1 / 10

Sampling and Digitisation

Sampling and Digitisation. Digitisation. Real-life images and sounds need to be digitised for computer representation. Turning an analogue or continuous signal into a digital signal. There are 3 stages to digitisation. Sampling Quantisation. Coding. The 3 stages of Digitisation. Sampling.

judith-holt
Télécharger la présentation

Sampling and Digitisation

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Sampling and Digitisation

  2. Digitisation • Real-life images and sounds need to be digitised for computer representation. • Turning an analogue or continuous signal into a digital signal. • There are 3 stages to digitisation. • Sampling • Quantisation. • Coding.

  3. The 3 stages of Digitisation Sampling Quantisation 1011, 1100, 1101, 0000, 0010, 0100, 0101, 0101, 0101, 0101, 0100, 0010, 0000, 1101, 1100, 1011, 1011, 1011, 1011, 1100 Coding

  4. Sampling • Examine the signal at discrete intervals (in space or time). • Nyquist’s sampling criteria states that we must sample a signal twice as fast as it is changing to represent it accurately. • If we do not we get aliasing. • Applies to any signal (sound or vision)

  5. Sampling • Sampling happens in life time events. Looking at the weather. • Cartwheels classic example. • More samples mean more data • Sometimes we degrade sound and vision so that we don’t have to sample it so often.

  6. Quantisation • Sampled signal is still an analogue signal. • The sample values may be any value within the signal’s range. I.e. an infinite number of values. • The computer deals in numbers, but not in infinite numbers.

  7. Quantisation • We need to decide the smallest amount a change from one number to the next will represent in our signal. • The decision is called quantisation • If we have a 4 bit number it can only represent 16 different values. 0 -15 • An 8 bit number can represent 256 different values. 0 –255

  8. Quantisation • Generally an ‘n’ bit number can represent 2n different values. 0 – (2n-1) • So the more accurately we need to represent a signal, the greater the levels of quantisation. • Greater levels of quantisation require more bits (data). • 8 bits vision ,16 - bits sound. • 16 bit gives 0 to 65535

  9. Coding • Once we have our sampled, quantised data, we need to develop some coding scheme to store in the computer. Or transmit. • Need not be difficult. • 8 – bit video brightness levels vary from 0 – 255, so simple hexadecimal provides a good coding scheme. • Sound waves go negative so a bit more difficult. So could use 2’s complement, offset binary or sign bit coding.

  10. Two’s complement • Turn all the zeros to ones and all the ones to zero and add 1. • Gives us a range from: • -32767 to • 32767 • We lose 8016 • The scale • 7F 32767 • …. (numbers between) • 01 1 • 0 0 • FF -1 • …… (numbers between) • 81 -32767 • All negative numbers start with MSB = 1

More Related