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Chapter 7

Chapter 7 of 'Fundamentals of Multimedia' discusses lossless compression algorithms, including Run-Length Coding, Variable-Length Coding, and Dictionary-based Coding. It covers the principles of information theory, entropy, and various coding techniques such as Huffman and Adaptive Huffman Coding. The chapter emphasizes the importance of lossless compression in reducing data size without losing information.

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0% found this document useful (0 votes)
9 views68 pages

Chapter 7

Chapter 7 of 'Fundamentals of Multimedia' discusses lossless compression algorithms, including Run-Length Coding, Variable-Length Coding, and Dictionary-based Coding. It covers the principles of information theory, entropy, and various coding techniques such as Huffman and Adaptive Huffman Coding. The chapter emphasizes the importance of lossless compression in reducing data size without losing information.

Uploaded by

thor.poojan333
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fundamentals of Multimedia 3rd ed.

, Chapter 7

Chapter 7
Lossless Compression Algorithms
7.1 Introduction
7.2 Basics of Information Theory
7.3 Run-Length Coding
7.4 Variable-Length Coding (VLC)
7.5 Dictionary-based Coding
7.6 Arithmetic Coding
7.7 Lossless Image Compression

1 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.1 Introduction
• Compression: the process of coding that will
effectively reduce the total number of bits needed
to represent certain information.

Fig. 7.1: A General Data Compression Scheme.

2 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Introduction (Cont’d)
• If the compression and decompression processes induce no
information loss, then the compression scheme is lossless;
otherwise, it is lossy.

• Compression ratio:

B0
compression ratio = (7.1)
B1

B0 – number of bits before compression


B1 – number of bits after compression

3 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.2 Basics of Information Theory


• The entropy η of an information source with alphabet S = {s1, s2,
. . . , sn} is:
n
1
= ( S ) ∑ pi log 2
η H=
i =1 pi (7.2)
n
= −∑ pi log 2 pi (7.3)
i =1

pi – probability that symbol si will occur in S.

1
log – indicates the amount of information (self-information as
2 pi
defined by Shannon) contained in si, which corresponds to the
number of bits needed to encode si.

4 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Distribution of Gray-Level Intensities

Fig. 7.2: Histograms for Two Gray-level Images.

• Fig. 7.2(a) shows the histogram of an image with uniform distribution of


gray-level intensities, i.e., ∀i pi = 1/256. Hence, the entropy of this
image is:

log2256 = 8 (7.4)

• Fig. 7.2(b) shows the histogram of an image with two possible values. Its
entropy is 0.92.

5 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Entropy and Code Length


• As can be seen in Eq. (7.3): the entropy η is a weighted-sum
of terms log 2 p1i ; hence it represents the average amount of
information contained per symbol in the source S.

• The entropy η specifies the lower bound for the average


number of bits to code each symbol in S, i.e.,

η≤l (7.5)

l - the average length (measured in bits) of the codewords


produced by the encoder.

6 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.3 Run-Length Coding

• Memoryless Source: an information source that is


independently distributed. Namely, the value of the current
symbol does not depend on the values of the previously
appeared symbols.

• Instead of assuming memoryless source, Run-Length Coding


(RLC) exploits memory present in the information source.

• Rationale for RLC: if the information source has the


property that symbols tend to form continuous groups, then
such symbol and the length of the group can be coded.

7 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.4 Variable-Length Coding (VLC)

7.4.1 Shannon-Fano Algorithm


— a top-down approach

1. Sort the symbols according to the frequency count of their occurrences.

2. Recursively divide the symbols into two parts, each with approximately
the same number of counts, until all parts contain only one symbol.

An Example: coding of “HELLO”

Symbol H E L O
Count 1 1 2 1
Frequency count of the symbols in ”HELLO”.

8 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.3: Coding Tree for HELLO by Shannon-Fano.

9 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.1: Result of Performing Shannon-Fano on


HELLO
Symbol Count Log2 Code # of bits
used
L 2 1.32 0 2
H 1 2.32 10 2
E 1 2.32 110 3
O 1 2.32 111 3
TOTAL # of bits: 10

10 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.4: Another coding tree for HELLO by Shannon-Fano.

11 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.2: Another Result of Performing Shannon-Fano


on HELLO (see Fig. 7.4)

Symbol Count Log2 Code # of bits


used
L 2 1.32 00 4
H 1 2.32 01 2
E 1 2.32 10 2
O 1 2.32 11 2
TOTAL # of bits: 10

12 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.4.2 Huffman Coding


ALGORITHM 7.1 Huffman Coding Algorithm
— a bottom-up approach

1. Initialization: Put all symbols on a list sorted according to their frequency


counts.

