

      • If p < 0: p = p + 2*x + 1

      • Else: y = y - 1, p = p + 2*(x - y) + 1

      • Plot 8 symmetric points (±x, ±y), (±y, ±x).

  • Example (Radius 5, Center Origin):

    • p0 = 1 - 5 = -4

    • Points: (0,5), (1,5), (2,5), (3,4), (4,3), (5,0) in first octant → reflect.

C. Curve Representations

Bezier Curves

  • Bernstein Basis: Bezier curve of degree n with control points P_i is:

$$B(t) = \sum_{i=0}^{n} P_i \cdot B_{i,n}(t), \quad 0 \le t \le 1$$

where 

$$B_{i,n}(t) = \binom{n}{i} t^i (1-t)^{n-i}$$

  • Geometric Interpretation: Weighted average of control points using Bernstein polynomials as weights.

  • Properties:

    • Endpoint Interpolation: B(0)=P_0, B(1)=P_n.

    • Convex Hull Property: Curve lies within convex hull of control points.

    • Variation Diminishing: Curve doesn't oscillate more than control polygon.

    • Affine Invariance: Transformations applied to control points transform curve.

  • Example (Cubic, 4 points): P0(2,1), P1(3,2), P2(5,0), P3(6,2)

    • B(t) = (1-t)^3 P0 + 3t(1-t)^2 P1 + 3t^2(1-t) P2 + t^3 P3

    • Calculate B(0.5) for midpoint.

    • Midpoint t=0.5: B(0.5) = 0.125*P0 + 0.375*P1 + 0.375*P2 + 0.125*P3 = (4.125, 1.125).

B-spline Curves (Short Note)

  • Basis Functions (Cox-de Boor Recursion):

$$N_{i,0}(t) = \begin{cases} 1 & \text{if } t_i \le t < t_{i+1} \\ 0 & \text{otherwise} \end{cases}$$

$$N_{i,k}(t) = \frac{t - t_i}{t_{i+k} - t_i} N_{i,k-1}(t) + \frac{t_{i+k+1} - t}{t_{i+k+1} - t_{i+1}} N_{i+1,k-1}(t)$$

  • Properties:

    • Local Control: Moving a control point affects only k+1 curve segments.

    • Smoothness: C^{k-1} continuity for degree k.

    • Degree: Curve degree is independent of number of control points (unlike Bezier).

  • vs. Bezier: Bezier is global (all points affect entire curve). B-spline has local control and can represent more complex shapes without high degree.


III. GEOMETRIC TRANSFORMATIONS

A. 2D & 3D Transformations

  • Use Homogeneous Coordinates (add w component) to represent translation as matrix multiplication.

    • 2D point (x,y) → (x, y, 1)

    • 3D point (x,y,z) → (x, y, z, 1)

  • Transformation Matrices (3x3 for 2D, 4x4 for 3D):

    • Translation T(tx, ty):

$$\begin{bmatrix} 1 & 0 & t_x \\ 0 & 1 & t_y \\ 0 & 0 & 1 \end{bmatrix}$$

*   **Rotation** `R(θ)` (counter-clockwise about origin):

$$\begin{bmatrix} \cos\theta & -\sin\theta & 0 \\ \sin\theta & \cos\theta & 0 \\ 0 & 0 & 1 \end{bmatrix}$$

*   **Scaling** `S(sx, sy)`:

$$\begin{bmatrix} s_x & 0 & 0 \\ 0 & s_y & 0 \\ 0 & 0 & 1 \end{bmatrix}$$

  • Example: Rotate triangle A(0,0), B(2,2), C(4,2) by 45° about origin.

    • θ=45°, cosθ=sinθ=√2/2 ≈ 0.7071

    • B' = (2*0.7071 - 2*0.7071, 2*0.7071 + 2*0.7071) = (0, 2.828)

    • Similarly for A, C.

B. Viewing Transformation: Window-to-Viewport

  • Concept: Map a portion of the world coordinate scene (defined by a window) to a device coordinate viewport (on screen/plotter).

