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Vector Graphics 2017 Raster Images Sample - based Graphics - PDF document

30-03-2017 Vector Graphics 2017 Raster Images Sample - based Graphics Bitmapped Graphics Images are made up for grid of discrete pixels, for 2D picture elements Pixels are point locations with associated sample


  1. 30-03-2017 Vector Graphics 2017 Raster Images  “Sample - based Graphics”  “Bitmapped Graphics”  Images are made up for grid of discrete pixels, for 2D “picture elements”  Pixels are point locations with associated sample values, usually of light intensities/colors, transparency, and other control information  When we sample an image, we sample the point location along the continuous signal CRT beam illumination pattern light intensity 1 pixel Visualization of a Can’t resolve adjacent mathematical LCD display pixels on CRT pixel grid 1

  2. 30-03-2017 Sample-based Graphics  Samples created directly in paint-type program, or by sampling of continuous (analog) visual materials.  Sample values can also be input numerically (e.g., with numbers from computed dataset)  Once an image is defined as pixel-array, it can be manipulated  Image editing: changes made by user, such as cutting and pasting sections, brush-type tools, and processing selected areas  Image processing: algorithmic operations that are performed on image (or pre-selected portion of image) without user intervention. Includes blurring, sharpening, edge-detection, color balancing, rotating, and warping. Vector Graphics  Best used for images consisting of geometric shapes and lines (i.e. maps, charts, CAD projects, etc.)  Consist of directions for drawing objects  Text is generally a vector graphic.  File size depends on number and complexity of objects.  File size does not depend on screen size / resolution.  Can be scaled without affecting image quality  Traditionally produced by drawing applications like Adobe Freehand™, Canvas, CorelDRAW or Inkscape 2

  3. 30-03-2017 Vector displays Vector Displays 3

  4. 30-03-2017 Bitmapped and Vector Graphics   Bitmapped graphics : Vector graphics : image is modeled as an array of image is modeled as mathematical pixel values description of curves, shapes (x,y) r Bitmapped  Example:  10 X 10 grid  100 pixels  256 colors (8 bits = 1 byte)  M = 10 x 10 x 1 = 100  100 bytes to store the file 4

  5. 30-03-2017 Vector  Example:  Circle( x, y, r, color) or  Arc( 360, x, y, r, color) (x,y) r  If x, y, r, color stored using 8 bits  Total < 10 Bytes Bitmapped  Render by direct mapping of logical pixels to physical pixels of screen 5

  6. 30-03-2017 Vector  Render by computing pixels from geometric coordinates.  Can require more computation (x,y) r Memory Requirements  Bitmapped – any picture of W x H pixels, using C Bytes per pixel occupies WxHxC Bytes  Vector – space required depends on complexity of picture (how many shapes, segments of path, etc)  Usually vector graphics are smaller than bitmapped 6

  7. 30-03-2017 Memory Requirements  128 px square with 20px blue outline filled in red  Bitmap using 24 bits per pixel  128x128x3 = 48 000 Bytes  Vector specified in SVG:  <path fill="#F8130D" stroke="#1E338B" stroke-width="20" d="M118,118H10V10h108V118z"/>  86 Bytes (plus 198 Bytes SVG header + …) Memory Requirements  1280 px square with 20px blue outline filled in red  Bitmap using 24 bits per pixel  1280x1280x3 = 4 915 200 Bytes  Vector specified in SVG:  <path fill="#F8130D" stroke="#1E338B“ stroke -width="20" d="M1180,1180H10V10h1080V1180z"/>  90 Bytes (plus 198 Bytes SVG header + …) 7

  8. 30-03-2017 Raster vs. Vector Graphics Raster Application 8

  9. 30-03-2017 Vector Application Vector / Raster Aplicações Raster (paint) Ordens de desenho Visualização Rasterização Imagem Aplicações vector (draw) Ordens de desenho Visualização Lista de Rasterização objectos 9

  10. 30-03-2017 70 – 71 Painting vs. Drawing  Vectors – drawing programs  Select individual graphic objects (shapes, paths, &c)  Transform size, position, angle,  Change attributes: stroke and fill  Bitmaps – painting programs  Select areas of pixels  Apply effects and filters Painting, Drawing, Image Editing  Painting programs often have support for tablet devices.  Mimics paper & pen or canvas & paint  Drawing programs often have support for geometric objects  Fireworks is classic example  Image Editing  Focuses on manipulating existing images rather than creating ones from scratch (Photoshop) 10

