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6. Graphics
CHAPTER
MULTIMEDIA & GRAPHICS
• Graphics covers wide range of pictorial representations.
• Uses for computer graphics include:
– Buttons
– Charts
– Diagrams
– Animated images
2
MULTIMEDIA GRAPHICS
• Challenges of computer images include:
– Large file size
– Slow downloads and processing
– Possible inferior quality from original
– File format compatibility
– Images display differently on various monitors and printers
3
TRADITIONAL GRAPHICS
• Color image reproduction.
– Use a series of four-color dots of transparent inks.
• CMYK
– Cyan, magenta, yellow, black.
– Small dots of color combinations
can reproduce many different colors.
4
COLOR REPRODUCTION
Subtractive Color (CMYK)
• Color images on printed surface
are formed using subtractive
process.
– Light is reflected from the
printed surface.
– Pigments that form image absorb
some of the colors.
– Remaining colors reach the eye
to produce image.
Additive Color (RGB)
• Color images on computer
monitor use additive process.
– Varying amounts of Red, Green,
and Blue light are added
together to create the color.
5
2-D COMPUTER GRAPHICS
6
BITMAPPED IMAGES &
VECTOR DRAWN GRAPHICS
BITMAPPED GRAPHICS
• Bitmapped/Raster graphics
– Used for photorealistic and detailed drawings
– Each element is a pixel
• Pixels
– Pixels are small squares.
– Assigned a binary code to define color.
• More bits = more color possibilities
• 3 types of bitmapped graphics
7
BITMAPPED IMAGES – LINE ART
• Two colors, usually black and white.
– Advantages
• Clear, crisp image.
• Small file size.
– Uses include:
• Charts
• Illustrations
• Diagrams
8
Line art is
1-bit color
Line art flow chart
diagram
BITMAPPED IMAGES - GRAYSCALE
• Generally 8-bit images of 256 shades of gray.
• For images that require more detail than line art.
– Advantages
• Excellent representation of black and white photos.
• Smaller files size than full color.
• Lower printing costs than color.
9
BITMAPPED IMAGES - COLOR
• Consists of a pattern of colored pixels.
• Amount of color depends on bit depth of each pixel.
• Photo-realistic color requires 24-bit color.
– Two methods to create color on a computer:
• Identify a table of possible colors for the computer (Color Lookup Table).
• Specify varying amounts of Red, Green, Blue.
10
MAKING COMPUTER COLOR
• 8-bit color presents a specific range of colors in a table.
– PCs and Macs use different tables.
– Web-safe table provides colors that display the same on all platforms.
• 24-bit color combines 8-bit values of red, green, or blue to
create the result.
– 16.7 million color possibilities.
• 48-bit color has 16-bit values
– 281 trillion color possibilities.
11
BITMAPPED IMAGE QUALITY
• Image quality depends on spatial and color resolution.
– Spatial resolution = density of pixels per inch.
– Color resolution = number of colors each pixel can display.
• Spatial resolution measurements.
– Monitor output is measured in ppi (pixels per inch).
– Print output is measured as dpi (dots per inch).
12
SPATIAL RESOLUTION
• Higher spatial resolution
– Captures more detail.
• Pixels are smaller and closely packed.
– Produces sharper, more accurate images.
• Lower spatial resolution
– Captures less detail.
• Pixels are larger.
– Images appear fuzzy.
• High spatial resolutions yield large file sizes but better image quality.
13
DEVICE-DEPENDENCE
• Dimensions of an image depend
on the resolution of the output
device.
– Monitors have low spatial
resolution:
• 72 ppi (Mac) or 96 ppi (PC).
– Printers have higher spatial
resolutions:
• 300 dpi to 2400 dpi.
• Bitmapped images are device-
dependent.
– 300 ppi image prints the
original size on 300 dpi
printer.
– Same image is greatly
enlarged on a 72 ppi monitor.
14
COLOR RESOLUTION
• Bit-depth determines color
resolution.
• Making the bit-depth choice:
– Simple color images do not
require many colors. Low bit-
depth yields small file size.
