[BoW] r3 - trunk/README.authors

diego subversion at mplayerhq.hu
Tue Sep 23 22:35:05 CEST 2008


Author: diego
Date: Tue Sep 23 22:35:04 2008
New Revision: 3

Log:
spelling/grammar/cosmetics


Modified:
   trunk/README.authors

Modified: trunk/README.authors
==============================================================================
--- trunk/README.authors	(original)
+++ trunk/README.authors	Tue Sep 23 22:35:04 2008
@@ -5,7 +5,7 @@ The Audience of this book is:
 -----------------------------
 
 * Programmers that want to learn about audio and video coding
-* People that want to know the techniques and problems behind a/v coding
+* People that want to know the techniques and problems behind A/V coding
 
 
 Not in the audience are people:
@@ -20,7 +20,7 @@ Requirements:
 
 * basic math knowledge (trigonometric functions, sums,
   integration, differentiation)
-* very basic signal theory knowledge (fourier, sampling theorem)
+* very basic signal theory knowledge (Fourier, sampling theorem)
 * basic knowledge about programming in general
 
 
@@ -39,21 +39,21 @@ Used language:
 
 Technical British English
 
-Coding Guidline
------------------
+Coding Guideline
+----------------
 
 * Every sentence should start on a new line
 * indentation is done by a _single_ space
 * Every "block" (chapter, section, .., pictures, formulas, ..)
   adds one indentation level
 * Graphics should be used in a vector format wherever possible
-* If the original graphic file format cannot be directly used in latex,
+* If the original graphic file format cannot be directly used in LaTeX,
   it has to be converted on the fly at build time into a compatible format
 * Every part and chapter goes into its own directory
 * Every section goes into its own file
 
 Structure of every section/chapter:
----------------------------
+-----------------------------------
 
 * Introduction
 * Problem description
@@ -68,7 +68,7 @@ General Structure of the Book:
 
 * Introduction
         - Audience
-        - Why is coding necessary / The effect/necessity of compression
+        - Why coding is necessary, the effect/necessity of compression
         - Digitalisation
         - Storing audio and video data
         - Basic structure of a video player
@@ -79,20 +79,20 @@ General Structure of the Book:
 PART 0: Basic Building Blocks
 (Common stuff about audio and video which can be skipped and read later
 when needed)
-* Frames and Samples, what are they and what are they implications
+* Frames and samples, what they are and what are their implications
 * Why lossy compression, why does it work
 * Entropy coding
 * Quantisation
 * Frequency transforms (and why we do that)
-* Predicitive coding
+* Predictive coding
 * Bitrate, Framerate
-* Why keyframe (seeking, error recovery, error accumulation)
+* Why keyframes (seeking, error recovery, error accumulation)
 * Why predictive coding in general
 
 PART I: Video Coding
 * Psychovisual Stuff
         - What does the eye react to most (edges and stuff)
-* Quality Measurments, both objective and subjective
+* Quality Measurements, both objective and subjective
 * Colour spaces
 * Transform coding in general (DCT, wavelet,...)
 * Quantisation after transform coding
@@ -103,7 +103,7 @@ PART I: Video Coding
 
 PART II: Audio Coding
 * Psychoacoustic Stuff
-* Quality measuremnts
+* Quality measurements
 * Transforms
 * Quantisation
 * Predictive Coding



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