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Introduction to Computer Graphics

Introduction to Computer Graphics. Chapter 3 Digital Multimedia, 2nd edition. 64. How to get images in digital form?. Digitize printed image with a scanner Capture image from digital camera Any other ways?. How to get images in digital form?. Grab frame from video camera

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Introduction to Computer Graphics

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  1. Introduction to Computer Graphics • Chapter 3 • Digital Multimedia, 2nd edition

  2. 64 How to get images in digital form? • Digitize printed image with a scanner • Capture image from digital camera • Any other ways?

  3. How to get images in digital form? • Grab frame from video camera • Create in digital form using graphics package • Adobe Fireworks • Adobe Illustrator • Microsoft Paint • Generate visual representation of data • Excel Charts

  4. 66–67 Rendering • Image is displayed on monitor etc as array of pixels • Rectangular (usually square) dots of colour

  5. Rendering • Program (e.g. Web browser) sets pixels to an appropriate color to produce desired image • Pixels merge optically to produce effect of continuous tone • Program must maintain a model of the image • May be stored in a file and read by program

  6. Bitmapped graphics – image is modeled as an array of pixel values Vector graphics – image is modeled as mathematical description of curves, shapes 67–68 Bitmapped and Vector Graphics (x,y) r

  7. Bitmapped • Example: • 10 X 10 grid • 100 pixels • 256 colors (8 bits = 1 byte) • 100 bytes to store the file • What would the size be if the image was black and white only?

  8. Vector • Integer stored using 8 bits • 4 Integers + Color • What is the 4th integer? • However, vector file need other information in the header? • What other information is needed? (x,y) r

  9. Bitmapped • Render by direct mapping of logical pixels to physical pixels of screen

  10. Vector • Render by computing pixels from geometric coordinates. • Can require more computation (x,y) r

  11. 68–69 Memory Requirements • Bitmapped – any picture of w x h pixels, using c bytes per pixel occupies whc bytes • Vector – space required depends on complexity of picture (how many shapes, segments of path, etc) • Usually vector graphics smaller than bitmapped

  12. 68–69 Memory Requirements • 128 px square with 20px blue outline filled in red • Bitmap using 24 bits per pixel • 128x128x3 = 48,000 bytes • Vector specified in SVG: • <path fill="#F8130D" stroke="#1E338B" stroke-width="20" d="M118,118H10V10h108V118z"/> • 86 bytes (plus 198 bytes SVG boilerplate)

  13. Memory Requirements • 1280 px square with 20px blue outline filled in red • Bitmap using 24 bits per pixel • 1280x1280x3 = 4,915,200 bytes • Vector specified in SVG: • <path fill="#F8130D" stroke="#1E338B" stroke-width="20" d="M1180,1180H10V10h1080V1180z"/> • 90 bytes (plus 198 bytes SVG boilerplate)

  14. SVG • Scalable Vector Graphic format • http://en.wikipedia.org/wiki/Scalable_Vector_Graphics

  15. Fonts • Are fonts stored as bitmaps or vectors?

  16. Fonts • Fonts are stored in various vector formats • TrueType format (developed by Apple) • Type 1 format (developed by Adobe) • Fonts stored like splines (piecewise polynomials). • Set of Points • Curves arefunctions

  17. 70–71 Painting vs. Drawing • Vectors – drawing programs • Select individual graphic objects (shapes, paths, &c) • Transform size, position, angle, • Change attributes: stroke and fill • Bitmaps – painting programs • Select areas of pixels • Apply effects and filters

  18. Trick question • Is Fireworks (the program we used in lab to crop images) a painting program or a drawing program? • Do you use it to edit bitmap or vector graphics?

  19. Painting, Drawing, Image Editing • Painting programs often have support for tablet devices. • Mimics paper & pen or canvas & paint • Drawing programs often have support for geometric objects • Fireworks is classic example • Image Editing • Focuses on manipulating existing images rather than creating ones from scratch (Photoshop)

  20. 71 Scaling • Vectors • Scaling is a simple mathematical operation on stored description (before rendering) • Curves and lines remain smooth at all sizes • Bitmaps • Interpolate pixel values • More or less sophisticated algorithm • Usually produces loss of quality, blurring, jaggedness &c

  21. 73–75 Combining Vectors & Bitmaps • Rasterize vectors • Lose all their vector properties • Also called Flattening • Trace bitmaps • Difficult and can only produce an approximation (parameterized)

  22. Are you getting it? • Vectors seem so much better than bitmaps, right? • How are they better? • Why even use bitmaps?

  23. Combining Vectors & Bitmaps • Import bitmaps into vector drawing programs • Treat bitmaps as indivisible objects • Bitmap editing programs often provide no support for importing vector images.

  24. 75–78 Layers • Permits separation and manipulation of individual parts of an image. • Layers are then Flattened to form bitmaps

  25. Layers • Digital version of clear sheets, stacked on top of each other • Areas without colored pixels are transparent so lower layers show through

  26. Compositing • Combining layers using different blending modes (digital collage) • http://en.wikipedia.org/wiki/Compositing

  27. Compositing • In video, blue screening (actually, green screening) is used to extract foreground layer to combine it with any background layer.

  28. 78–79 File Formats • Many different graphics file formats in existence • Different ways of encoding image data • Goal: Reduce file size while preserving quality • Factors: Number of colors, resolution, bitmap vs. vector.

  29. Bitmap Formats • Two different compression methods • Lossless – image can be reconstructed exactly from compressed version • Lossy – some information discarded, image can only be reconstructed approximately

  30. 79–80 WWW Bitmapped Formats • GIF (Compuserve Graphics Interchange Format) • Lossless, 256 colours (indexed), transparency • JPEG (Joint Photographic Experts Group) • Lossy (variable quality), millions of colours • PNG (Portable Network Graphics) • Lossless, variable number of colours, W3C standard

  31. 81–82 Vector Formats • SVG (Scalable Vector Graphics) • W3C standard, not presently widely used • SWF (Flash) • Primarily for vector animation, but can be used for still vector graphics; de facto standard • EPS (Encapsulated PostScript) • Primarily print, use declining, superseded by PDF

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