  • Mapping Equations (for x-coordinate):

$$x_{vp} = \left( \frac{x_w - x_{wmin}}{x_{wmax} - x_{wmin}} \right) \times (x_{vpmax} - x_{vpmin}) + x_{vpmin}$$

Same for `y`. This performs **scaling** (to fit aspect ratio) and **translation**.
  • Process: World Coords → Window → Normalized Device Coords (0-1) → Viewport → Device Coords.

IV. CLIPPING

A. General Approaches

  1. Exhaustive Testing: Test each point against all boundaries (inefficient).

  2. Parametric: Represent line as P(t) = P1 + t(P2-P1), find t values where it crosses clipping boundaries.

  3. Region-Based (Cohen-Sutherland): Divide space into regions, assign codes, use trivial accept/reject.

B. Cohen-Sutherland Line Clipping Algorithm

  • Region Codes (Outcodes): 4-bit code for 9 regions (inside=0000).

    • Bit 1 (top), Bit 2 (bottom), Bit 3 (right), Bit 4 (left).

    • Example: Point left of window & above → 1001.

  • Trivial Accept: Both endpoints have code 0000 → line entirely inside.

  • Trivial Reject: Logical AND of endpoint codes ≠ 0000 → line entirely outside.

  • Algorithm Steps:

    1. Assign region codes to endpoints P1, P2.

    2. While not trivially accepted/rejected:

      • Choose an endpoint with non-zero code.

      • Find edge of window that the point is outside.

      • Compute intersection P of line with that window edge.

      • Replace the outside endpoint with P, update its code.

    3. If accepted, draw line segment between final P1, P2.

  • Example: Window [xmin=0, ymin=0, xmax=340, ymax=340].

    • Line AB[(-170,595),(170,255)]: A code=1001 (left+top), B code=0000. Reject? AND=0000 → not trivial reject. Clip A against top edge y=340 → new A'. Repeat.

    • Line CD[(425,85),(595,595)]: C code=0100 (right), D code=1001 (left+top). AND=0000 → not trivial reject. Clip C against right edge x=340 → C'. Clip D against top edge y=340 → D'. Result C'D' is visible.

  • Advantages: Simple, fast for many trivial rejects.

  • Limitations: Inefficient for lines completely inside but with one endpoint outside (multiple iterations). Only for rectangular windows.

C. Cyrus-Beck (Parametric) Algorithm

  • Principle: For a convex polygon clipping window, represent line parametrically: P(t) = P1 + t(P2-P1), 0 ≤ t ≤ 1. Find t_enter and t_exit where line enters and leaves the polygon.

  • For each edge i with inward normal n_i and vertex Pi:

$$t_i = \frac{(P_i - P1) \cdot n_i}{(P2 - P1) \cdot n_i}$$

*   If denominator `> 0`: `t` is potential **leaving** point (`t_exit = min(t_i)`).

*   If denominator `< 0`: `t` is potential **entering** point (`t_enter = max(t_i)`).

*   If denominator `= 0`: Line parallel to edge. Ignore if outside.
  • Visible if: t_enter < t_exit and 0 ≤ t_enter ≤ 1, 0 ≤ t_exit ≤ 1. Visible segment: P(t_enter) to P(t_exit).

  • Works for any convex polygon (not just rectangle).

D. Other Clipping Algorithms (Brief)

  • Liang-Barsky: Parametric version optimized for rectangular windows. Uses 4 inequalities (for left, right, bottom, top) to compute t_enter, t_exit directly. More efficient than Cohen-Sutherland for non-trivial cases.

  • Sutherland-Hodgman: For polygon clipping against a convex clipping window. Process polygon edges one clip boundary at a time. Outputs a polygon (may have more vertices).


V. PROJECTIONS

A. Parallel Projection

  • Projectors are parallel (center of projection at infinity).

  • Orthographic: Projectors perpendicular to projection plane.

