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2.2.2 Disadvantages of Vector Graphics

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Contents<br />

Acknowledgements...........................................................................................................i<br />

1. Introduction ...............................................................................................................1<br />

2. What are Computer <strong>Graphics</strong>?..................................................................................3<br />

2.1. The Nature <strong>of</strong> Computer <strong>Graphics</strong>...........................................................3<br />

2.2. <strong>Vector</strong> <strong>Graphics</strong> .......................................................................................3<br />

2.2.1. Advantages <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong>...................................................4<br />

<strong>2.2.2</strong>. <strong>Disadvantages</strong> <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong> ..............................................4<br />

2.2.3. Uses <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong> ..............................................................5<br />

2.3. Bitmapped <strong>Graphics</strong>.................................................................................5<br />

2.3.1. Resolution and Colour in Bitmaps...............................................5<br />

2.3.2. Advantages <strong>of</strong> Bitmaps................................................................5<br />

2.3.3. <strong>Disadvantages</strong> <strong>of</strong> Bitmaps............................................................6<br />

2.3.4. Lookup Tables, Colour and Greyscale ........................................6<br />

2.4. File Compression .....................................................................................7<br />

2.4.1. Run Length Encoding (RLE).......................................................8<br />

2.4.2. Huffman Coding ..........................................................................8<br />

2.4.3. Other Compression Methods .......................................................9<br />

2.4.4. Lossless v Lossy Compression ....................................................9<br />

2.5. <strong>Graphics</strong> File Formats and Standards ......................................................9<br />

3. <strong>Graphics</strong> Hardware ...................................................................................................13<br />

3.1. Memory Issues.........................................................................................13<br />

3.1.1. Memory Requirements <strong>of</strong> <strong>Vector</strong> v Bitmapped <strong>Graphics</strong> ...........13<br />

3.1.2. Disk Storage.................................................................................14<br />

3.1.3. Computer Memory (RAM)..........................................................15<br />

3.2. Monitors...................................................................................................15<br />

3.2.1. CRT Displays...............................................................................15<br />

3.2.2. Liquid Crystal Displays ...............................................................16<br />

3.2.3. Video Display Standards .............................................................17<br />

3.3. Video Cards .............................................................................................18<br />

3.4. Colour Printers.........................................................................................19<br />

3.4.1. Problems <strong>of</strong> Colour Printing ........................................................19<br />

3.4.2. Types <strong>of</strong> Colour Printer ...............................................................20<br />

3.5. Limitations <strong>of</strong> Colour Output ..................................................................21<br />

3.6. Colour Scanners.......................................................................................22<br />

4. Colour ........................................................................................................................23<br />

4.1. What is Colour? .......................................................................................23<br />

4.2. The Human Visual System ......................................................................24<br />

4.3. The Perception <strong>of</strong> Colour and Brightness................................................25<br />

4.4. Colour Models .........................................................................................25<br />

4.4.1. Additive and Subtractive Colours................................................25<br />

4.4.2. The CIE Diagram.........................................................................26<br />

4.4.3. Red, Green and Blue (RGB) ........................................................27<br />

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Contents<br />

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4.4.4. Hue, Light and Saturation (HLS).................................................27<br />

4.4.5. Hue, Saturation and Value (HSV) ...............................................28<br />

4.4.6. Cyan, Magenta, Yellow and Black (CMYK) ..............................29<br />

4.4.7. Other Colour Models ...................................................................29<br />

4.5. The Use <strong>of</strong> Colour....................................................................................30<br />

4.5.1. Lighting and Backgrounds...........................................................30<br />

4.5.2. Warm and Cool Colours ..............................................................30<br />

4.5.3. Colour Deficiency........................................................................31<br />

5. <strong>Graphics</strong> Packages ....................................................................................................33<br />

5.1. Popular Microcomputer <strong>Graphics</strong> Packages............................................33<br />

5.1.1. Painting and Drawing ..................................................................33<br />

5.1.2. Presentation..................................................................................34<br />

5.1.3. Photography .................................................................................35<br />

5.1.4. <strong>Graphics</strong> Utilities .........................................................................36<br />

5.1.5. Animation ....................................................................................36<br />

5.2. Incorporating <strong>Graphics</strong> into Applications and Documents......................37<br />

5.2.1. Programming Languages and Authoring Tools...........................37<br />

5.2.2. Desktop Publishing (DTP)...........................................................38<br />

5.2.3. Placing <strong>Graphics</strong> into Non-<strong>Graphics</strong> Files ..................................39<br />

6. Computer <strong>Graphics</strong> in Higher Education..................................................................41<br />

Glossary ...........................................................................................................................43<br />

Annotated Bibliography...................................................................................................47<br />

Index.................................................................................................................................51<br />

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Understanding IT: Computer <strong>Graphics</strong> University <strong>of</strong> Hull


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Acknowledgements<br />

This book was written at the University <strong>of</strong> Hull under the auspices <strong>of</strong> the<br />

Information Technology Training Initiative (ITTI) project Multimedia-based IT<br />

