Graphic

Bitmap

In computer graphics, a bitmap or pixmap is a type of memory organization or image file format used to store digital images. The term bitmap comes from the computer programming terminology, meaning just a map of bits, a spatially mapped array of bits. Now, along with pixmap, it commonly refers to the similar concept of a spatially mapped array of pixels. Raster images in general may be referred to as bitmaps or pixmaps, whether synthetic or photographic, in files or memory.

In certain contexts, the term bitmap implies one bit per pixel, while pixmap is used for images with multiple bits per pixel.

Many graphical user interfaces use bitmaps in their built-in graphics subsystems; for example, the Microsoft Windows and OS/2 platforms' GDI subsystem, where the specific format used is the Windows and OS/2 bitmap file format, usually named with the file extension of .BMP. Besides BMP, other file formats that store literal bitmaps include InterLeaved Bitmap, Portable Bitmap, X Bitmap and Wireless Application Protocol Bitmap. Similarly, most other image file formats, such as JPEG, TIFF, PNG, and GIF, also store bitmap images ( as opposed to vector graphics), but they are not usually referred to as bitmaps, since they use compressed formats internally.

Pixel storage

In typical uncompressed bitmaps, image pixels are generally stored with a color depth of 1, 4, 8, 16, 24, 32, 48, or 64 bits per pixel. Pixels of 8 bits and fewer can represent either grayscale or indexed color. An alpha channel may be stored in a separate bitmap, where it is similar to a greyscale bitmap, or in a fourth channel that, for example, converts 24-bit images to 32 bits per pixel.

The bits representing the bitmap pixels may be packed or unpacked ,depending on the format or device requirements. Depending on the color depth, a pixel in the picture will occupy at least n/8 bytes, where n is the bit depth.

For an uncompressed, packed within rows, bitmap, such as is stored in Microsoft DIB or BMP file format, or in uncompressed TIFF format, a lower bound on storage size for a n-bit-per-pixel bitmap, in bytes, can be calculated as:

size = width • height • n/8, where height and width are given in pixels.

In the formula above, header size and color palette size, if any, are not included. Due to effects of row padding to align each row start to a storage unit boundary such as a word, additional bytes may be needed.

Vector graphics

Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical expressions, to represent images in computer graphics. "Vector", in this context, implies more than a straight line.

Vector graphics is based on images made up of vectors which lead through locations called control points. Each of these points has a definite position on the x and y axes of the work plan. Each point, as well, is a variety of database, including the location of the point in the work space and the direction of the vector. Each track can be assigned a color, a shape, a thickness and also a fill. This does not affect the size of the files in a substantial way because all information resides in the structure; it describes how to draw the vector.

There are instances when working with vector tools and formats is the best practice, and instances when working with raster tools and formats is the best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools.

Overview

Computer displays are made up from grids of small rectangular cells called pixels; the term comes from "picture elements". The picture is built up from these cells. The smaller and closer the cells are together, the better the quality of the image, but the bigger the file needed to store the data. However, modern storage devices and working memory have gigabyte, even terabyte capacities, so there is less need for particularly-compact forms of data.

Modern displays and printers are raster devices; vector formats have to be converted to raster format before they can be rendered (displayed or printed). The size of the bitmap/raster-format file generated by the conversion will depend on the resolution required, but the size of the vector file generating the bitmap/raster file will always remain the same. Thus, it is easy to convert from a vector file to a range of bitmap/raster file formats but it is much more difficult to go in the opposite direction, especially if subsequent editing of the vector picture is required. It might be an advantage to save an image created from a vector source file as a bitmap/raster format, because different systems have different vector formats, and some might not support vector graphics at all. However, once a file is converted from the vector format, it is likely to be bigger, and it loses the advantage of scalability without loss of resolution. It will also no longer be possible to edit individual parts of the image as discrete objects. The file size of a vector graphic image depends on the number of graphic elements it contains; it is a list of descriptions.

In computer typography, modern outline fonts describe printable characters by cubic or quadratic mathematical curves with control points. Nevertheless, bitmap fonts are still in use. Converting outlines requires filling them in; converting to bitmaps is not trivial, because bitmaps often don't have sufficient resolution to avoid "stairstepping" ,especially with smaller visible character sizes. Although the term implies suggestion, processing outline character data in sophisticated fashion to create satisfactory bitmaps for rendering is called "hinting". It is deterministic, and done by executable code, essentially a special-purpose computer language. While automatic hinting is possible, results can be inferior to that done by experts.

Vector formats are not always appropriate in graphics work. For example, devices such as cameras and scanners produce essentially continuous-tone raster graphics that are impractical to convert into vectors, and so for this type of work, an image editor will operate on the pixels rather than on drawing objects defined by mathematical expressions. Comprehensive graphics tools will combine images from vector and raster sources, and may provide editing tools for both, since some parts of an image could come from a camera source, and others could have been drawn using vector tools.

3d computer graphics

3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.

3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.

3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.


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