    • Multi-view: Front, top, side (true dimensions).

    • Axonometric: Single view with rotation.

      • Isometric: Equal foreshortening (α=β=γ), angles 120°.

      • Dimetric: Two equal foreshortenings.

      • Trimetric: All foreshortenings different.

  • Oblique: Projectors not perpendicular.

    • Cavalier: Projection vector makes 45° with plane. Foreshortening f=1.

    • Cabinet: Projection vector makes 45° with plane. Foreshortening f=0.5 (more realistic).

B. Perspective Projection

  • Projectors converge at Center of Projection (COP) or "eye".

  • Principle: x_p = x * (d/z), y_p = y * (d/z) where d is distance from COP to projection plane. Size varies with depth z.

  • Types:

    • One-point: One set of parallel lines is perpendicular to view plane → one vanishing point.

    • Two-point: Two sets of parallel lines are oblique → two vanishing points.

    • Three-point: All three sets oblique → three vanishing points.

C. Detailed Comparison

Feature Parallel Projection Perspective Projection
Realism Low (no size/depth variation). High (objects appear smaller with distance).
Parallel Lines Preserved (remain parallel). Converge to vanishing points.
Depth Perception Poor (no foreshortening). Excellent (foreshortening, occlusion).
Math Model Linear (x_p = x, y_p = y for orthographic). Non-linear (x_p ∝ x/z).
Applications Engineering drawings (CAD), architectural plans. Realistic rendering, games, simulations, art.

VI. VISIBILITY & RENDERING

A. Hidden Surface Removal

1. Z-Buffer (Depth Buffer) Algorithm

  • Principle: For each pixel on screen, store the closest depth (z-value) in a depth buffer and corresponding color in frame buffer.

  • Algorithm:

    1. Initialize depth buffer to ∞ (or far plane), frame buffer to background.

    2. For each polygon in scene:

      • For each pixel (x,y) inside polygon's projection:

        • Compute polygon's depth z at (x,y).

        • If z < depth_buffer[x,y]:

          • depth_buffer[x,y] = z

          • frame_buffer[x,y] = polygon_color

  • Advantages: Simple, handles any polygon order, works for transparent objects (with modifications).

  • Disadvantages: Requires extra memory (2 buffers). Cannot handle fragile effects like correct order for intersecting polygons without extra passes.

2. Painter's Algorithm

  • Principle: Sort polygons by average or farthest depth (back to front). Draw farthest first, closer ones paint over them.

  • Challenges:

    • Cyclic Overlap: Polygons A overlaps B, B overlaps C, C overlaps A → impossible order.

    • Solution: Requires polygon splitting (complex).

  • Use: Simple scenes, non-intersecting polygons.

3. Back-Face Detection (Removal)

  • Principle: For a convex polyhedron (closed object), if the view vector V and surface normal N have dot product V·N > 0 (angle < 90°), the face is back-facing and invisible.

  • Algorithm (for polygon with vertices in CCW order):

    • Compute normal N = (V2-V1) × (V3-V1).

    • View vector V = (eye_point - any_vertex).

    • If V·N > 0 → back face → don't draw.

  • Example: Cube with vertices defined CCW from outside. For front face, V points towards viewer, N points outward → V·N < 0 (visible).

B. Shading Models

  • Flat Shading: Compute one normal per polygon (usually geometric normal). Single color for entire polygon. Fast, but faceted look.

  • Smooth Shading:

    • Gouraud Shading: Interpolate vertex colors across polygon. Fast, but highlights may be distorted.

    • Phong Shading: Interpolate vertex normals, compute color per pixel using full Phong model. Slower, but better specular highlights.

C. Reflection Models

Component Formula (Phong Model) Description
Ambient I_a * k_a Constant light from all directions. k_a: ambient coefficient.
Diffuse I_l * k_d * (N·L) Lambertian. Depends on angle between normal N and light direction L. k_d: diffuse coefficient.
Specular I_l * k_s * (R·V)^n Phong. R = reflection of L about N. V = view direction. k_s: specular coefficient, n: shininess (higher = tighter highlight).

