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Graphics & Images

Introduction
Image is a partial representation of an object or a
scene. (image of a person, place, object)
Graphic is a broader and general definition which
includes:
Pictures or Photographs
Drawings or Line arts
Clip arts
Buttons and Banner
Charts and graphs
Backgrounds
Icons

Types of Graphic

Bitmap graphics

Vector graphics

Bitmap graphics
The most common and comprehensive form of
storage for images on computers is bitmap
image.
Bitmap use combination blocks of different
colours (known as pixels) to represent an
image. Each pixel is assigned a specific
location and colour value.
There are also called pixelized or raster
graphics.

Bitmap graphics
Bitmaps array of dots or pixels
Color depth per pixel
High quality pictures
Photo realistic
Larger than draw-type
File size = pixels x color depth / 8
Software to edit bitmapped graphics are :
Adobe Photoshop
Paint Shop Pro

Bitmap graphics
Advantage
Can have different
textures on the
drawings; detailed and
comprehensive.
Disadvantage
Large file size.
Not easy to make
modification to
objects/drawings.
Graphics become
"blocky" when the size
is increased.

Vector Graphics
Vector images are based on drawing
elements/objects to create an image.
The elements and objects are stored as a series of
command that define the individual objects.
Packages that allow to create vector graphics
include :
Macromedia Freehand MX
Macromedia Flash MX
Adobe Illustrator
Corel Draw

Vector Graphics

Draw type
Geometric shape stored as set of instructions
Smaller than bitmap
Resize, rotate, no distortion
No photo quality

Vector Graphics
Advantage
Small file size.
Maintain quality as the
size of the graphics is
increased.
Easy to edit the
drawings as each object
is independent of the
other.
Disadvantage
Objects/drawings cannot
have texture; it can only
have plain colours or
gradients ; limited level
of detail that can be
presented in an image.

Resolution
There are three types of resolution measuring different aspects of the
quality, detail and size of an image:

Colour resolution
Image resolution
Display resolution

Image Resolution:
The term resolution often associated with an images degree of
detail or quality.
Display Resolution:
Resolution can also refer to quality capability of graphic output
(monitor).
Colour Resolution / Colour Depth:
Colour depth describe the number of bits used to represent the
colour of a single pixel.

Image resolution
Image resolution measures the pixel dimension
of an overall image or how many pixel the
image has.
Image resolution is measured in width and
height.
For example, 100 * 100-pixel image has a total
of 10,000 pixels.

Display resolution
Display resolution is also measured in pixels in terms of
height and width.
It simply means how many pixels can be displayed on
the computer screen.
Display resolution normally uses a setting of
640x480(VGA), 800x600 (SVGA), 1024x768, etc.
You can change the display resolution under Display
Properties in Control panel.
If your image resolution is bigger than the display
resolution, the result would be part of the image will be
out of the display area.

Memory/Storage requirement
Factors to consider:
The height of the graphics
The width of the graphics
The colour depth or bit depth

The file size of a bitmap image (in bytes):


Height X Width X (Colour depth / 8)

Colour Resolution/Colour Depth


Each pixel can represent at least 2 possible
colours or more.
Colour resolution or Colour depth/channel depth
is measured in bits.
Colour Depth

Calculation

Number of Colours

1 bit
4 bits
8 bits (1 byte)
16 bits (2
bytes)
24 bits (3
bytes)

21 = 2
24 = 16
28 = 256
216 = 65,536
224 = 16,777,216

2 colours
16 colours
256 colours
65,536 colours
16,777,216 colours

Binary (Bitonal) Image


These images have two possible
values of pixel intensities: black and
white.
Also called 1-bit monochrome image,
since it contains only black and
white.
Typical
applications
of
bitonal
images
include
office/business
documents, handwritten text, line
graphics, engineering graphics etc.
The scanned output contains a
sequence of black or white pixels.
Binary 1 represents a black pixel and
binary 0 represents a white pixel.

