Game Development Reference
In-Depth Information
Table 2.2 Digital video formats
Name
Spatial resolution
Typical frame/field rate
QCIF (Quarter Common Intermediate Format)
176
×
144
15, 30
SIF (Source Input Format)
352
×
240
30
352
×
288
25
CIF (Common Intermediate Format)
352
×
288
30
×
4SIF
704
480
30
4CIF
704
×
576
30
SD (Standard Definition)
480i/p
704
480,
720 × 480
×
24, 30, 60i
576i/p
704
×
576,
25, 50i
720
×
576
ED (Enhanced Definition)
480p
640 × 480,
704 × 480,
720
60
×
480
576p
704 × 576,
720 × 576
50
HD (High Definition)
720p
1,280
×
720
24, 25, 30, 50, 60
1080i/p
1,920
×
1,080
24, 25, 30, 60, 50i, 60i
UHD (Ultra High Definition)
3,840
×
2,160,
24, 25, 50, 60, 120
7,680
×
4,320
QVGA (Quarter Video Graphics Array)
320 × 240
WQVGA (Wide Quarter Video Graphics Array)
400
×
240
VGA (Video Graphics Array)
640
×
480
WVGA (Wide Video Graphics Array)
800
×
400
SVGA (Super Video Graphics Array)
800
×
600
XGA (Extended Video Graphics Array)
1,024
×
768
SXGA
1,280 × 1,024
is replacing SDTV (Standard-definition Television), and even UHDTV (Ultra High
Definition Television) maybe become part to the life in the near future.
2.2.2 YCbCr Sampling Formats
As said in Sect. 2.1.2 , the human eyes are more sensitive to luminance than to colors.
In digital video transmission, using low sampling precision for chrominance is an
efficient way to reduce the bandwidth. In video coding, usually YCbCr color space
is used, and the typical sampling formats include 4:0:0, 4:2:0, 4:2:2, 4:4:4.
For 4:0:0 format, actually only luminance signal is sampled, which is used for
black/white systems. 4:2:0 format is used widely in digital TV broadcasting. In this
format the Cb and Cr matrices shall be half the size of the Ymatrix in both horizontal
 
 
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