[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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