VII. MULTIMEDIA SYSTEMS & TECHNOLOGIES

A. Multimedia System Architecture

  • Components: Capture (sensors) → Storage (disks, databases) → Processing (editing, compression) → Presentation (display, audio) → Communication (networks).

  • Logical Layers:

    1. Application Layer: End-user apps (player, editor).

    2. Middleware: OS, drivers, codecs, synchronization tools.

    3. System Layer: Hardware (CPU, GPU, I/O).

    4. Hardware Layer: Physical devices.

  • Characteristics: Integrated (text, audio, video, graphics), Dynamic (time-based), Interactive (user control).

B. Multimedia Databases

  • Need: Store & retrieve large volumes of non-textual data (images, video, audio).

  • Challenges:

    • Volume: Gigabytes/terabytes.

    • Variety: Different formats, structures.

    • Content-based Query: "Find images similar to this" (requires feature extraction: color histogram, texture, shape).

    • Temporal Constraints: Video/audio synchronization.

  • Characteristics: Support for content-based retrieval, indexing (e.g., R-trees for spatial data, signature files), query by example.

C. Multimedia Data File Formats & Standards

Type Formats (Extensions) Notes
Image BMP (uncompressed), GIF (LZW, 256 colors), JPEG (lossy DCT), PNG (lossless), TIFF (flexible)
Audio WAV (uncompressed PCM), MP3 (lossy psychoacoustic), MIDI (instrument commands)
Video AVI (container), MPEG (compressed std: MPEG-1,2,4), MOV (QuickTime), WMV
Text/Animation RTF (formatted text), SWF (Flash), GIF89a (animated GIF)

D. Compression Techniques

  • Lossless: Original data perfectly reconstructed.

    • Run-Length Encoding (RLE): AAABBBCC → 3A3B2C. Good for simple graphics.

    • Huffman Coding: Variable-length codes based on symbol frequency.

    • LZW: Dictionary-based. Used in GIF, TIFF, PDF.

    • Arithmetic Coding: More efficient than Huffman, but complex.

  • Lossy: Irreversible, higher compression.

    • Transform Coding (DCT): JPEG, MPEG. Blocks → Discrete Cosine Transform → quantize → encode.

    • Vector Quantization: Cluster similar data, represent by codebook index.

  • Standards:

    • JPEG: Still images. Uses DCT + Huffman.

    • MPEG: Video. Uses motion compensation + DCT.

    • MP3: Audio. Uses psychoacoustic model + sub-band coding.

E. Evolving Technologies

  • Virtual Reality (VR): Immersive, computer-generated environment. Head-mounted displays, motion trackers.

  • Augmented Reality (AR): Overlay digital info on real world (via phone/glasses). e.g., Pokémon GO.

  • Interactive Television: Two-way communication, VOD, t-commerce.

  • Digital Broadcasting: DVB, ATSC. Efficient spectrum use.

  • Multimedia over IP: Streaming (progressive download, RTSP), Webcasting, IPTV.

F. Applications of Multimedia

  • Education & Training: Computer-Based Instruction (CBI), simulations (flight, medical).

  • Entertainment: Video games, special effects in movies, interactive movies.

  • Business: Presentations (PPT), kiosks, videoconferencing, webinars.

  • Medicine: Medical imaging (CT, MRI), telemedicine, surgical simulation.


VIII. ANIMATION & VISUALIZATION

A. Animation

  • Definition: Creating illusion of motion by displaying sequence of still images (frames) rapidly.

  • Keyframe Animation: Define key poses (keyframes), system interpolates in-betweens.

  • Motion Specification: Paths, trajectories, physics-based (gravity, collisions).

  • Principles (12 Classic by Disney): Squash & stretch, Anticipation, Staging, Straight Ahead & Pose-to-Pose, Follow Through & Overlapping Action, Slow In & Slow Out, Arcs, Secondary Action, Timing, Exaggeration, Solid Drawing, Appeal.