– Complex color images require
millions of colors. High bit-
depth yields better quality
but larger files.
• Low color resolution may cause
quantization and color banding.
– Quantization leads to breaks
in shades of continuous tone
images.
15
RESAMPLING BITMAPPED IMAGE
• Process of increasing or decreasing the number of samples
described in a file.
– Often need to control spatial resolution of bitmapped images.
• 72 ppi for web display.
• 300 ppi for laser output.
• Upsampling: adding samples to the file. (can degrade img)
• Downsampling: reducing the samples in the image. (can
produce smaller images that maintain good quality. Capture
at highest resolution and downsample as needed.
16
RESIZE without RESAMPLING
• A bitmapped image can be resized without resampling.
– Enlarging a printout may produce acceptable results.
• Caution: excessive enlargement will distort the image with blocky,
mottled surface appearance.
– Reducing the image size without resampling can produce high quality
printouts.
• Pixels are packed more closely together.
17
RESIZE without RESAMPLING
• Excessive enlarging without resampling can lead to distorted
images.
18
COLOR RESOLUTION
• Indexing
– A specific palette of colors is identified to optimize the appearance of lower
color resolution image.
– Two methods to create the index of colors:
• Adaptive
• Perceptual
• Dithering
– Combining pixels of different colors to produce another color not available in
the indexed palette.
– Improves image quality without increasing bit depth.
19
BITMAPPED IMAGE SOURCES
• Paint programs (Paint, Photoshop)
• Digital cameras
• Scanner
• Clip Art
• Screen Grab
20
BITMAPPED FILE FORMATS
• Common graphic file formats are:
– PICT
– BMP
– TIFF
– JPEG
– GIF
– PNG-8, PNG-24
• Compression of bitmapped
graphics are:
– Lossy
– Lossless
21
What form of
compression do
each of these
formats use?
VECTOR-DRAWN GRAPHICS
• Vector: a line with length, curvature, and direction.
• Vector graphics: images created from mathematically defined
shapes.
• Drawing programs: software used to create vector graphics.
• Main advantages:
– Images can be enlarged without distortion.
– Small file size.
22
VECTOR-DRAWN GRAPHICS
• Draw programs use tools that resemble those of a draftsman:
– Fixed shapes
– Bezier curves
– Pen
• Objects are layered on each other and grouped to form
complex images.
– Grouping joins individual shapes.
– Ungrouping restores image
to separate shapes.
23
DEVICE INDEPENDENCE
• Vector graphics can be used with different devices without
altering the image dimension.
– Printers and monitors preserve the original dimension of the image.
24
VECTOR to BITMAPPED & BACK AGAIN
• Autotracing: software analyzes a
bitmapped image for shapes and
converts the image to a vector
graphic.
• Rasterizing: samples the vector
image and saves it in bitmapped
form.
– Vector graphics displayed on a
screen can be screen grabbed
and saved as a bitmapped
graphic.
25
Bitmapped
Autotraced
VECTOR GRAPHIC FILE FORMATS
• Files are saved in native format or general purpose formats.
– Native format: dependent on the application.
– General purpose: can be used in many applications.
• Vector-only:
EPS—Encapsulated Postscript.
PDF— Portable Document Format.
• Metafiles:
SVG—Scalable Vector Format.
26
ADVANTAGES
Bitmapped Images
• Represent complex images.
• Full-featured photo editing.
• Wide range of artistic effects.
• Precise editing.
Vector Images
• Smooth scaling and reshaping.
• Ease of editing objects in layers.
• Low file size.
• Device-independent.
27
DISADVANTAGES
Bitmapped Images
• Large file sizes.
• Loss of precise shapes when
scaled or rotated.
• Device-dependent.
Vector Images
• Inaccurate, incomplete
representation of complex
contone images.
• No photo-editing capability.
• Limited artistic control.
28
3-D COMPUTER GRAPHICS
29
PRODUCE THE ILLUSION OF DEPTH
ON A FLAT SURFACE.
3-D GRAPHICS
• Computer becomes a virtual partner in the creative process.
