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DVD Demystified

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312<br />

Figure 6.33<br />

Examples of camera<br />

angles<br />

TABLE 6.34<br />

Data-Rate<br />

Limitations for<br />

Camera Angles<br />

Chapter 6<br />

changed with commands on the disc. The alternate chunks of video must all<br />

be the same length. The viewer cannot switch to a different camera angle<br />

and have the action be out of sync (unless the video itself was not produced<br />

in sync). Each angle is technically required to have identical audio tracks,<br />

but it is possible to get around this requirement and assign a different<br />

audio track to each angle.<br />

Video objects, one for each angle, are interleaved into an interleaved<br />

block (ILVB). ILVBs are required for camera angles and optionally can be<br />

used for parental branching and seamless branching (see Figure 6.33).<br />

A major advantage of camera angles is that they are supported directly<br />

by the buffer management feature of <strong>DVD</strong>, which automatically leapfrogs<br />

through the interleaved video objects, reading only the ones assigned to the<br />

selected angle. This means that adding an angle does not reduce the data<br />

rate limit, although it does reduce playing time. For example, a single-angle<br />

program that runs for 5 minutes at 7 Mbps would be about 262 megabytes<br />

long. If it were changed to a two-angle program, each angle could still run<br />

at 7 Mbps, but the program would take up 524 megabytes. Limitations are<br />

imposed on the maximum data rate depending on the number of angles (see<br />

Table 6.34). The data-rate limit applies to the angle block and for 2.5 seconds<br />

preceding the angle block.<br />

Angles Maximum Data Rate for Each Angle<br />

2 to 5 7.8 Mbps<br />

6 to 8 7.3 Mbps<br />

9 6.8 Mbps

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