Basic Video Editing
Basic Video Editing
Basic Video Editing
Notes for Basics of Video Editing For B.Sc. Semester IV - Sections A, B, C & D
• Shot. A single run of the camera or the piece of film resulting from such a run.
• Scene. A dramatic unit that takes place in a continuous time period, in the same setting, and
involves the same characters.
• Sequence. A unit composed of several scenes, all linked together by their emotional and narrative
momentum.
• PAL (Phase Alternate Line)– Indian standard platform for television broadcasting
• NTSC (National Television Standards Committee) – Standards for broadcasting in USA & Japan
• ATSC (Advanced Television Standards Committee) – Used in both television and web-based
broadcasting platforms for across the world.
• SECAM - Sequential colour with memory – Standard for broadcasting for Russia, Europe and parts
of Africa.
• SMPTE Timecode - Society of Motion Picture and Television Engineers. Timecodes are added to
film, video or audio material, and have also been adapted to synchronize music. They provide a
time reference for editing, synchronization and identification. Timecode is a form of media
metadata.
4. Montage
A group of shots or images assembled in a particular way to establish the meaning /mood of the
story. Montages should usually made before every scene inside the whole story/episode.
5. Opening Sequence –
A teaser to the story with a voice over especially if you’re making a documentary. Usually not
more than a minute.
7. Ending Sequence –
A concluding end to the story with dynamic, interesting and most compelling visuals (Shots may
be repeated) not necessarily with a voice over which lands on the credit roll and sting of the
episode. Usually not more than a minute.
8. Continuity Editing
A system of cutting to maintain continuous and clear narrative action. Continuity editing relies
upon matching screen direction, position, and temporal relations from shot to shot. The film
supports the viewer's assumption that space and time are contiguous between successive shots.
12. J-Cut
The cut point of the video wherein the video clip’s In-point comes after a brief delay
corresponding to it’s own audio. For e.g. while inserting a bite after a montage of clips, the bite’s
audio will be audible first rather than it’s linked video.
17. Compositing – Treating or correcting visual footage with superimposing CGI or video
patches
Combination of elements from different sources into final product to produce an effect unavailable
from a single source like Green screen (Chroma/Ultra Key), Computer Generated Imagery (CGI) –
Text, Logos, Animations, Name & Designation Plates etc.,
18. Masking
Applying effects to specific and selected areas of a video. Can be used to color correct specific area
of a clip or mask out a particular area of a clip and also used to highlight specific parts of a video
clip or image.
Please Note: Audio Compressors (Audio Filters/Effects) and Audio Compression are completely
different. You may refer to basics of audio compressors via this link:
https://www.uaudio.com/blog/audio-compression-basics/
33. 4 verticals of video post-production once the footage has been shot and collected.
1080i Explained:
Interlaced video (also known as Interlaced scan) is a technique for doubling the perceived frame
rate of a video display without consuming extra bandwidth. The interlaced signal contains two
fields of a video frame captured at two different times. This enhances motion perception to the
viewer, and reduces flicker by taking advantage of the phi phenomenon.
This effectively doubles the time resolution (also called temporal resolution) as compared to non-
interlaced footage (for frame rates equal to field rates). Interlaced signals require a display that is
natively capable of showing the individual fields in a sequential order. CRT displays and ALiS
plasma displays are made for displaying interlaced signals.
Interlaced scan refers to one of two common methods for "painting" a video image on an
electronic display screen (the other being progressive scan) by scanning or displaying each line or
row of pixels. This technique uses two fields to create a frame. One field contains all odd-
numbered lines in the image; the other contains all even-numbered lines.
The term assumes a widescreen aspect ratio of 16:9 (a rectangular TV that is wider than it is tall),
so the 1080 lines of vertical resolution implies 1920 columns of horizontal resolution, or 1920
pixels × 1080 lines. A 1920 pixels × 1080 lines screen has a total of 2.1 megapixels (2.1 million
pixels) and a temporal resolution of 50 or 60 interlaced fields per second.
1080p Explained:
1080p (1920×1080 px; also known as Full HD or FHD and BT.709) is a set of HDTV high-definition
video modes characterized by 1,920 pixels displayed across the screen horizontally and 1,080
pixels down the screen vertically;[1] the p stands for progressive scan, i.e. non-interlaced. The
term usually assumes a widescreen aspect ratio of 16:9, implying a resolution of 2.1 megapixels. It
is often marketed as full HD, to contrast 1080p with 720p resolution screens.