• Four interconnected steps in creating 3-D images:
– Modeling
– Surface definition
– Scene composition
– Rendering
30
STEP 1: MODELING
• Process of specifying the shape of the 3-D object.
• Two major approaches to modeling:
– Combine cubes, cones, cylinders and other 3-D shapes supplied with
the graphics program - modeling with primitives.
– Use a modeler to create shapes directly.
31
3-D MODELING
• Modelers have ability to:
Extrude: extends the shape perpendicular to the
shapes outline
Lathe: a shape is rotated around a defined axis to
create the 3-D object.
32
STEP 2: SURFACE DEFINITION
• Surface definition: where textures are applied to the model's
surface.
– Menu choices of surfaces include wood, glass, metal, skin.
– Can vary the appearance of surfaces with color, opacity, reflectivity.
• Custom surfaces include:
– Image maps
– Bumb maps.
33
STEP 3: SCENE COMPOSITION
• Objects are arranged, backgrounds introduced,
environmental effects added, and lighting established.
• Lighting choices in a scene include:
– Omni lights
– Directional lights
– Spot lights
– Volumetric light.
• Adjust lighting with brightness, color, and attenuation.
34
STEP 4: RENDERING
• Computer creates the scenes specified by the artist.
• Two main approaches:
– Pre-rendering
• Used primarily for still graphics, animation, and video with limited
interactivity.
– Real-time rendering
• Used for highly interactive 3-D applications such as video games.
35
RENDERING (cont.)
• Forms of rendering to create test scenes in 3-D graphics:
– Wire frame rendering
• A series of lines used to define the shape of an object without defining its
surface.
• Useful to test the basic geometry and placement of an object.
36
RENDERING (cont.)
• Surface rendering applies lighting and
shaders to the object.
– Flat shaders, has imperfections but a fast render
process.
– Smooth shaders, better quality surface.
– Ray tracing, traces each ray of light as it
interacts with objects on a scene.
– Radiosity, recreates the changes that result
from interaction of different wavelengths of
light.
37
FINAL RENDER
• Final rendering translates 3-D information to a 2-D image.
• Rendering engines apply effects to the finished product such
as shadows, reflections, bumps, transparencies and lighting
considerations.
• Successful rendering requires processing power, time, and
artistic talent.
38
CREATING WORLDS
• 3-D graphics are powerful tools to create reproductions of the
world around us.
• Fantasy worlds come alive with creative artists and software
applications such as Maya, Blender, Zbrush, 3-D StudioMax.
39
GUIDELINES FOR USING GRAPHICS
• Identify purpose of the graphic.
• Choose best format for each
image.
• Match graphic design to purpose.
• Locate graphics.
• Preserve image quality.
• Economize.
• Organize and store graphics files
for later use.
40

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Chapter 6 Graphics

  • 2. MULTIMEDIA & GRAPHICS • Graphics covers wide range of pictorial representations. • Uses for computer graphics include: – Buttons – Charts – Diagrams – Animated images 2
  • 3. MULTIMEDIA GRAPHICS • Challenges of computer images include: – Large file size – Slow downloads and processing – Possible inferior quality from original – File format compatibility – Images display differently on various monitors and printers 3
  • 4. TRADITIONAL GRAPHICS • Color image reproduction. – Use a series of four-color dots of transparent inks. • CMYK – Cyan, magenta, yellow, black. – Small dots of color combinations can reproduce many different colors. 4
  • 5. COLOR REPRODUCTION Subtractive Color (CMYK) • Color images on printed surface are formed using subtractive process. – Light is reflected from the printed surface. – Pigments that form image absorb some of the colors. – Remaining colors reach the eye to produce image. Additive Color (RGB) • Color images on computer monitor use additive process. – Varying amounts of Red, Green, and Blue light are added together to create the color. 5
  • 6. 2-D COMPUTER GRAPHICS 6 BITMAPPED IMAGES & VECTOR DRAWN GRAPHICS
  • 7. BITMAPPED GRAPHICS • Bitmapped/Raster graphics – Used for photorealistic and detailed drawings – Each element is a pixel • Pixels – Pixels are small squares. – Assigned a binary code to define color. • More bits = more color possibilities • 3 types of bitmapped graphics 7