Grayscale Image
They
grey.

contain several shades of

Typical applications of grayscale


images
include
newspaper
photographs (non-color), magnetic
resonance images and cat-scans.
An uncompressed grayscale image
can be represented by n bits per
pixel, so the number of gray levels
supported will be 2n.
For example, 8-bit Grayscale Image.
It consists of 256 gray levels. A dark
pixel might have a pixel value of 0,
a bright one might be 255.

Colour Image
They are characterized by the
intensity of three primary
colours (RGB).
For example, 24-bit image or 24
bits per pixel. There are
16,777,216
(224)
possible
colours. In other words, 8 bits
for R(Red), 8 bits for G(Green),
8 bits for B(Blue).
Since each value is in the range
0-255, this format supports 256
x 256 x 256 or 16,777,216
different colours.

RGBA / 32-bit images


An important point: many 24-bit colour images
are actually stored as 32-bit images, with the
extra byte of data for each.
Allows RGBA colour scheme; Red, Green, Blue,
Alpha.
Pixel used to store an alpha value representing
the degree of transparency.

Image Colour Schemes

Various Colour Schemes


Several colour schemes (also called colour space,
models or formats) have been developed to
represent colour mathematically.
There are 4 commonly used colour schemes :
RGB Colour Scheme
CMY or CMYK Colour Scheme
HSB or HSI
(Hue,Saturation,Brightness/Intensity) Colour
Scheme
YUV Colour Scheme

1) RGB Colour Scheme


Colours are represented by
a numeric triplet specifying
R, G and B intensities. This
model is convenient for
CRTs since the numeric
values can be easily
mapped to voltages for the
R, G, and B guns.
Any colour can be defined
by giving its R, G and B
values, or coordinates,
(red,green,blue). This is
referred to as an ordered
triplet.

2) CMY/CMYK Colour Scheme


CMYK (Cyan,Magenta,Yellow,Black) scheme is widely used
for colour printing. To print a particular colour on a white
page, one must apply inks that subtract (absorb) all colours
other than the one desired.
Cyan, magenta, and yellow are the subtractive primaries and
are the complements of red, green and blue. Colour is
specified by what is subtracted from white light (which is the
sum of R, G and B).
Cyan subtracts red from white, and so on. Therefore, white
can only be generated on white paper. The conversion
between RGB and CMY can be done by using :
C 1 R
M 1 G

Y 1 B

CMY/CMYK Colour Scheme


Theoretically, if Cyan, Magenta, and Yellow are
mixed, then all the RGB colours are subtracted,
and we get black. However, in practice inks are
not pure, hence a special black ink is used.

Yellow
Y
Green

Black
White

C
Cyan

Red

Blue

Magenta

Additive Mixing
White Light : It consists of energy throughout the visible
light spectrum.
Primary colours : Red (R), Green (G), and Blue (B) are
three primary colours.
Additive Mixing : All the colours in the spectrum can be
created with the primary colours. This is called additive
colour property and it works for the mixing of primary
colour that are emitting light. Example, mixing R and G
yields yellow. When R, G and B colours all mixed together,
an entire spectrum of colours can be created.

Subtractive Mixing
Secondary colours : Cyan, Magenta and Yellow (CMY)
are secondary colours or subtractive primary colours.
Subtractive Mixing : Subtractive colour mixing is based
on reflective colours rather than emissive colours.
It generates colour by mixing secondary colours. For
example, mixing magenta and yellow yields red.
In subtractive mixing, unwanted colours are selectively
absorbed and the required colour is reflected. The yellow
colour absorbs the blue component, and the magenta
absorbs the green component, resulting in red.
Subtractive mixing is used primarily in the printing
industry, by printing the three subtractive colours in
differing proportions on white paper can generate all the
colours in the spectrum.

Additive and Subtractive Mixing


Additive Colour Mixing

Subtractive Colour Mixing

R
Yellow

Green

Y
W

Cyan

Black

Red

G
Blue

White

Magenta

3) HSB/HSI Colour Scheme


Computer monitors display colours by emitting colour dots (red,
green, blue).
Creation of colour is based on function of three characteristics:
> hue, saturation & brightness / lightness. (HSB / HSL)
Colours are represented by a triplet representing hue (hue is
dominant colour of a sample and is represented by an angular
value varying from red to green to blue at 120 intervals),
saturation (purity of the colour) and brightness (luminance, or
intensity of the colour).

