1 / 28

Graphics and image data representation

Graphics and image data representation. Dr. Wissam Alkhadour. DIGITAL IMAGE REPRESENTATION. An image is a spatial representation of an object, a2D or 3D scene, etc. Abstractly, an image is a continuous function defining a rectangular region of a plane

daleedwards
Télécharger la présentation

Graphics and image data representation

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Graphics and image data representation Dr. Wissam Alkhadour

  2. DIGITAL IMAGE REPRESENTATION • An image is a spatial representation of an object, a2D or 3D scene, etc. • Abstractly, an image is a continuous function defining a rectangular region of a plane • An image can be thought of as a function with resulting values of the light intensity at each point over a planar region

  3. DIGITAL IMAGE REPRESENTATION • For computer representation, the function (e.g. intensity) must be sampled at discrete intervals. • Sampling quantizes the intensity values into discrete intervals. • Points at which an image is sampled are called picture elements or pixels. • Image resolution: The number of pixels in a digital image (higher resolution  better quality).

  4. DIGITAL IMAGE REPRESENTATION • A digital image is represented by a matrix of numeric values each representing a quantized intensity value. • I(r,c) - intensity value at position corresponding to row r and column c of the matrix. • Intensity value can be represented by • 1-bit: black & white images • 8-bits: grayscale images . • 8-bit color images • 24-bits: color images (RGB)

  5. 1-BIT IMAGES • Monochrome Image: Each pixel is stored as a single bit (0 or 1), A 640 x 480 monochrome image requires 37.5 KB of storage. (640*480)/8

  6. 8-BIT GRAY-LEVEL IMAGES • Each pixel has a gray- value between 0 and 255. Each pixel is represented by a single byte: e.g. dark pixels might have a value of 10, and a bright one might be 230. • A 640 x 480 grayscale image requires over 300 KB of storage

  7. 8-BIT GRAY-LEVEL IMAGES • Each image is usually stored as a byte (value between 0&255)  A 640x480 grayscale image requires a 300 KB of storage (640 x 480 = 307,200 bytes)

  8. 8-BIT COLOR IMAGES • Many systems can make use of 8 bits of color information (the so-called “256 colors”) in producing a screen image. • With 8 bits per pixel and color lookup table we can display at most 256 distinct colors at a time • Basically, the image stores not color, but instead just a set of bytes, each of which is actually an index into a table with 3- byte values that specify the color for a pixel with that lookup table index

  9. 24-BIT COLOR IMAGES • In a color 24- bit image, each pixel is represented by three bytes, usually representing R, G, B. • This format supports 256 x 256 x 256 possible combined colors, or a total of 16,777,216 possible colors. • Such flexibility does result in a storage penalty: • A 640 x 480 24-bit color image would require 921.6 KB of storage without any compression. • Many 24-bit color images are stored as 32-bit images, the extra byte of data for each pixel is used to store an alpha value representing special effect information

  10. IMAGE DATA TYPES • Some formats are restricted to particular hardware/operating system platforms, while others are “cross-platform” formats. • Even if some formats are not cross-platform, there are conversion applications that will recognize and translate formats from one system to another.

  11. IMAGE DATA TYPES • Most image formats incorporate some variation of compression technique due to the large storage size of image files. Compression techniques can be classified into either lossless or lossy.

  12. Standard System Independent Formats • The following brief format descriptions are the most commonly used formats. -GIF. -JPEG. -TIFF. -FLC -Fli -GL

  13. GIF • Limited to 8-bit (256) color images only, which, while pro-ducing acceptable color images, is best suited for images with few distinctive colors (e.g., graphics or drawing). • GIF standard supports interlacing (images are displayed by loading either odd or even lines first, and then loading the other lines on the next cycle)

  14. GIF • GIF actually comes in two flavors: 1. GIF87a: The original specication. 2. GIF89a: The later version. Supports simple animation.

  15. JPEG • JPEG: The most important current standard for image compression. • The human vision system has some specific limitations and JPEG takes advantage of these to achieve high rates of compression. • JPEG allows the user to set a desired level of quality, or compression ratio.

  16. JPEG • As an example, the figure in next slide shows image, with a quality factor Q=10%. This image is a mere 1.5% of the original size. In comparison, a JPEG image with Q=75% yields an image size 5.6% of the original.

  17. TIFF • TIFF: stands for Tagged Image File Format. • The support for attachment of additional information (re-ferred to as \tags") provides a great deal of flexibility. 1. The most important tag is a format signier: what type of compression etc. is in use in the stored image.

  18. TIFF 2-TIFF can store many diverent types of image: 1-bit, grayscale, 8-bit color, 24-bit RGB, etc. 3. TIFF was originally a lossless format but now a new JPEG tag allows one to opt for JPEG compression. 4. The TIFF format was developed by the Aldus Corporation in the 1980's and was later supported by Microsoft.

  19. Graphics Animation Files • A few dominant formats aimed at storing graphics animations (i.e., series of drawings or graphic illustrations) as opposed to video (i.e., series of images). • Difference: animations are considerably less demanding of resources than video.

  20. Graphics Animation Files • FLC is an animation or moving picture format; it was originally created by Animation Pro. • Another format, FLI, is similar to FLC. • GL better quality moving pictures, usually large file size.

  21. System Dependent Formats • Many graphical/imaging applications create their own file format particular to the systems they are executed upon. The following are a few popular system dependent formats:

  22. System Dependent Formats Microsoft Windows: BMP • A system standard graphics file format for Microsoft Windows • Used in PC Paintbrush and other programs • It is capable of storing 24-bit bitmap images .

  23. System Dependent Formats • 1. PAINT was originally used in the MacPaint program, initially only for 1-bit monochrome images. 2. PICT format is used in MacDraw (a vector-based drawing program) for storing structured graphics.

More Related