  • 8. BITMAPPED IMAGES – LINE ART • Two colors, usually black and white. – Advantages • Clear, crisp image. • Small file size. – Uses include: • Charts • Illustrations • Diagrams 8 Line art is 1-bit color Line art flow chart diagram
  • 9. BITMAPPED IMAGES - GRAYSCALE • Generally 8-bit images of 256 shades of gray. • For images that require more detail than line art. – Advantages • Excellent representation of black and white photos. • Smaller files size than full color. • Lower printing costs than color. 9
  • 10. BITMAPPED IMAGES - COLOR • Consists of a pattern of colored pixels. • Amount of color depends on bit depth of each pixel. • Photo-realistic color requires 24-bit color. – Two methods to create color on a computer: • Identify a table of possible colors for the computer (Color Lookup Table). • Specify varying amounts of Red, Green, Blue. 10
  • 11. MAKING COMPUTER COLOR • 8-bit color presents a specific range of colors in a table. – PCs and Macs use different tables. – Web-safe table provides colors that display the same on all platforms. • 24-bit color combines 8-bit values of red, green, or blue to create the result. – 16.7 million color possibilities. • 48-bit color has 16-bit values – 281 trillion color possibilities. 11
  • 12. BITMAPPED IMAGE QUALITY • Image quality depends on spatial and color resolution. – Spatial resolution = density of pixels per inch. – Color resolution = number of colors each pixel can display. • Spatial resolution measurements. – Monitor output is measured in ppi (pixels per inch). – Print output is measured as dpi (dots per inch). 12
  • 13. SPATIAL RESOLUTION • Higher spatial resolution – Captures more detail. • Pixels are smaller and closely packed. – Produces sharper, more accurate images. • Lower spatial resolution – Captures less detail. • Pixels are larger. – Images appear fuzzy. • High spatial resolutions yield large file sizes but better image quality. 13
  • 14. DEVICE-DEPENDENCE • Dimensions of an image depend on the resolution of the output device. – Monitors have low spatial resolution: • 72 ppi (Mac) or 96 ppi (PC). – Printers have higher spatial resolutions: • 300 dpi to 2400 dpi. • Bitmapped images are device- dependent. – 300 ppi image prints the original size on 300 dpi printer. – Same image is greatly enlarged on a 72 ppi monitor. 14
  • 15. COLOR RESOLUTION • Bit-depth determines color resolution. • Making the bit-depth choice: – Simple color images do not require many colors. Low bit- depth yields small file size. – Complex color images require millions of colors. High bit- depth yields better quality but larger files. • Low color resolution may cause quantization and color banding. – Quantization leads to breaks in shades of continuous tone images. 15
  • 16. RESAMPLING BITMAPPED IMAGE • Process of increasing or decreasing the number of samples described in a file. – Often need to control spatial resolution of bitmapped images. • 72 ppi for web display. • 300 ppi for laser output. • Upsampling: adding samples to the file. (can degrade img) • Downsampling: reducing the samples in the image. (can produce smaller images that maintain good quality. Capture at highest resolution and downsample as needed. 16
  • 17. RESIZE without RESAMPLING • A bitmapped image can be resized without resampling. – Enlarging a printout may produce acceptable results. • Caution: excessive enlargement will distort the image with blocky, mottled surface appearance. – Reducing the image size without resampling can produce high quality printouts. • Pixels are packed more closely together. 17
  • 18. RESIZE without RESAMPLING • Excessive enlarging without resampling can lead to distorted images. 18
  • 19. COLOR RESOLUTION • Indexing – A specific palette of colors is identified to optimize the appearance of lower color resolution image. – Two methods to create the index of colors: • Adaptive • Perceptual • Dithering – Combining pixels of different colors to produce another color not available in the indexed palette. – Improves image quality without increasing bit depth. 19
  • 20. BITMAPPED IMAGE SOURCES • Paint programs (Paint, Photoshop) • Digital cameras • Scanner • Clip Art • Screen Grab 20
  • 21. BITMAPPED FILE FORMATS • Common graphic file formats are: – PICT – BMP – TIFF – JPEG – GIF – PNG-8, PNG-24 • Compression of bitmapped graphics are: – Lossy – Lossless 21 What form of compression do each of these formats use?
