1 LECTURE 5 THE USES OF IMAGES IN MULTIMEDIA Prepared by Cik Nor Anita Fairos bt Ismail.

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Presentation transcript:

1 LECTURE 5 THE USES OF IMAGES IN MULTIMEDIA Prepared by Cik Nor Anita Fairos bt Ismail

2 Objective  What is an image?  The types of image  Bitmap  Vector  3D models  Hardware used to acquire / edit images  Converting from one format to another

3 What is an image?  An image is the graphical and visual representation of some information that can be displayed on a computer screen or printed out  Images come in a variety of forms:  Photographs  Drawings  Paintings  Television and motion pictures  Semantics  Maps etc.

4  Images show us the prominent features of the objects that they represent. These images are composed quite differently, each is an effective representation of its subject What is an image?

5  Images play an important part in multimedia  Navigation  User interface components  Help systems  Clip art

6 Image media types  Images can be generally divided into two formats:  Bitmapped or raster images  Vector graphics or Metafile images  Bitmapped images are stored as an array of pixels  Vector graphics are stored as the set of graphic primitives required to represent the image

7 Bitmaps Image  A pixel is the smallest element of resolution on a computer screen (Screen Resolution)  A pixel is the basic unit of a digital images. Digital image is a picture that may be stored in, displayed on, processed by a computer.  As mentioned, bitmap is composed of a matrix elements called pixels  Each pixel can be in a specific colour and each pixel consists of two or more colors.

8 Bitmaps Image  The range of these colours is known as the colour depth.  The color depth determined “How much data in bits used to determined the number of colors”.  Colour depth is measured in bits per pixel  Remember: a bit (binary digit) is either 1 or 0 and that there are eight bits in a byte

9 Colour depth 1 bit per pixel = 2 colours (monochrome) 2 bits per pixel = 4 colours 4 bits per pixel = 16 colours 8 bits per pixel = 256 colours Generally good enough for colour images 16 bits per pixel = colours Better quality for photograph-like images, also known as high colour 24 bits per pixel = >16 million possible colours Used to recreate photo realistic images, also known as true colour

10 Bitmaps Image  The more colours that are allowed per pixel, the greater the size of the image  The number of pixels is related to the size of file that required to store an image.  Remember, two factors effect the size file bitmap are:  Resolution  Color Depth

11 Bitmapped images Original image Shownmagnified

12 Calculating the size of a raster image  Where:  Width of the images measured in pixels  Height of the images measured in pixels  Colour depth is the number of bits used for color measured in bits per pixel  Remember:  1024 bytes = 1 kilobyte (KB)  1024 kilobytes = 1 megabyte (MB)

13 Example  A 640 x 480 pixel image in 24-bit colour would require how much disk space?

14 Popular bitmap formats  Microsoft bitmap (.bmp)  Used in microsoft windows  TIFF - Tagged Image File Format (.tif)  Used for faxing images (amongst other things)  JPEG - Joint Photographic Expert Group (.jpg)  Useful for storing photographic images

15 Popular bitmap formats  GIF - Graphics Interchange Format (.gif)  Used a lot on web sites  PNG - Portable Network Graphics (.png)  A new format for web graphics  PCD – Kodak photo CD  A new format for store image in a compressed form on a CD

16 Advantages and Disadvantages of using bitmap images  Advantages  Convey detail of information quickly  Real life  Disadvantages  Depend on a Resolution  Effect to the image quality  Size file is big

17 Software to create bitmap images  Popular PC packages include:  Microsoft Paint  Included with microsoft windows  Microsoft PhotoDraw 2000   Adobe Photoshop   Paint Shop Pro   Macromedia Fireworks 

18 Vector images  Vector images are stored as the set of graphic primitives required to represent the image  A graphic primitive is a simple graphic based on drawing elements or objects such as shape  e.g. square, line, ellipse, arc, etc.  The image consists of a set of commands (mathematical equations) that are drawn the object when needed.

19 Vector images  Storing and representing images by mathematical equations is called vector graphics or Object Oriented graphics.  Each primitive object has various attributes that go to make up the entire image  e.g. x-y location, fill colour, line colour, line style, etc.  Example:  RECTANGLE : rectangle top, left, width, height, color is ( 0, 0, 200, 200, red)

20 Vector images  CIRCLE : circle top, left, radius, color  LINE : Line x1, y1, x2, y2, color  Vector image or vector graphics can be resized without losing the integrity of the original image.  Scaling a vector is a mathematical operation - only the attributes change, the image is unaffected Q: Could you defined what the different between a digital image and Computer Graphics or graphics?

