SlideShare a Scribd company logo
1 of 20
 
Graphics An image is made up of tiny dots called  pixels . The  resolution  determines the quality of the picture.  The smaller the pixels the finer the detail that can be displayed on the screen. High Resolution Image Low Resolution Image
Graphics Packages Graphics packages can be classed as either: Bitmapped   graphics (painting) Vector  graphics (drawing)
Bitmapped Graphics The image is saved in a  two dimensional array  using binary numbers to represent the colours in the pixels.  Each pixel is represented by  the same number of bits. In this example, two colours have been used (black/white) and so each pixel is represented by  one bit. 0  = white,  1  = black
Bitmapped Graphics In this example,  four colours  are used in the graphic and so each pixel is represented using  two bits .  00  = white,  01  = blue,  10  = red,  11  = black
Bitmapped Graphics How many colours could be represented using  3  bits ?
Bitmapped Graphics How many colours could be represented using  3  bits ? 000 001 010 011 100 101 110 111 8  colours  ( 2 3 ) could be represented using  3  bits
Bit Depth The number of bits used to represent the colour of the pixels is called the  bit depth . Colours Bits 2 1 4 2 8 3 16 4 32 5 64 6 128 7 256 8 65536 16 16777216 24  (True Colour)
Storage Requirements (examples) An image, 5 inches by 7 inches is stored at 600 dots per inch (dpi) using 65536 colours. How much memory would be required to store this image?    7 inches      5 inches  
Storage Requirements (examples) Pixels used to store image = ( 5 x 600 )  x   ( 7 x 600 ) =  12600000 Image size 5 in x 7 in DPI 600 Colours 65536
Storage Requirements (examples) Pixels used to store image = ( 5 x 600 )  x   ( 7 x 600 ) =  12600000 65536  colours =  16  bits =  2  bytes Image size 5 in x 7 in DPI 600 Colours 65536
Storage Requirements (examples) Pixels used to store image = ( 5 x 600 )  x  ( 7 x 600 ) =  12600000 65536  colours =  16  bits =  2  bytes Amount of memory =  12600000 x 2  bytes =  25200000  bytes =  25200000  /  1024  /  1024 =  24.03  Mb Image size 5 in x 7 in DPI 600 Colours 65536
Storage Requirements (examples) A 10 inch by 8 inch photograph is stored at 1200 dpi using 256 colours. How much memory would be required to store this image?    10 inches      8 inches  
Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 )  x   ( 8 x 1200 ) =  115200000 Image size 10 in x 8 in DPI 1200 Colours 256
Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 )  x   ( 8 x 1200 ) =  115200000 256  colours =  8  bits =  1  byte Image size 10 in x 8 in DPI 1200 Colours 256
Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 )  x   ( 8 x 1200 ) =  115200000 256  colours =  8  bits =  1  byte Amount of memory =  115200000 x 1  byte =  115200000  bytes =  115200000  /  1024  /  1024 =  109.86  Mb Image size 10 in x 8 in DPI 1200 Colours 256
Advantages of bitmapped graphics The file area is fixed The A4 page in the previous slide will need 110 Mb of memory irrespective of the size of the graphic on the page. The graphic can be edited to pixel level
Disadvantages of bitmapped graphics Enlarging the image causes a loss in quality An A4 page using 256 colours at 1200 dpi will need  110 Mb of memory An A4 page using 65,536 colours at 1200 dpi will need 220 Mb of memory Compression can be used to decrease the size of these files when they are stored on disc The file is printed at the same resolution as it is shown on the screen The file size is very large A graphic created on the screen using 300 dpi cannot be printed at a higher resolution (eg 600 dpi)
Data compression Reduces the size of bit-mapped files to make them faster to download and take up less disk space / memory There are a variety of different techniques used to compress files Lossless Compression None of the original data is lost Methods are found to store the information in a more efficient way e.g. Instead of 250 white pixels, you store 250 times white pixel Example - TIFF Lossy Compression This method involves sacrificing some of the data that our eyes will probably not notice e.g.  Instead of using millions of colours we can just use hundreds. Therefore we only use 16 bits rather than 24 bits to represent the colour depth Example - JPEG
Credits ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

More Related Content

What's hot

Understanding Raster Graphics
Understanding Raster GraphicsUnderstanding Raster Graphics
Understanding Raster GraphicsSabir Haque
 
CSC103 Digital Images, Pixels, RGB Colors
CSC103 Digital Images, Pixels, RGB ColorsCSC103 Digital Images, Pixels, RGB Colors
CSC103 Digital Images, Pixels, RGB ColorsRichard Homa
 
الوسائط المتعددة Multimedia تاج
الوسائط المتعددة  Multimedia تاجالوسائط المتعددة  Multimedia تاج
الوسائط المتعددة Multimedia تاجmaaz hamed
 