  • 22. VECTOR-DRAWN GRAPHICS • Vector: a line with length, curvature, and direction. • Vector graphics: images created from mathematically defined shapes. • Drawing programs: software used to create vector graphics. • Main advantages: – Images can be enlarged without distortion. – Small file size. 22
  • 23. VECTOR-DRAWN GRAPHICS • Draw programs use tools that resemble those of a draftsman: – Fixed shapes – Bezier curves – Pen • Objects are layered on each other and grouped to form complex images. – Grouping joins individual shapes. – Ungrouping restores image to separate shapes. 23
  • 24. DEVICE INDEPENDENCE • Vector graphics can be used with different devices without altering the image dimension. – Printers and monitors preserve the original dimension of the image. 24
  • 25. VECTOR to BITMAPPED & BACK AGAIN • Autotracing: software analyzes a bitmapped image for shapes and converts the image to a vector graphic. • Rasterizing: samples the vector image and saves it in bitmapped form. – Vector graphics displayed on a screen can be screen grabbed and saved as a bitmapped graphic. 25 Bitmapped Autotraced
  • 26. VECTOR GRAPHIC FILE FORMATS • Files are saved in native format or general purpose formats. – Native format: dependent on the application. – General purpose: can be used in many applications. • Vector-only: EPS—Encapsulated Postscript. PDF— Portable Document Format. • Metafiles: SVG—Scalable Vector Format. 26
  • 27. ADVANTAGES Bitmapped Images • Represent complex images. • Full-featured photo editing. • Wide range of artistic effects. • Precise editing. Vector Images • Smooth scaling and reshaping. • Ease of editing objects in layers. • Low file size. • Device-independent. 27
  • 28. DISADVANTAGES Bitmapped Images • Large file sizes. • Loss of precise shapes when scaled or rotated. • Device-dependent. Vector Images • Inaccurate, incomplete representation of complex contone images. • No photo-editing capability. • Limited artistic control. 28
  • 29. 3-D COMPUTER GRAPHICS 29 PRODUCE THE ILLUSION OF DEPTH ON A FLAT SURFACE.
  • 30. 3-D GRAPHICS • Computer becomes a virtual partner in the creative process. • Four interconnected steps in creating 3-D images: – Modeling – Surface definition – Scene composition – Rendering 30
  • 31. STEP 1: MODELING • Process of specifying the shape of the 3-D object. • Two major approaches to modeling: – Combine cubes, cones, cylinders and other 3-D shapes supplied with the graphics program - modeling with primitives. – Use a modeler to create shapes directly. 31
  • 32. 3-D MODELING • Modelers have ability to: Extrude: extends the shape perpendicular to the shapes outline Lathe: a shape is rotated around a defined axis to create the 3-D object. 32
  • 33. STEP 2: SURFACE DEFINITION • Surface definition: where textures are applied to the model's surface. – Menu choices of surfaces include wood, glass, metal, skin. – Can vary the appearance of surfaces with color, opacity, reflectivity. • Custom surfaces include: – Image maps – Bumb maps. 33
  • 34. STEP 3: SCENE COMPOSITION • Objects are arranged, backgrounds introduced, environmental effects added, and lighting established. • Lighting choices in a scene include: – Omni lights – Directional lights – Spot lights – Volumetric light. • Adjust lighting with brightness, color, and attenuation. 34
  • 35. STEP 4: RENDERING • Computer creates the scenes specified by the artist. • Two main approaches: – Pre-rendering • Used primarily for still graphics, animation, and video with limited interactivity. – Real-time rendering • Used for highly interactive 3-D applications such as video games. 35
  • 36. RENDERING (cont.) • Forms of rendering to create test scenes in 3-D graphics: – Wire frame rendering • A series of lines used to define the shape of an object without defining its surface. • Useful to test the basic geometry and placement of an object. 36
  • 37. RENDERING (cont.) • Surface rendering applies lighting and shaders to the object. – Flat shaders, has imperfections but a fast render process. – Smooth shaders, better quality surface. – Ray tracing, traces each ray of light as it interacts with objects on a scene. – Radiosity, recreates the changes that result from interaction of different wavelengths of light. 37