HSB/HSI Colour Scheme


Hue:
It is the colour sensation produced in an observer due to the presence
of certain wavelengths of colour. Each wavelength presents a different
hue. Hue is based on a vector value moving from 0 to 360 degrees on
a colour wheel.

Saturation:
This is a measure of colour intensity, for example, the difference
between red and pink. Although the two colours have the same
predominant wavelength, one may have more white colour mixed in
with it and hence appear less saturated. (100% = pure colour, 0% =
black, white , gray)

Intensity / Luminance or Brightness :


This is a measure of the light emitted or reflected by an object.
Certain colours appear brighter than others as the human eye does
not respond in the same way to all colours. The human eyes see finer
details in image scene more because of brightness variations than
because of colour variations.

4) YUV Colour Scheme


This is the basic colour format used by
composite colour TV standards (NTSC, PAL
and SECAM).
Y represents the luminance/brightness and
can be thought of as containing black and
white or gray-scale information.
U and V carry the chrominance or colour
information. There are a variety of YUV-like
colour models.
The advantage of using YUV for broadcast
is that the amount of data needed to define
a television picture is greatly reduced.
The disadvantage is that many colours that
appear on a computer display cannot be
recreated on TV.

Colour Dithering
Usually, digitised images are 24 bit, 16
million colour depth.
If display system is limited to less than
16 million colours, the image must be
transformed for display in the lesser
colour environment (colour dithering).
Colour Dithering the process
through which colours are changed to
meet the closest available colour
based on the available palette.
Colours are substituted with closest
available colours (output device).
The quality of dithering will depend on
the algorithm used to select the
closest colour.

Image Processing

Image Processing
Analyzing and manipulating images with a
computer. Image processing generally
involves three steps:
1. Import an image with an optical scanner or directly
through digital photography.
2. Manipulate or analyze the image in some way. This
stage can include image enhancement and data
compression.
3. Output the result. The result might be the image
altered in some way.

Image Processing Techniques


Image processing operations may operate directly on pixel
data or on higher level features such as edges, surfaces,
and volumes.
Image processing operations may be roughly divided into
six categories.
-

Editing
Point operations
Filtering
Compositing
Geometric transformations
Conversions

Support for a variety of image operations is now becoming


available in page layout and paint programs (such as
Photoshop).

1) Editing
The most basic operation is changing
individual pixels.
Image editors also support cutting, copying, and
pasting selected groups of pixel. A selection
might be a simple rectangular sub-image or an
arbitrarily shaped region.
Selections are either drawn by the user or
calculated by software (for instance, by
examining colour differences between
neighboring pixels).

2) Point Operations
A point operation consists of applying a function to every pixel
in an image (or selection).
The function is such that in calculating a new pixel value, the only
image data used is the pixels current value and exclude the
neighboring pixels.
Examples include:
Thresholding: A pixel is set to 1 or 0 depending upon
whether it is above or below the threshold value. This creates
monochrome (binary) images which are often used as masks
when compositing*.
* Compositing: creating new images or moving images by

combining images from different sources like realworld


digital video, film, synthetic 3-D imagery, 2-D
animations,
painted backdrops, digital still photographs,
and text.

colour correction: An image may be modified to increase or


reduce contrast, brightness, and to strengthen or weaken
particular colours.

3) Filtering
Filter operations, like point operation, involve
applying a function to every pixel in an image or
selection.
The function determines a pixels new value
based on its current value and that of
neighboring pixels.
Depending on the definition of the function,
filtering is used to blur or sharpen the image,
introduce distortions, and produce a variety of
special effects.

4) Compositing
Image compositing is the combination of two or
more images to produce a new image.
Alpha channels are frequently used to control
blending and masking.
In general, compositing is specified by
mathematical relationship between the various
images. For instance one image might be
produced from the sum of two existing images.
A very large variety of effects are possible.