Scct2013 topic 3_graphics
Scct2013 topic 3_graphicsScct2013 topic 3_graphics
Scct2013 topic 3_graphicsAnies Syahieda
 
Unit 13 assignment 1 report
Unit 13 assignment 1 reportUnit 13 assignment 1 report
Unit 13 assignment 1 reporthaverstockmedia
 
Chapter 3 data representations
Chapter 3 data representationsChapter 3 data representations
Chapter 3 data representationsABDUmomo
 
Creating pixels using graphics
Creating pixels using graphicsCreating pixels using graphics
Creating pixels using graphicsRahul Maddineni
 
Prinsip gambar digital
Prinsip gambar digitalPrinsip gambar digital
Prinsip gambar digitalOno Trader
 
Graphical Programming
Graphical ProgrammingGraphical Programming
Graphical ProgrammingGaditek
 
Westby DMT - Week 01 pixels
Westby DMT - Week 01 pixelsWestby DMT - Week 01 pixels
Westby DMT - Week 01 pixelsRobert Whyte
 
Introduction to computer graphics
Introduction to computer graphicsIntroduction to computer graphics
Introduction to computer graphicsPartnered Health
 
Technical concepts for graphic design production 2
Technical concepts for graphic design production 2Technical concepts for graphic design production 2
Technical concepts for graphic design production 2Ahmed Ismail
 

What's hot (20)

Understanding Raster Graphics
Understanding Raster GraphicsUnderstanding Raster Graphics
Understanding Raster Graphics
 
CSC103 Digital Images, Pixels, RGB Colors
CSC103 Digital Images, Pixels, RGB ColorsCSC103 Digital Images, Pixels, RGB Colors
CSC103 Digital Images, Pixels, RGB Colors
 
Homework
HomeworkHomework
Homework
 
الوسائط المتعددة Multimedia تاج
الوسائط المتعددة  Multimedia تاجالوسائط المتعددة  Multimedia تاج
الوسائط المتعددة Multimedia تاج
 
Scct2013 topic 3_graphics
Scct2013 topic 3_graphicsScct2013 topic 3_graphics
Scct2013 topic 3_graphics
 
Unit 13 assignment 1 report
Unit 13 assignment 1 reportUnit 13 assignment 1 report
Unit 13 assignment 1 report
 
Graphics
GraphicsGraphics
Graphics
 
Chapter 3 data representations
Chapter 3 data representationsChapter 3 data representations
Chapter 3 data representations
 
Creating pixels using graphics
Creating pixels using graphicsCreating pixels using graphics
Creating pixels using graphics
 
Image representation
Image representationImage representation
Image representation
 
Prinsip gambar digital
Prinsip gambar digitalPrinsip gambar digital
Prinsip gambar digital
 
Unit 13 assignment 1 EF
Unit 13 assignment 1 EFUnit 13 assignment 1 EF
Unit 13 assignment 1 EF
 
Graphical Programming
Graphical ProgrammingGraphical Programming
Graphical Programming
 
Westby DMT - Week 01 pixels
Westby DMT - Week 01 pixelsWestby DMT - Week 01 pixels
Westby DMT - Week 01 pixels
 
Lecture 10 Image Format
Lecture 10  Image FormatLecture 10  Image Format
Lecture 10 Image Format
 
Introduction to computer graphics
Introduction to computer graphicsIntroduction to computer graphics
Introduction to computer graphics
 
Fundamental of Multimedia - Graphics
Fundamental of Multimedia - GraphicsFundamental of Multimedia - Graphics
Fundamental of Multimedia - Graphics
 
Technical concepts for graphic design production 2
Technical concepts for graphic design production 2Technical concepts for graphic design production 2
Technical concepts for graphic design production 2
 
Halftoning in Computer Graphics
Halftoning  in Computer GraphicsHalftoning  in Computer Graphics
Halftoning in Computer Graphics
 
Image & Graphics
Image & GraphicsImage & Graphics
Image & Graphics
 

Similar to Representation of Bitmapped Graphics

Graphics slides
Graphics slidesGraphics slides
Graphics slidesiarthur
 
Multimedia
MultimediaMultimedia
MultimediaMR Z
 
L3 how do images work
L3   how do images workL3   how do images work
L3 how do images worklistergc
 
Elements of digital images day06
Elements of digital images  day06Elements of digital images  day06
Elements of digital images day06SEO SKills
 
Principles of Design
Principles of DesignPrinciples of Design
Principles of Designmelissamieyr
 
Characteristics of Display Adapter
Characteristics of Display AdapterCharacteristics of Display Adapter
Characteristics of Display Adapterssuser255bf1
 