21 Primitive geometric drawing objects  Basic  Line  Polyline  Arc  Bezier curve  Text  Font, weight  Shapes  Circle  Ellipse  Rectangle  Square  Pie segment  Triangle  Pentagon, hexagon, heptagon, octagon, etc

22 Scaling vector graphics Original image Shownmagnified

23 Advantages and Disadvantages of using vector image  Advantages  Relatively small amount of data required to represent the image.  Therefore, it does not required a lot of memory to store  Easier to manipulate  Disadvantages  Limited level of detail than can be presented in an image

24 Software to create vector images  Graphics programs are tools that allow an artist to create and edit designs used in multimedia applications.  Generally, graphics programs can be categorized as: Drawing programs –Creating draw type graphics –Provide freehand. Example geometric shape –Example : Adobe Illustrator, Corel Draw, Macromedia Freehand

25 Software to create vector images  Paint programs - Those creating bitmaps -useful in creating original art -Example: Paint Shop Pro  Image editing programs -Making changes to existing images, such as manipulating the brightness or contrast, applying textures, patterns. -Examples : Adobe Photoshop, Adobe Page Maker,

26 Vector formats  Windows metafile (.wmf)  Used by Microsoft Windows  SVG - Scalable Vector Graphics (.svg)  A new format devised for the web  CGM - Computer Graphics Metafile (.cgm)  Older format commonly used for clip art  Adobe PostScript (.ps)  A page description language used to control printers

27 Vector formats  Adobe Portable Document Format (.pdf)  A page description language common on the web  Drawing Exchange Format (.dfx)  Store 3D image created by design program AutoCAD  Encapsulated PostScript (.epf)  Professional printing: Illustration program, Adobe Systems, Desktop Publishing programs

28 3-Dimensional Graphic models  A 3D model is a variation on the vector format  The location of a 3-dimensional object is specified using x, y and z co-ordinates  Further primitives can be found in 3D models  Cube, sphere, pyramid, etc.  Camera, spotlight, texture, shading etc. 3D model X Y Z

29 3-Dimensional Graphic models  3D graphics offer the photorealistics effects that have you seen in TV, Computer Games  Examples, Motion Picture films such as:  Jurassic Park, Terminator 2, Lost World and Toy Story  Examples 3D programs:  Carigali Truespace  3D Studio Max  Infini-D

30 3-Dimensional Graphic models

31

32 Hardware used to acquire images  Scanners and digital imaging products  Many forms of scanner  Drum  Flat-bed  Negative / slide  Hand-held  Important to check the optical resolution of the scanner  measured in dots per inch (DPI) Slide scanner Flatbed scanner

33 Hardware used to acquire images  Digital camera  Uses digital memory instead of film  Images are transferred to computer via a cable  Can be very high resolution  Stills from a camcorder or PC “web-cam” type camera  Home products tend to be low resolution Web cam Digital camera

34 Hardware used to create / edit images  Graphics tablet and pen  Preferred by digital artists  Pressure sensitivity  Digitiser tablet  Preferred by technical artists  Mouse has accurate crosshair to help digitise drawings Tablet and pen Digitiser

35 Converting image formatsText Bitmapped image Vector image Bitmapped font TrueType / PostScript Type 1 font Optical Character Recognition (OCR) Contour trace Render as bitmap

36 Working With Graphics  Considerations and guidelines when we are working with graphics:  Choose the graphic depend on your work  Choose the correct software  Use minimum color depth  Delivery Systems

37 How graphics/images can be used effectively  Different types of graphics are used in different ways:  Line drawing are graphical representations of physical objects. There are 3 kinds of line drawings:  Isometric - represent 3-D objects without realistic perspective  Orthographic - are 2-D representations of objects  Perspective - represent objects in their most realistic form

38 How graphics/images can be used effectively  Graphs and Tables In just a glance, graphs can provide specific data, show general trends in data or depict the relationships between data and data trends  Diagrams Help users conceptualize a process, flow or interrelationship. Examples of diagrams include: Flow charts, Schematic Drawings and Block Diagrams.

39 Advantages and Disadvantages of using images  Advantages  Convey a lot of information quickly  Add visual simulation and colour  Can communicate across language borders  Enhance other media

40 Advantages and Disadvantages of using texts  Disadvantages  Do not provide in-depth explanations  Graphics rarely suffice to convey a whole message in business, technical or safety settings  Can be misinterpreted  Graphics should be used carefully to make sure the message is not ambiguous or cryptic.

41 Summary  Today we have met the various types of image that are useful when creating multimedia applications  Pros and cons of bitmapped and vector images  What hardware is used to create each of these

42 Next lecture... We will look at digital Audio formats