Essays about: "Video Compression"
Showing result 1 - 5 of 79 essays containing the words Video Compression.
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1. Time-based Key for Coverless Audio Steganography: A Proposed Behavioral Method to Increase Capacity
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Coverless steganography is a relatively unexplored area of steganography where the message is not embedded into a cover media. Instead the message is derived from one or several properties already existing in the carrier media. This renders steganalysis methods used for traditional steganography useless. READ MORE
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2. Comparison between Smoothed-Particle Hydrodynamics and Position Based Dynamics for real-time water simulation
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : Two of the methods common in video game fluid simulation are SmoothedParticle Hydrodynamics (SPH), and Position Based Dynamics (PBD). They are both Lagrangian methods of fluid simulation. SPH has been used for many years in offline simulations and has truthful visuals, but is not as stable as the newer method PBD when using larger timesteps. READ MORE
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3. Performance Analysis of a Godot Game-Agnostic Streaming Tool
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Streaming games is traditionally done with video and audio both for watching on websites like Twitch and YouTube or playing via cloud gaming services. Streaming with video and audio requires good internet speeds to be of satisfactory quality therefore compression algorithms are used. READ MORE
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4. Content Based Video Encoding Based on Spatial and TemporalInformation
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : A significant amount of video content is produced today that needs to be stored, distributed, andstreamed globally in a cost-effective way. This relies on video compression, a process performedby encoding software that remove spatial redundancy, the similarities within a frame, andtemporal redundancy, the similarities between temporarily adjacent frames. READ MORE
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5. A Scalability and Performance Evaluation of Precomputed Flow FieldMaps for Multi-Agent Pathfinding
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. The A* algorithm is a well-established pathfinding technique frequently used in video game development. However, a disadvantage of the A* algorithm is that it becomes computationally inefficient and impractical to utilize whenthousands of agents demand an optimal path. READ MORE