2. Repeat until the list has only one symbol left:


1) From the list pick two symbols with the lowest frequency counts. Form
a Huffman subtree that has these two symbols as child nodes and create
a parent node.
2) Assign the sum of the children’s frequency counts to the parent and
insert it into the list such that the order is maintained.
3) Delete the children from the list.

3. Assign a codeword for each leaf based on the path from the root.

13 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.5: Coding Tree for “HELLO” using the Huffman Algorithm.

14 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Huffman Coding (Cont’d)


In Fig. 7.5, new symbols P1, P2, P3 are created to
refer to the parent nodes in the Huffman coding
tree. The contents in the list are illustrated
below:
After initialization: L H E O
After iteration (a): L P1 H
After iteration (b): L P2
After iteration (c): P3

15 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Properties of Huffman Coding


1. Unique Prefix Property: No Huffman code is a prefix of any
other Huffman code - precludes any ambiguity in decoding.

2. Optimality: minimum redundancy code - proved optimal for a


given data model (i.e., a given, accurate, probability
distribution):
• The two least frequent symbols will have the same length for their
Huffman codes, differing only at the last bit.
• Symbols that occur more frequently will have shorter Huffman codes
than symbols that occur less frequently.
• The average code length for an information source S is strictly less
than η + 1. Combined with Eq. (7.5), we have:
l < η +1 (7.6)

16 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Extended Huffman Coding


• Motivation: All codewords in Huffman coding have integer bit
lengths. It is wasteful when pi is very large and hence log 1 is
2 pi
close to 0.
• Why not group several symbols together and assign a single
codeword to the group as a whole?
• Extended Alphabet: For alphabet S = {s1, s2, . . . , sn}, if k
symbols are grouped together, then the extended alphabet
is:

— the size of the new alphabet S(k) is nk.

17 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Extended Huffman Coding (Cont’d)


• It can be proven that the average # of bits for
each symbol is:
η ≤ l <η + 1 (7.7)
k

An improvement over the original Huffman coding,


but not much.

• Problem: If k is relatively large (e.g., k ≥ 3), then


for most practical applications where n ≫ 1, nk
implies a huge symbol table — impractical.

18 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

19 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

20 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.6: Huffman Tree for Extended Alphabet

21 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

22 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.4.3 Adaptive Huffman Coding


• Adaptive Huffman Coding: statistics are gathered and
updated dynamically as the data stream arrives.

ENCODER DECODER
------- -------
Initial_code(); Initial_code();

while not EOF while not EOF


{ {
get(c); decode(c);
encode(c); output(c);
update_tree(c); update_tree(c);
} }

23 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Adaptive Huffman Coding (Cont’d)


• Initial_code assigns symbols with some initially agreed upon
codes, without any prior knowledge of the frequency counts.

• update_tree constructs an Adaptive Huffman tree.


It basically does two things:
a) increments the frequency counts for the symbols (including
any new ones).
b) updates the configuration of the tree.

• The encoder and decoder must use exactly the same


initial_code and update_tree routines.

24 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Notes on Adaptive Huffman Tree Updating


• Nodes are numbered in order from left to right, bottom to
top. The numbers in parentheses indicates the count.
• The tree must always maintain its sibling property, i.e., all
nodes (internal and leaf) are arranged in the order of
increasing counts.
If the sibling property is about to be violated, a swap
procedure is invoked to update the tree by rearranging the
nodes.
• When a swap is necessary, the farthest node with count N is
swapped with the node whose count has just been increased
to N +1.

25 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.7: Node Swapping for Updating an Adaptive Huffman Tree

26 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Another Example: Adaptive Huffman Coding

• This is to clearly illustrate more implementation


details. We show exactly what bits are sent, as
opposed to simply stating how the tree is updated.

• An additional rule: if any character/symbol is to be


sent the first time, it must be preceded by a special
symbol, NEW. The initial code for NEW is 0. The count
for NEW is always kept as 0 (the count is never
increased); hence it is always denoted as NEW:(0) in
Fig. 7.7.

27 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.3: Initial code assignment for AADCCDD using


Adaptive Huffman Coding.

Initial Code
---------------------
NEW: 0
A: 00001
B: 00010
C: 00011
D: 00100
.
.
.

28 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.8: Adaptive Huffman tree for AADCCDD.

29 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.8 (Cont’d): Adaptive Huffman tree for AADCCDD.