  11. 30-03-2017 71 Scaling  Vectors  Scaling is a simple mathematical operation on stored description (before rendering)  Curves and lines remain smooth at all sizes  Bitmaps  Interpolate pixel values  More or less sophisticated algorithm  Usually produces loss of quality, blurring, jaggedness &c Vectors vs Bitmaps  Animation is much simpler using vectors.  Accessibility to editing - easier to edit quickly a textual file than a binary file.  Interactivity – the ease of using scripts allows very good interactivity. 11

  12. 30-03-2017 73 – 75 Conversions Vectors <-> Bitmaps  Rasterize vectors  Lose all their vector properties  Also called Flattening  Trace bitmaps  Difficult and can only produce an approximation (parameterized) Rasterize Vector Bitmap Trace Combining Vectors & Bitmaps  Import bitmaps into vector drawing programs  Treat bitmaps as indivisible objects  Bitmap editing programs often provide no support for importing vector images. 12

  13. 30-03-2017 Clique para editar o estilo Stright lines  x x     2 1 y y ( x x ) 1  1 y y => Floating point calculation 2 1  y y  2 1 m  13 x x line Linha( 2, 5, 15, 8 ) 2 1 12    y y m x 11 0 1 1    y y m x 10 0 9 8 7 m = (y2-y1)/(x2-x1) 6 5 y0 = y1-m*x1 4 for x = x1 to x2 3 y = round( y0+m*x ) 2 put_pixel(x, y) 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Clique para editar o estilo Bresenham Algorithm 4    y y y 2 1 3    x x x C 1 2 1 C 2 Pixel 0 B 2 B 1 Put_pixel( x 1 , y 1 ) 2 Pixel 1  1 y  B 1  x  y  1  1 2 3 4 5 6 C 1  x If B 1 < C 1 put_pixel ( x 1 +1, y 1 ) Else put_pixel ( x 1 +1, y 1 +1)       y y D 0            B C B C 0 1 0 1  1 1 1 1      x x    y                     D x ( B C ) 2 y x 2 1 0 2 y x 0 1 1 1  x 13

  14. 30-03-2017 Clique para editar o estilo Bresenham Algorithm Pixel 2   dy = y2-y1 y y     B 2 B 2  1  x x dx = x2-x1   y y        C 1 B 1 B C 2 2 1  1  x x d = 2*dy-dx     y y              D x ( B C ) x B C y = y1   2 2 2  1 1  x x for x = x1 to x2            x ( B C ) 2 y D 2 y 1 1 1 put_pixel( x, y) Se D 2 <0 put_pixel ( x 1 +2, y 1 ) if d>=0 Senão put_pixel ( x 1 +2, y 1 +1) y = y+1 d = d+2*(dy-dx) else d = d+2*dy Clique para editar o estilo Circumference y P 3 P 2 P 4 P 1 ( , x y ) o o x P 5 P 8 P 6 P 7 14

  15. 30-03-2017 Clique para editar o estilo Bresenham Algorithm d = 3-2*r for circumferences para circunferências y = r y xmax = r/sqrt(2) for x = 0 to xmax put_8_pixels( x, y) if d>0 d = d+4*x+6 B i C i else y = y-1 r d = d+4*(x-y)+10 x 2D Translaction P’ y       v P ( x , y ) P v P    x ' x v x      y ' y v  y x 0 15

  16. 30-03-2017 2D Scale y    P s P P’    x ' x s   P     y ' y s x 0 2D Rotation   P R ( P ) y  P’        x ' x cos y sen   P          y ' x sen y cos x 0 16

  17. 30-03-2017 Matrix formulas Scale Rotation       R S P P P P  sx , sy        cos sen s 0 x       R S      sx , sy         sen cos 0 s   y When using cartesian coordenates, it is not possible to specify a translation by a matrix product. Solution: Homogeneous Coordenates Homogeneous Coordenates  x  h x   w    h  P ( x , y ) ( x , y , w ) ( x , y , 1 ) h h h  y  h y   w h Translaction Scale Rotation          P S P P T P P R P  sx , sy v   s 0 0      cos sen 0   x 1 0 v     x            S 0 0      s    R sen cos 0 T 0 1 v sx , sy  y     v y               0 0 1     0 0 1   0 0 1 17

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