  • 38. FINAL RENDER • Final rendering translates 3-D information to a 2-D image. • Rendering engines apply effects to the finished product such as shadows, reflections, bumps, transparencies and lighting considerations. • Successful rendering requires processing power, time, and artistic talent. 38
  • 39. CREATING WORLDS • 3-D graphics are powerful tools to create reproductions of the world around us. • Fantasy worlds come alive with creative artists and software applications such as Maya, Blender, Zbrush, 3-D StudioMax. 39
  • 40. GUIDELINES FOR USING GRAPHICS • Identify purpose of the graphic. • Choose best format for each image. • Match graphic design to purpose. • Locate graphics. • Preserve image quality. • Economize. • Organize and store graphics files for later use. 40

Editor's Notes

  1. Have students comment on their experience with graphics files and the following challenges. Can students provide other challenges? Ability to violate copyright by cut and pasting images and create derivative works.
  2. Review the distinction between additive and subtractive color and why this is important for computer graphics artists who create projects for printed output.
  3. CMYK – 100% of all colors is black RGB – 100% of all colors is white
  4. Students may identify the square elements that are part of the cat's image. 2 bit color code would yield 4 colors, 8 bit code yields 256 colors. Have students consider what 1, 16, 24 bit codes would generate for color ranges.
  5. Discuss uses of 8, 24, 48 bit color models and the advantages and disadvantages of each. Web safe colors limit the range to 216 possibilities. Discuss the relevance of using web safe palettes for current computer displays.
  6. Relate this concept to images from digital cameras. The photo may print on a 4 X 6 dimension, but on a monitor it will fill the screen to overflow the edges. Consider the practice of producing bitmapped images in several spatial resolutions to match the intended output. Web images are typically 72 ppi, but color laser printer images would start at 300 ppi.
  7. Quantization will round off the missing color codes to the nearest available code. This may cause colors to band rather than transition smoothly to the next shade.
  8. Developers should be aware of the way resampling affects image quality so they can capture the image at the highest spatial resolution and adjust the resolution according to the use or device.
  9. A mistake many uses make is to take a digital camera image that is potentially 11 MB large with dimensions 32 X 24 inches and resize it to a small 3 X 4 inches on a PowerPoint screen. Without resampling the image, the file is still 11MB large. The overall PowerPoint application can become excessively large if many images are simple resized without resampling.
  10. Discuss how developers can use indexing to reduce file size.
  11. Review special features of these file formats. Have students suggest other file formats for images, some may be software specific such as .psd from Photoshop. Identify which formats are lossy and which are lossless. .jpg – lossy .gif – lossless .tif (tagged image file format) - lossless .png8 – functions like a gif .png24 – functions like a jpeg with transparency (not supported by lower versions of IE)
  12. Have students identify the shapes in the clip art. Then use the ungroup command in PPt. to view the many components of the clip. Each of the shapes can be sized, moved, layered here to demo the way vector images are connected and edited.
  13. Discuss why a designer would autotrace a bitmapped image, what advantages might result. Conversely think about reasons to take a vector screen grab of a logo and save it into bitmapped format.
  14. Text identifies three categories. Two of these are relegated to the General Purpose category. Review how each general purpose format might be used.
  15. Developers use both paint and draw programs because of the unique features each has for graphic creation. Some applications such as Photoshop are blending the features of each program to provide a complete image creating toolbox in one package.
  16. Use as method to review chapter details about types of graphics, resolution and quality issues, file types, file sizes.