1080p video signals are supported by ATSC standards in the United States and DVB standards in
Europe. Applications of the 1080p standard include television broadcasts, Blu-ray Discs,
smartphones, Internet content such as YouTube videos and Netflix TV shows and movies,
consumer-grade televisions and projectors, computer monitors and video game consoles. Small
camcorders, smartphones and digital cameras can capture still and moving images in 1080p
resolution.
The above image shows video resolution defined as per pixels and it’s aspect ratio.
Examples of some 4K resolutions used in displays and media
Format Resolution Aspect Ratio Pixels
- 4096 × 3072 1.33∶1 (4∶3) 12,582,912
- 4096 × 2560 1.60∶1 (16∶10) 10,485,760
- 4096 × 2304 1.77∶1 (16∶9) 9,437,184
DCI 4K (full frame) 4096 × 2160 ≈1.90∶1 (256∶135) 8,847,360
DCI 4K (CinemaScope cropped) 4096 × 1716 ≈2.39∶1 (1024∶429) 7,020,544
DCI 4K (flat cropped) 3996 × 2160 1.85∶1 (≈37∶20) 8,631,360
WQUXGA 3840 × 2400 1.60∶1 (16∶10) 9,216,000
4K UHD 3840 × 2160 1.77∶1 (16∶9) 8,294,400
- 3840 × 1600 2.40∶1 (12∶5) 6,144,000
- 3840 × 1080 3.55∶1 (32∶9) 4,147,200
Digital audio uses pulse-code modulation and digital signals for sound reproduction. This includes
analog-to-digital conversion (ADC), digital-to-analog conversion (DAC), storage, and transmission. In
effect, the system commonly referred to as digital is in fact a discrete-time, discrete-level analog of a
previous electrical analog. While modern systems can be quite subtle in their methods, the primary
usefulness of a digital system is the ability to store, retrieve and transmit signals without any loss of
quality.
Sampling rate
A commonly seen unit of sampling rate is Hz, which stands for Hertz and means "samples per second".
As an example, 48 kHz is 48,000 samples per second.
When it is necessary to capture audio covering the entire 20–20,000 Hz range of human hearing,[5] such
as when recording music or many types of acoustic events, audio waveforms are typically sampled at
44.1 kHz (CD), 48 kHz, 88.2 kHz, or 96 kHz.[6] The approximately double-rate requirement is a
consequence of the Nyquist theorem. Sampling rates higher than about 50 kHz to 60 kHz cannot supply
more usable information for human listeners. Early professional audio equipment manufacturers chose
sampling rates in the region of 40 to 50 kHz for this reason.
There has been an industry trend towards sampling rates well beyond the basic requirements: such as
96 kHz and even 192 kHz[7] Even though ultrasonic frequencies are inaudible to humans, recording and
mixing at higher sampling rates is effective in eliminating the distortion that can be caused by foldback
aliasing. Conversely, ultrasonic sounds may interact with and modulate the audible part of the frequency
spectrum (intermodulation distortion), degrading the fidelity.[8] One advantage of higher sampling rates
is that they can relax the low-pass filter design requirements for ADCs and DACs, but with modern
oversampling sigma-delta converters this advantage is less important.
The Audio Engineering Society recommends 48 kHz sampling rate for most applications but gives
recognition to 44.1 kHz for Compact Disc (CD) and other consumer uses, 32 kHz for transmission-
related applications, and 96 kHz for higher bandwidth or relaxed anti-aliasing filtering.[9] Both Lavry
Engineering and J. Robert Stuart state that the ideal sampling rate would be about 60 kHz, but since this
is not a standard frequency, recommend 88.2 or 96 kHz for recording purposes. [10][11][12][13]
Audio is typically recorded at 8-, 16-, and 24-bit depth, which yield a theoretical maximum signal-to-
quantization-noise ratio (SQNR) for a pure sine wave of, approximately, 49.93 dB, 98.09 dB and
122.17 dB.[21] CD quality audio uses 16-bit samples. Thermal noise limits the true number of bits that can
be used in quantization. Few analog systems have signal to noise ratios (SNR) exceeding 120 dB.
However, digital signal processing operations can have very high dynamic range, consequently it is
common to perform mixing and mastering operations at 32-bit precision and then convert to 16- or 24-
bit for distribution.
The above points apply as basic principles across all platforms irrespective of any Linear or Non-Linear
editing stations. Practical knowledge is essential to proceed for understanding of the terms and concepts
explained. The notes prepared in this file is crucial to proceed for further training of any editing software
required. I will be glad to help if needed.
Yuvraj Bararia
Assistant Professor – Video Editing
School of Cinema,
AAFT – Noida. U.P.
+91-8368797178
Yuvraj.bararia@gmail.com