5) Geometric Transformations
Basic geometric transformations include
displacing, rotating, mirroring, and scaling an
image.
Other geometric transformations include
skewing (slanting) and warping (an example of
warping is mapping a rectangular selection to
an arbitrary four-sided polygon)

6) Conversions
With the variety of image formats available, there is
a frequent need to convert from one format to
another.
Fortunately, there are a number of public domain
software packages which handle many format
conversion tasks. In addition, image processing
software will usually import and export images in a
number of formats.
Besides format conversion, there are other
operations that can be considered forms of
conversion. These include image compression or
decompression, changing colour schemes (or
models) and changing image depth or
resolution.

Graphic File formats


Due to the number of choices available in
determining image representation, it is not
surprising that a number of image formats
have evolved. Some examples of image
file formats used for storing images are

GIF (Graphics Interchange Format)


Bitmap
PostScript
JPEG
TIFF (Tagged Image File Format)
TGA (often called Targa)
PNG, and etc.

Graphics Interchange Format (GIF)


8-bit per pixel, bitmap image format commonly used by the world
wide web
Uses lossless compression technique
Compress line art well
Image can have transparent portion
Interlaced images possible
Animation possible (Jasc Animation Shop )
Can only have a maximum of 256 colours
Does not compress photographs well
Copyrighted format such that developers must pay royalty

Windows Bitmap (BMP)


Bitmapped Graphics Format
Most common format containing pixel by pixel value
Platform independent
Support up to 24-bit colour depth
No compression
A 32-bit version with integrated alpha channel has been
introduced with Windows XP. (support transparency)
No animation

Joint Photographic Expert Group (JPEG)


Commonly used standard method of compression for
photographic images
Support a maximum of 16.7 million colours
Compresses photographs well
Possible to select compression ratio versus quality
Progressive (interlaced) images possible
Lossy compression technique: Losses some image information
Degradation of image possible with repeated editing and saving
No transparency
No animation

Portable Network Graphic (PNG)


No colour information lost
Can use all colour depth - supports more than 16.7
million colours
Compresses well- Lossless Compression Technique
Image can have transparent portion
No animation

Other Graphic File formats


RAW Graphics File Format (.raw)
A flexible basic file format for transferring files between
applications and computer platforms. This format consists of
a stream of bytes describing the colour information in the file.
Tagged Image File Format (.tif, .tiff)
TIFF is mainly used for exchanging documents between
different applications and different computer platforms. It
supports the LZW method compression for image types.
Truevision Targa (.tga)
Developed by Truevision Inc. TGA files is a file format that will
support images suitable for display on Targa hardware but is
supported by many applications on a wide range of platforms.
Z Soft Paintbrush (.pcx)
Bitmap graphics file format, originally developed by Z-Soft for
use with PC-Paintbrush. This file format is now used and
generated by many applications and scanners.

COMMON VECTOR FORMATS

Adobe Illustrator file (.ai)


CORELDraw file (.cdr)
Enhance Metafile (.emf)
Encapsulated PostScript file (.ps)
Macromedia FreeHand file (.fh)
Macintosh PICT (.pic or .pct)
ShockWave Flash(.swf)
Scaleable Vector Graphic (.svg)
Windows Metafiles (.wmf)

Summary
1. Types of graphics
- bitmap graphic
- vector graphic
2. Resolution
- Image resolution
- Display resolution
- Colour resolution
3. Graphic file size = Height X Width X (Colour depth / 8)
4. Types of images
- Binary/Bitonal image
- Grayscale image
- Colour image
- RGBA/32-bit image

Summary
5. Image colour schemes
- RGB colour scheme
- CMY/CMYK colour scheme
- HSB/HSI colour scheme
- YUV colour scheme
6. Colour dithering is the process through which colours are
changed to meet the closest available colour based on the available
palette.
7. Image processing techniques:
- Editing
- Point operations
- Filtering
- Compositing
- Geometric transformations
- Conversions

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