  • Types: 2D (cel, vector), 3D (CGI), Stop-motion (clay, puppets), Morphing (shape transition).

B. Visualization (Short Note)

  • High-Dimensional Data Visualization:

    • Parallel Coordinates: Each dimension is a vertical axis, data points are polylines.

    • Scatterplot Matrix: Grid of 2D scatterplots for all pairs of variables.

    • Glyphs: Use shape/size/color of icons to represent multi-variate data at a point.

    • Dimensionality Reduction: PCA (Principal Component Analysis), t-SNE to project to 2D/3D.

  • Applications:

    • Scientific: Fluid flow (streamlines), molecular structures, weather models.

    • Information: Web structure, social networks, business dashboards.

    • Medical: 3D reconstructions from CT/MRI slices.


IX. COLOR MODELS & DISPLAY HARDWARE

A. Color Models

Model Type Primary Use Key Idea
RGB Additive Displays (monitors, projectors) Red+Green+Blue = White
CMY/CMYK Subtractive Printing (Cyan, Magenta, Yellow, Key/Black) Cyan absorbs Red, etc.
HSV/HSB Cylindrical (human intuitive) Color pickers, image editing Hue (color), Saturation (purity), Value/Brightness
YIQ/YUV Luminance-Chrominance TV/video compatibility (NTSC/PAL) Y=luminance, I/Q or U/V=chrominance. Allows B&W compatibility.

B. CRT (Cathode Ray Tube)

  • Working Principle:

    1. Electron Gun: Heated cathode emits electrons, focused into beam.

    2. Deflection: Magnetic (yoke) or electrostatic plates steer beam horizontally/vertically.

    3. Phosphor Coating: Inside screen glows when struck by electrons. Different phosphors emit different colors (RGB stripes/dots for color CRT).

  • Advantages: Wide viewing angle, good color reproduction, fast response (historically).

  • Disadvantages: Bulky, heavy, high voltage, power-hungry, emits EM radiation, geometric distortion (especially at corners), flicker at low refresh rates.


X. AUTHORING TOOLS

  • Definition: Software for creating multimedia applications without low-level programming. Integrate media, define interactivity, sequence events.

  • Key Features:

    • Media Integration: Import/ edit text, graphics, audio, video, animation.

    • Timeline/Score: Visual layout of media over time (like video editor).

    • Interactivity: Define hotspots, buttons, navigation (branching).

    • Scripting: Built-in language (Lingo in Director, ActionScript in Flash) for complex logic.

  • Examples:

    • Adobe Director (Shockwave): Powerful, timeline + Lingo. For CD-ROMs, kiosks.

    • Macromedia Flash: Vector-based, timeline + ActionScript. For web animations, games, RIAs.

    • ToolBook: Book metaphor (pages, objects). For e-learning.

    • Authorware: Icon-based flowchart paradigm. For CBT.


EXAM TIPS & COMMON PITFALLS:

  • Clipping: For Cohen-Sutherland, always show region codes and step-by-step clipping. Remember: Trivial Reject = AND of codes ≠ 0.
  • Bresenham vs DDA: Bresenham uses integers only, DDA uses floats. Bresenham is faster & more accurate.
  • Bezier: Remember endpoint interpolation and convex hull. For cubic, B(0)=P0, B(1)=P3.
  • Transformations: Order matters! Scaling then translating ≠ translating then scaling. Use homogeneous matrices.
  • Projections: Parallel = no vanishing points, Perspective = vanishing points. Orthographic is a subset of parallel.
  • Z-Buffer: Requires depth buffer (z-values) and frame buffer (colors). Memory = width * height * (bits for z + bits for color).
  • Multimedia Compression: JPEG = image (DCT), MPEG = video (motion compensation + DCT), MP3 = audio (psychoacoustic).
  • Color Models: RGB is additive (light), CMY is subtractive (pigment). YUV separates luminance (brightness) from chrominance (color).
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