Image resolution
Image resolutionImage resolution
Image resolutionAMICC
 
Stem 71 24 multimedia elements - graphics
Stem 71 24   multimedia elements - graphicsStem 71 24   multimedia elements - graphics
Stem 71 24 multimedia elements - graphicsKelly Bauer
 
[1] Data Representation
[1] Data Representation[1] Data Representation
[1] Data RepresentationMr McAlpine
 
Digitization Basics for Archives and Special Collections – Part 1: Select and...
Digitization Basics for Archives and Special Collections – Part 1: Select and...Digitization Basics for Archives and Special Collections – Part 1: Select and...
Digitization Basics for Archives and Special Collections – Part 1: Select and...WiLS
 
Unit i mm_chap3_graphics and image data representation
Unit i mm_chap3_graphics and image data representationUnit i mm_chap3_graphics and image data representation
Unit i mm_chap3_graphics and image data representationEellekwameowusu
 
2b Bitmapped Graphics Storage
2b  Bitmapped Graphics Storage2b  Bitmapped Graphics Storage
2b Bitmapped Graphics Storagemrsmackenzie
 

Similar to Representation of Bitmapped Graphics (20)

Graphics slides
Graphics slidesGraphics slides
Graphics slides
 
Multimedia
MultimediaMultimedia
Multimedia
 
L3 how do images work
L3   how do images workL3   how do images work
L3 how do images work
 
Elements of digital images day06
Elements of digital images  day06Elements of digital images  day06
Elements of digital images day06
 
Principles of Design
Principles of DesignPrinciples of Design
Principles of Design
 
Graphics
GraphicsGraphics
Graphics
 
1.1.2.pdf
1.1.2.pdf1.1.2.pdf
1.1.2.pdf
 
Characteristics of Display Adapter
Characteristics of Display AdapterCharacteristics of Display Adapter
Characteristics of Display Adapter
 
CHAPTER – 4 Graphics
CHAPTER – 4     GraphicsCHAPTER – 4     Graphics
CHAPTER – 4 Graphics
 
Image resolution
Image resolutionImage resolution
Image resolution
 
Stem 71 24 multimedia elements - graphics
Stem 71 24   multimedia elements - graphicsStem 71 24   multimedia elements - graphics
Stem 71 24 multimedia elements - graphics
 
[1] Data Representation
[1] Data Representation[1] Data Representation
[1] Data Representation
 
Power point x
Power point xPower point x
Power point x
 
Power point x
Power point xPower point x
Power point x
 
P1.1
P1.1 P1.1
P1.1
 
Digitization Basics for Archives and Special Collections – Part 1: Select and...
Digitization Basics for Archives and Special Collections – Part 1: Select and...Digitization Basics for Archives and Special Collections – Part 1: Select and...
Digitization Basics for Archives and Special Collections – Part 1: Select and...
 
Unit iv graphics
Unit iv  graphicsUnit iv  graphics
Unit iv graphics
 
Unit i mm_chap3_graphics and image data representation
Unit i mm_chap3_graphics and image data representationUnit i mm_chap3_graphics and image data representation
Unit i mm_chap3_graphics and image data representation
 
1
11
1
 
2b Bitmapped Graphics Storage
2b  Bitmapped Graphics Storage2b  Bitmapped Graphics Storage
2b Bitmapped Graphics Storage
 

More from Forrester High School (20)

Program Design
Program DesignProgram Design
Program Design
 
Database Evaluation
Database EvaluationDatabase Evaluation
Database Evaluation
 
Testing SQL
Testing SQLTesting SQL
Testing SQL
 
SQL
SQLSQL
SQL
 
Database Query Design
Database Query DesignDatabase Query Design
Database Query Design
 
Data Dictionary
Data DictionaryData Dictionary
Data Dictionary
 
Compound Keys
Compound KeysCompound Keys
Compound Keys
 
Entity Occurrence Diagrams
Entity Occurrence DiagramsEntity Occurrence Diagrams
Entity Occurrence Diagrams
 
Entity Relationship Diagrams
Entity Relationship DiagramsEntity Relationship Diagrams
Entity Relationship Diagrams
 
Database Analysis
Database AnalysisDatabase Analysis
Database Analysis
 
Software Evaluation
Software EvaluationSoftware Evaluation
Software Evaluation
 
Software Testing
Software TestingSoftware Testing
Software Testing
 
Standard Algorithms
Standard AlgorithmsStandard Algorithms
Standard Algorithms
 
File Handling
File HandlingFile Handling
File Handling
 
Python Predefined Functions
Python Predefined FunctionsPython Predefined Functions
Python Predefined Functions
 
