COMPSCI 111 / 111G Mastering Cyberspace: An introduction to practical computing. Digital Images Vector Graphics

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COMPSCI 111 / 111G Mastering Cyberspace: An introduction to practical computing Digital Images Vector Graphics

Students should be able to: Learning Outcomes Describe the differences between bitmap graphics and vector graphics Calculate the size in bytes of a bitmap image Compare and contrast different compression methods (jpeg, gif and png) 2

Storing pictures digitally Sample the image (divide into dots) Image resolution (number of dots) Bitmap Graphics 200 x 250 40 x 50 20 x 25 http://en.wikipedia.org/wiki/raster_graphics 3

Black and White pictures Digital Pictures consist of small dots Each dot is called a picture element (pixel) Storing information Black and White are only two states Use bits to represent pixels (0 = OFF, 1 = ON) One to one mapping, so known as Bitmap 1 1 1 1 1 0 0 1 1 0 0 1 1111100110011111 1 1 1 1 http://en.wikipedia.org/wiki/pixel 4

Displaying images Images are displayed on an output device Screen / Printer Physical devices have limitations Printer Screen Very small dots Large dots 5

Resizing bitmap images 6

Resizing images Image information with given resolution 8 x 6 pixels Sampled at higher resolution 16 x 12 Sampled at lower resolution 4 x 3 7

Printing Bitmaps Printer and Screen have different sized dots Scale (resample) the bitmap to ensure it looks good on both Printer resolution 600 or 1200 dpi Printer On disk Screen resolution 72 dpi On screen 8

Exercises Imagine you have taken a picture with a 4 megapixel digital camera. For ease of calculation, assume that the picture is square, not rectangular. 4 million pixels Assume that you are printing this picture out on a printer that has approximately 4000 dots per inch. How many inches across would the picture be when it was printed? If you viewed this image on a screen that had 1000 dots across, what portion of the image would be visible? 9

Colours Use more than 1 bit per pixel Map the binary number to a colour Colour Bitmaps 1100 0010 1111 1111 1010 0101 0010 1111 1000 0111 0000 1101 0110 1111 1110 1010 Each pixel uses 4 bits Bits Colour 0000 Black 0001 Red 0010 Green 0011 Blue 0100 Yellow Colour table used for display 10

How much memory is required? One binary number used for each pixel 1 bit 2 colours 2 bits 4 colours 4 bits 16 colour 8 bits 256 colours 16 bits 65536 colours 24 bits 16,777,216 colours How many bits are required for a 16 colour image 100 pixels wide x 8 pixels high? 100x8x4 = 3200 bits = 400 bytes An image using 24 bit colour, 1000 wide x 1000 high (1 Megapixel)? 3 MB 11

Exercises How many colours can be represented by 3 bits? How many bits are required to represent 128 different colours? How much memory would be required to store a black and white image that is 10 pixels high and 5 pixels wide? Show your working. 12

Exercises How much memory (in bytes) would be required to store an image that has 256 different colours and is 3 pixels high and 5 pixels wide? Show your working. 13

Displays Screens use a combination of Red, Green and Blue lights RGB colour A single pixel at distance A single pixel close up Use one byte (8 bits) for each colour 256 different levels of red brightness 256 different levels of green brightness 256 different levels of blue brightness 14

Compressing Images Simply reducing number of colours 31,942 colours 75 KB 256 colours 40 KB 16 colours 20 KB Image is 200 pixels wide, 200 pixels high = 40,000 pixels 15

Compression Algorithms Graphics Interchange Format (GIF) Lossless method 256 colours Good for graphics, poor for photos Uses an algorithm that was patented Image Size: Original (256 colours): GIF (256 colours): 200x100 20KB 3KB Image Size: Original (256 colours): GIF (256 colours): 200x200 40KB 32KB http://en.wikipedia.org/wiki/gif 16

Compression Algorithms Portable Network Graphics (PNG) Replacement to GIF Lossless method 16 million colours (24 bit) Good for graphics, poor for photos Image Size: Original (256 colours): PNG (16M colours): 200x100 20KB 4KB Image Size: Original (16M colours): PNG (16M colours): 200x200 120KB 68KB http://en.wikipedia.org/wiki/png 17

Compression Algorithms - JPEG Joint Photographic Experts Group (JPEG) Lossy method 16 Million colours (24 bit) Averages nearby colours Different degrees of compression Good for photos, poor for graphics Image Size: Original: JPEG (50%): 200x100 60KB 5KB Image Size: Original: JPEG (50%): 200x200 120KB 6KB Image Size: Original: JPEG (99%): 200x200 120KB 2KB http://en.wikipedia.org/wiki/jpeg 18

Object-oriented graphics Objects created independently Defined by mathematical formulae Advantages Vector Graphics Very small memory requirements Memory independent of the image size Scale to any size without loss of quality Object Type: Square Height: 100 Width: 100 Position_X: 354 Position_Y: 289 Fill Colour: Light Blue http://en.wikipedia.org/wiki/vector_graphics 19

Bitmap and Vector Graphics Bitmap.gif,.jpg,.png Vector Graphics.svg 20

Scalable Vector Graphics Format for representing vector graphics images Open standard created by W3C New, gaining popularity XML, text file similar to HTML <?xml version="1.0" encoding="utf-8" standalone="yes"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/graphics/svg/1.1/dtd/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="520" height="520"> <style type="text/css"> <![CDATA[ text{font-size:362px;fontweight:bold;font-family:"times New Roman", serif} #P0 {fill:#d4a000;stroke:#000;stroke-width:9} #P1 {fill:url(#tl)} #P2 {fill:url(#bl)} #P3 {fill:url(#br)} #P4 {fill:url(#tr)} ]]> </style> <defs> <lineargradient id="dk"> <stop/> <stop style="stop-opacity:0" offset="1"/> </lineargradient> <lineargradient id="lt"> <stop style="stop-color:#ffe681"/> <stop style="stop-color:#ffe681;stop-opacity:0" offset="1"/> </lineargradient> <lineargradient x1="136.4" y1="136.4" x2="167.5" y2="167.5" id="tl" xlink:href="#lt" gradientunits="userspaceonuse"/> <lineargradient x1="136.4" y1="383.6" x2="167.5" y2="352.5" id="bl" xlink:href="#lt" gradientunits="userspaceonuse"/> <lineargradient x1="383.6" y1="383.6" x2="352.5" y2="352.5" id="br" xlink:href="#dk" gradientunits="userspaceonuse"/> <lineargradient x1="383.6" y1="136.4" x2="352.5" y2="167.5" id="tr" xlink:href="#dk" gradientunits="userspaceonuse"/> </defs> <path id="p0" d="m260,6.3l 6.3,260L 260,513.7L 513.7,260L 260,6.3z"/> <text y="380" x="200">!</text> <path id="p1" d="m260,12.7l 260,75L 75,260L 12.7,260L 260,12.7z"/> <path id="p2" d="m260,507.3l 260,445L 75,260L 12.7,260L 260,507.3z"/> <path id="p3" d="m260,507.3l 260,445L 445,260L 507.3,260L 260,507.3z"/> <path id="p4" d="m260,12.7l 260,75L 445,260L 507.3,260L 260,12.7z"/> </svg> http://en.wikipedia.org/wiki/svg 21

Bitmap Images Summary Pixel width x pixel height = resolution Use numbers to encode colour of each pixel (more colours = more bits per pixel) Look jagged when enlarged too much Take a lot of memory but can be compressed (e.g. JPG) Vector Images Defined by mathematical formulae Can be enlarged and still look nice Small compared to bitmap images 22