By
Charles Poynton, is an independent contractor specializing in digital color imaging systems, including digital video, HDTV, and digital cinema. A Fellow
of the Society of Motion Picture and Television Engineers (SMPTE), Poynton was awarded the Society's prestigious David Sarnoff Gold Medal
for his work to integrate video technology with computing and communications.
Charles Poynton, is an independent contractor specializing in digital color imaging systems, including digital video, HDTV, and digital cinema. A Fellow
of the Society of Motion Picture and Television Engineers (SMPTE), Poynton was awarded the Society's prestigious David Sarnoff Gold Medal
for his work to integrate video technology with computing and communications.
Description
Rapidly evolving computer and communications technologies have achieved data transmission rates and data storage capacities high
enough for digital video. But video involves much more than just pushing bits! Achieving the best possible image quality, accurate color,
and smooth motion requires understanding many aspects of image acquisition, coding, processing, and display that are outside the usual
realm of computer graphics. At the same time, video system designers are facing new demands to interface with film and computer system
that require techniques outside conventional video engineering.
Charles Poynton's 1996 book
A Technical Introduction to Digital
Video became an industry favorite for its succinct, accurate, and accessible treatment of standard definition television (SDTV).
In
Digital Video and HDTV, Poynton augments that book with coverage of high definition television (HDTV) and compression systems.
For more information on HDTV Retail markets, go to: http://www.insightmedia.info/newsletters.php#hdtv
Included in series
The Morgan Kaufmann Series in Computer Graphics
Audience:
Engineers, programmers, and computer graphics professionals who work in fields (such as film and software and game design) that encompasses
video for entertainment as well as non-broadcast, non-entertainment applications in business, science, and education, including teleconferencing,
Web-based training, sales and marketing presentations, and exploration.