30 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.4: Sequence of symbols and codes sent to the decoder

Symbol NEW A A NEW D NEW C C D D


Code 0 00001 1 0 00100 00 00011 001 101 101

• It is important to emphasize that the code for a


particular symbol changes during the adaptive Huffman
coding process.

For example, after AADCCDD, when the character D


overtakes A as the most frequent symbol, its code
changes from 101 to 0.

• The “Squeeze Page” on this book’s web site provides a


Java applet for adaptive Huffman coding.

31 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.5 Dictionary-based Coding


• LZW uses fixed-length codewords to represent
variable-length strings of symbols/characters that
commonly occur together, e.g., words in English
text.

• The LZW encoder and decoder build up the same


dictionary dynamically while receiving the data.

• LZW places longer and longer repeated entries into a


dictionary, and then emits the code for an element,
rather than the string itself, if the element has
already been placed in the dictionary.

32 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

ALGORITHM 7.2 - LZW Compression


BEGIN
s = next input character;
while not EOF
{
c = next input character;

if s + c exists in the dictionary


s = s + c;
else
{
output the code for s;
add string s + c to the dictionary with a new code;
s = c;
}
}
output the code for s;
END

33 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Example 7.2 LZW compression for string


“ABABBABCABABBA”

• Let’s start with a very simple dictionary (also referred to as


a “string table”), initially containing only 3 characters,
with codes as follows:

Code String
1 A
2 B
3 C

• Now if the input string is “ABABBABCABABBA”, the LZW


compression algorithm works as follows:

34 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

S C Output Code String


1 A
2 B
3 C
A B 1 4 AB
B A 2 5 BA
A B
AB B 4 6 ABB
B A
BA B 5 7 BAB
B C 2 8 BC
C A 3 9 CA
A B
AB A 4 10 ABA
A B
AB B
ABB A 6 11 ABBA
A EOF 1

• The output codes are: 1 2 4 5 2 3 4 6 1. Instead of sending 14 characters,


only 9 codes need to be sent (compression ratio = 14/9 = 1.56).

35 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

ALGORITHM 7.3 LZW Decompression (simple version)


BEGIN
s = NIL;
while not EOF
{
k = next input code;
entry = dictionary entry for k;
output entry;
if (s != NIL)
add string s + entry[0] to dictionary with a new code;
s = entry;
}
END

Example 7.3: LZW decompression for string “ABABBABCABABBA”.


Input codes to the decoder are 1 2 4 5 2 3 4 6 1.
The initial string table is identical to what is used by the encoder.

36 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

• The LZW decompression algorithm then works as follows:

S K Entry/output Code String


1 A
2 B
3 C
NIL 1 A
A 2 B 4 AB
B 4 AB 5 BA
AB 5 BA 6 ABB
BA 2 B 7 BAB
B 3 C 8 BC
C 4 AB 9 CA
AB 6 ABB 10 ABA
ABB 1 A 11 ABBA
A EOF

Apparently, the output string is “ABABBABCABABBA”, a truly lossless result!

37 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

ALGORITHM 7.4 LZW Decompression (modified)


BEGIN
s = NIL;
while not EOF
{
k = next input code;
entry = dictionary entry for k;

/* exception handler */
if (entry == NULL)
entry = s + s[0];

output entry;
if (s != NIL)
add string s + entry[0] to dictionary with a new code;
s = entry;
}
END

38 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

LZW Coding (Cont’d)

• In real applications, the code length l is kept in the


range of [l0, lmax]. The dictionary initially has a size of
2l0. When it is filled up, the code length will be
increased by 1; this is allowed to repeat until l = lmax.

• When lmax is reached and the dictionary is filled up, it


needs to be flushed (as in Unix compress, or to have
the LRU (least recently used) entries removed.

39 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.6 Arithmetic Coding


• Arithmetic coding is a more modern coding method that
usually out-performs Huffman coding.
• Huffman coding assigns each symbol a codeword which
has an integral bit length. Arithmetic coding can treat
the whole message as one unit.
• A message is represented by a half-open interval [a, b)
where a and b are real numbers between 0 and 1.
Initially, the interval is [0, 1). When the message
becomes longer, the length of the interval shortens and
the number of bits needed to represent the interval
increases.

40 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

ALGORITHM 7.5 Arithmetic Coding Encoder

BEGIN
low = 0.0; high = 1.0; range = 1.0;

while (symbol != terminator)


{
get (symbol);
high = low + range * Range_high(symbol);
low = low + range * Range_low(symbol);
range = high - low;
}

output a code so that low <= code < high;


END
41 Li, Drew, & Liu © Springer 2021
Fundamentals of Multimedia 3rd ed., Chapter 7

Example: Encoding in Arithmetic Coding

Symbol Probability Range


A 0.2 [0, 0.2)
B 0.1 [0.2, 0.3)
C 0.2 [0.3, 0.5)
D 0.05 [0.5, 0.55)
E 0.3 [0.55, 0.85)
F 0.05 [0.85, 0.9)
$ 0.1 [0.9, 1.0)

(a) Probability distribution of symbols.