Python Substrings
Python SubstringsPython Substrings
Python Substrings
 
Variable Scope
Variable ScopeVariable Scope
Variable Scope
 
Sub-programs
Sub-programsSub-programs
Sub-programs
 
Records in Python
Records in PythonRecords in Python
Records in Python
 
Parallel arrays in python
Parallel arrays in pythonParallel arrays in python
Parallel arrays in python
 

Representation of Bitmapped Graphics

  • 1.  
  • 2. Graphics An image is made up of tiny dots called pixels . The resolution determines the quality of the picture. The smaller the pixels the finer the detail that can be displayed on the screen. High Resolution Image Low Resolution Image
  • 3. Graphics Packages Graphics packages can be classed as either: Bitmapped graphics (painting) Vector graphics (drawing)
  • 4. Bitmapped Graphics The image is saved in a two dimensional array using binary numbers to represent the colours in the pixels. Each pixel is represented by the same number of bits. In this example, two colours have been used (black/white) and so each pixel is represented by one bit. 0 = white, 1 = black
  • 5. Bitmapped Graphics In this example, four colours are used in the graphic and so each pixel is represented using two bits . 00 = white, 01 = blue, 10 = red, 11 = black
  • 6. Bitmapped Graphics How many colours could be represented using 3 bits ?
  • 7. Bitmapped Graphics How many colours could be represented using 3 bits ? 000 001 010 011 100 101 110 111 8 colours ( 2 3 ) could be represented using 3 bits
  • 8. Bit Depth The number of bits used to represent the colour of the pixels is called the bit depth . Colours Bits 2 1 4 2 8 3 16 4 32 5 64 6 128 7 256 8 65536 16 16777216 24 (True Colour)
  • 9. Storage Requirements (examples) An image, 5 inches by 7 inches is stored at 600 dots per inch (dpi) using 65536 colours. How much memory would be required to store this image?  7 inches   5 inches 
  • 10. Storage Requirements (examples) Pixels used to store image = ( 5 x 600 ) x ( 7 x 600 ) = 12600000 Image size 5 in x 7 in DPI 600 Colours 65536
  • 11. Storage Requirements (examples) Pixels used to store image = ( 5 x 600 ) x ( 7 x 600 ) = 12600000 65536 colours = 16 bits = 2 bytes Image size 5 in x 7 in DPI 600 Colours 65536
  • 12. Storage Requirements (examples) Pixels used to store image = ( 5 x 600 ) x ( 7 x 600 ) = 12600000 65536 colours = 16 bits = 2 bytes Amount of memory = 12600000 x 2 bytes = 25200000 bytes = 25200000 / 1024 / 1024 = 24.03 Mb Image size 5 in x 7 in DPI 600 Colours 65536
  • 13. Storage Requirements (examples) A 10 inch by 8 inch photograph is stored at 1200 dpi using 256 colours. How much memory would be required to store this image?  10 inches   8 inches 
  • 14. Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 ) x ( 8 x 1200 ) = 115200000 Image size 10 in x 8 in DPI 1200 Colours 256
  • 15. Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 ) x ( 8 x 1200 ) = 115200000 256 colours = 8 bits = 1 byte Image size 10 in x 8 in DPI 1200 Colours 256
  • 16. Storage Requirements (examples) Pixels used to store image = ( 10 x 1200 ) x ( 8 x 1200 ) = 115200000 256 colours = 8 bits = 1 byte Amount of memory = 115200000 x 1 byte = 115200000 bytes = 115200000 / 1024 / 1024 = 109.86 Mb Image size 10 in x 8 in DPI 1200 Colours 256
  • 17. Advantages of bitmapped graphics The file area is fixed The A4 page in the previous slide will need 110 Mb of memory irrespective of the size of the graphic on the page. The graphic can be edited to pixel level
  • 18. Disadvantages of bitmapped graphics Enlarging the image causes a loss in quality An A4 page using 256 colours at 1200 dpi will need 110 Mb of memory An A4 page using 65,536 colours at 1200 dpi will need 220 Mb of memory Compression can be used to decrease the size of these files when they are stored on disc The file is printed at the same resolution as it is shown on the screen The file size is very large A graphic created on the screen using 300 dpi cannot be printed at a higher resolution (eg 600 dpi)
  • 19. Data compression Reduces the size of bit-mapped files to make them faster to download and take up less disk space / memory There are a variety of different techniques used to compress files Lossless Compression None of the original data is lost Methods are found to store the information in a more efficient way e.g. Instead of 250 white pixels, you store 250 times white pixel Example - TIFF Lossy Compression This method involves sacrificing some of the data that our eyes will probably not notice e.g. Instead of using millions of colours we can just use hundreds. Therefore we only use 16 bits rather than 24 bits to represent the colour depth Example - JPEG
  • 20.