Sentence examples for bits allocated for the from inspiring English sources

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The character b represents the bits allocated for the current frame and 2 b is just the number of symbols for the m-ary (m symbols) adaptive arithmetic coding, i.e., m = 2 b.

The total number of bits allocated for the i th frame (T i ) is computed as a weighted combination of the target bits computed from the TBL and buffer occupancy (Tbuf, i) and the target bits computed from the remaining bits in the GOP (Tmod, i) as shown in (9).

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The game is described as follows: the players of the game are the N frames within a subsequence; the player's strategy is given by its coding mode and by the number of bits allocated for coding; the player's utility is its visual quality after decoding.

the players of the game are the N frames within a subsequence; the player's strategy is given by its coding mode and by the number of bits allocated for coding; the player's utility is its visual quality after decoding.

The mapping of the frame QP to the target bits uses a quadratic rate distortion model; the number of bits allocated for residue depends on the computed target bits and the average header bits used in the previous frames.

Lastly, when the buffer level is high, the frame is complex, and in the worst case the number of slice groups is 8 and QP is adjusted by 2. When the amount of bits allocated for texture is set to the minimum bound dictated by the bit rate and the frame rate as in (10), QP is simply adjusted by adding 2. Otherwise QP is unchanged as shown in (14).

In H.264 after computation of the target bits, the number of bits allocated for texture is computed by subtracting the estimate of the number of header bits from the computed target bits.

Of the 20 bits allocated for each program instruction, 10 were used to hold the instruction code, which allowed for 1,024 (210) different instructions.

With this scheme, a description is constructed by concatenating the entire bitstream used for representing the encoded version of (tilde {u}_{t}(1)) with half the bitstream used for (tilde {u}_{t}(2)), one third of the bits allocated for (tilde {u}_{t}(3)), and so on.

Increasing the overhead bits reduces the number of bits allocated for source coding, resulting in reduced video quality.

The number of bits allocated for texture (Ttxt, i) is computed as shown in (10).

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