Fig. 7.9: Arithmetic Coding: Encode Symbols “CAEE$”

42 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.9(b): Graphical display of shrinking ranges.

43 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Example: Encoding in Arithmetic Coding


Symbol Low High Range
0 1.0 1.0
C 0.3 0.5 0.2
A 0.30 0.34 0.04
E 0.322 0.334 0.012
E 0.3286 0.3322 0.0036
$ 0.33184 0.33220 0.00036

(c) New low, high, and range generated.

Fig. 7.9 (Cont’d): Arithmetic Coding: Encode


Symbols “CAEE$”

44 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

PROCEDURE 7.2 Generating Codeword for Encoder


BEGIN
code = 0;
k = 1;
while (value(code) < low)
{
assign 1 to the kth binary fraction bit
if (value(code) > high)
replace the kth bit by 0
k = k + 1;
}
END

• The final step in Arithmetic encoding calls for the generation of a


number that falls within the range [low, high). The above algorithm
will ensure that the shortest binary codeword is found.

45 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

ALGORITHM 7.6 Arithmetic Coding Decoder


BEGIN
get binary code and convert to
decimal value = value(code);
DO
{
find a symbol s so that
Range_low(s) <= value < Range_high(s);
output s;
low = Rang_low(s);
high = Range_high(s);
range = high - low;
value = [value - low] / range;
}
UNTIL symbol s is a terminator
END

46 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.5: Arithmetic coding: decode symbols “CAEE$”

Value Output Range_low Range_high range


Symbol
0.33203125 C 0.3 0.5 0.2
0.16015625 A 0.0 0.2 0.2
0.80078125 E 0.55 0.85 0.3
0.8359375 E 0.55 0.85 0.3
0.953125 $ 0.9 1.0 0.1

47 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.6.2 Scaling and Incremental Coding


• The basic algorithm described in the last section has
the following limitations that make its practical
implementation infeasible.
• When it is used to code long sequences of symbols,
the tag intervals shrink to a very small range.
Representing these small intervals requires very high-
precision numbers.
• The encoder will not produce any output codeword
until the entire sequence is entered. Likewise, the
decoder needs to have the codeword for the entire
sequence of the input symbols before decoding.

48 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Some key observations:

1. Although the binary representations for the low,


high, and any number within the small interval
usually require many bits, they always have the
same MSBs (Most Significant Bits). For example,
0.1000110 for 0.5469 (low), 0.1000111 for 0.5547
(high).

2. Subsequent intervals will always stay within the


current interval. Hence, we can output the common
MSBs and remove them from subsequent
considerations.

49 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.10: Scaling in arithmetic coding.


(a) E1 Scaling, (b) E2 Scaling, (c) E3 Scaling.

50 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Procedure 7.3: (E1 and E2 Scalings in Arithmetic


Coding).
BEGIN
while (high <= 0.5) OR (low >= 0.5)
{ if (high <= 0.5) // E1 scaling
{ output ‘0’;
low = 2 * low; high = 2 * high;
}
else // E2 scaling
{ output ‘1’;
low = 2 * (low - 0.5); high = 2 * (high - 0.5);
}
}
END

51 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Example 7.4: (Arithmetic Coding with Scaling


and Incremental Coding).

• Assume we only have three symbols A, B,


C, and their probabilities are: A: 0.7, B:
0.2, C: 0.1. Suppose the input sequence
for this example is ACB, and both the
encoder and decoder know that the length
of the sequence is 3.

52 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.11: Example: arithmetic coding with scaling


and incremental coding—encoder

53 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.12: Example: arithmetic coding with scaling


and incremental coding—decoder

54 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

E3 Scaling
• N E3 scaling steps followed by an E1 is equivalent to
an E1 followed by N E2 steps.
• N E3 scaling steps followed by an E2 is equivalent to
an E2 followed by N E1 steps.

Therefore, a good way to handle the signaling of the


E3 scaling is: postpone until there is an E1 or E2.
• If there is an E1 after N E3 operations, send ‘0’
followed by N ‘1’s after the E1;
• if there is an E2 after N E3 operations, send ‘1’
followed by N ‘0’s after the E2.

55 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.6.3 Integer Implementation


• Uses only integer arithmetic. It is quite common in
modern multimedia applications.
• Basically, the unit interval is replaced by a range
[0, N), where N is an integer, e.g. 255.
• Because the integer range could be so small, e.g.,
[0, 255), applying the scaling techniques similar to
what was discussed above, now in integer
arithmetic, is a necessity.
• The main motivation is to avoid any floating
number operations.

56 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.6.4 Binary Arithmetic Coding


• Only use binary symbols, 0 and 1.
• The calculation of new intervals and the decision
of which interval to take (first or second) are
simpler.
• Fast Binary Arithmetic Coding (Q-coder, MQ-coder)
was developed in multimedia standards such as
JBIG, JBIG2, and JPEG-2000. The more advanced
version, Context-Adaptive Binary Arithmetic
Coding (CABAC) is used in H.264 (M-coder) and
H.265.

57 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.13: Binary arithmetic coding


58 Li, Drew, & Liu © Springer 2021
Fundamentals of Multimedia 3rd ed., Chapter 7

Procedure 7.4 (Procedures for Adaptive Arithmetic


Coding).

ENCODER DECODER
------- -------
Initialization (reset counters) Initialization (reset counters)
while (symbol != terminator) while (symbol != terminator)
{ {
get(symbol); decode(symbol);
encode(symbol); output(symbol);
update stats and interval; update stats and interval;
} }

59 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Example 7.5: (Adaptive Binary Arithmetic


Coding).

• Assume the input symbols to the encoder


is 10001.
• Assume that both the encoder and decoder
know the length of the sequence.

** For clarity and simplicity, the scaling


procedure (for E1, E2, etc.) will not be
used.

60 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.14: Adaptive binary arithmetic coding—


encoder [input symbols:10001]
61 Li, Drew, & Liu © Springer 2021
Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.15: Adaptive binary arithmetic coding—


decoder. [input: 0.546875 (binary 0.100011)]
62 Li, Drew, & Liu © Springer 2021
Fundamentals of Multimedia 3rd ed., Chapter 7

7.7 Lossless Image Compression


• Approaches of Differential Coding of Images:

– Given an original image I(x, y), using a simple difference operator we


can define a difference image d(x, y) as follows:

d(x, y) = I(x, y) - I(x - 1, y) (7.9)

or use the discrete version of the 2-D Laplacian operator to define a


difference image d(x, y) as
d(x, y) = 4 I(x, y) - I(x, y - 1 ) - I(x, y + 1 ) - I(x + 1, y) - I(x - 1, y) (7.10)

• Due to spatial redundancy existed in normal images I, the


difference image d will have a narrower histogram and hence a
smaller entropy, as shown in Fig. 7.9.

63 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.16: Distributions for Original versus Derivative Images. (a,b): Original gray-
level image and its partial derivative image; (c,d): Histograms for original and
derivative images.

(This figure uses a commonly employed image called “Barb”.)

64 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

7.7.2 Lossless JPEG


• Lossless JPEG: A special case of the JPEG image compression.

• The Predictive method


1. Forming a differential prediction: A predictor combines
the values of up to three neighboring pixels as the
predicted value for the current pixel, indicated by ‘X’ in
Fig. 7.10. The predictor can use any one of the seven
schemes listed in Table 7.6.

2. Encoding: The encoder compares the prediction with the


actual pixel value at the position ‘X’ and encodes the
difference using one of the lossless compression techniques
we have discussed, e.g., the Huffman coding scheme.

65 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Fig. 7.17: Neighboring Pixels for Predictors in Lossless JPEG.

• Note: Any of A, B, or C has already been decoded before it is


used in the predictor, on the decoder side of an encode-
decode cycle.

66 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.6: Predictors for Lossless JPEG

Predictor Prediction
P1 A
P2 B
P3 C
P4 A+B–C
P5 A + (B – C) / 2
P6 B + (A – C) / 2
P7 (A + B) / 2

67 Li, Drew, & Liu © Springer 2021


Fundamentals of Multimedia 3rd ed., Chapter 7

Table 7.7: Comparison with other lossless


compression programs

Compression Program Compression Ratio


Lena Football F-18 Flowers
Lossless JPEG 1.45 1.54 2.29 1.26
Optimal Lossless JPEG 1.49 1.67 2.71 1.33
Compress (LZW) 0.86 1.24 2.21 0.87
Gzip (LZ77) 1.08 1.36 3.10 1.05
Gzip -9 (optimal LZ77) 1.08 1.36 3.13 1.05
Pack(Huffman coding) 1.02 1.12 1.19 1.00

68 Li, Drew, & Liu © Springer 2021

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