Training for the Humanities. ITTI is an initiative <strong>of</strong> the Information Systems<br />

Committee <strong>of</strong> the Higher Education Funding Councils.<br />

I would like to thank all the people who have helped me, directly or indirectly,<br />

in this project, in particular Dr Lorraine Warren for her role in the genesis <strong>of</strong> this<br />

book, Richard Hicks for his technical advice, James Willmott for introducing me to<br />

cyberspace (and providing landmarks), and Jenny Parsons upon whom I inflicted<br />

early drafts for review and criticism. I also wish to thank all the staff at the University<br />

<strong>of</strong> Hull Computer Centre for all the help and invaluable expertise they have given me<br />

in this and other projects, and the staff at the Language Centre for giving me a home<br />

and cups <strong>of</strong> tea.<br />

Registered Trademarks<br />

The following table lists the registered trademarks used in this work:<br />

Trademark Company<br />

PostScript Adobe<br />

MacPaint Apple<br />

Macintosh Apple<br />

GIF CompuServe<br />

Corel Draw! Corel Corporation<br />

Windows Micros<strong>of</strong>t<br />

Pantone Pantone Inc<br />

Harvard <strong>Graphics</strong> S<strong>of</strong>tware Publishing Corporation<br />

Targa Truevision Inc.<br />

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Acknowledgements<br />

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Chapter One<br />

Introduction<br />

We are all familiar with computer graphics, in the sense that we see them<br />

everyday: on television, in films, in books and magazines, on posters, and - <strong>of</strong> course<br />

- on our computer monitors. They are so ubiquitous that we no longer pay them any<br />

special heed.<br />

Yet, even though computer graphics surround us, most <strong>of</strong> us know very little<br />

about them. What are they? How can they be created and edited? How can we use<br />

them? Why should we use them? Even people who use graphics packages are <strong>of</strong>ten<br />

unaware <strong>of</strong> the nature <strong>of</strong> the graphics they are manipulating and are unable to<br />

understand, for example, the difference between metafiles and bitmaps, or why<br />

resizing a picture can distort and degrade it, or how to use the vast range <strong>of</strong> image<br />

effects that are supplied with today's packages, and so on.<br />

This publication attempts to answer such common questions and to thus enable<br />

the reader to understand computer graphics and use them (more) effectively. It is not<br />

a text for programmers who want to write Assembler routines to decode PCX files, or<br />

for people looking for Bezier curve algorithms. Rather, it is aimed at the 'average'<br />

user with at least a basic level <strong>of</strong> computer literacy - that is, you should know the<br />

meanings <strong>of</strong> terms such as processor and operating system - and no previous<br />

knowledge <strong>of</strong> computer graphics is assumed. Instead, the information within is<br />

biased towards the practical, so that the reader can learn about, say, colour models,<br />

then attempt to apply that knowledge in their favourite graphics package. The<br />

emphasis is also upon generic information which can be applied whichever package<br />

you use, rather than specific instructions as to how to carry out operations in a<br />

particular application.<br />

This work is slanted heavily towards microcomputers, in particular PCs and<br />

Apple Macintoshes. There are two main reasons for this. Firstly, the ordinary user is<br />

much more likely to have access to a humble micro than a Sparc workstation; and<br />

secondly, it is highly probable that users <strong>of</strong> high-end graphics workstations are<br />

familiar with computer graphics concepts already and will gain little from a<br />

beginners' text. Nevertheless, much <strong>of</strong> the information in the following pages is<br />

applicable whatever your platform.<br />

Chapter Two, What are Computer <strong>Graphics</strong>?, answers that basic question by<br />

looking at the two different types <strong>of</strong> graphic - vector and bitmap (raster) - and the<br />

associated pros and cons. Much <strong>of</strong> the Chapter is devoted to bitmapped graphics,<br />

particularly the issues <strong>of</strong> memory, disk storage and file compression.<br />

Chapter Three, <strong>Graphics</strong> Hardware, looks at the hardware requirements <strong>of</strong><br />

computer graphics. It explores the topics <strong>of</strong> memory (including video memory) and<br />

disk storage in further detail than Chapter Two, explains how graphics are output on<br />

both monitors and colour printers, and finally considers colour scanners.<br />

Chapter Four, Colour, looks at the human visual system and the way we<br />

perceive colour, goes on to consider some <strong>of</strong> the colour models in common use, and<br />

ends with some brief guidelines on how colour should be used.<br />

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Introduction<br />

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Chapter Five, <strong>Graphics</strong> Packages, looks at the types <strong>of</strong> applications available in<br />

the micro market both to create graphics and to incorporate them within documents<br />

and applications.<br />

Chapter Six, Computer <strong>Graphics</strong> in Higher Education, is a short section which<br />

considers some <strong>of</strong> the possible educational uses to which graphics can be put.<br />

At the end <strong>of</strong> the work there is a glossary, an annotated bibliography, and an<br />

index to help the interested reader dig deeper into the field <strong>of</strong> computer graphics.<br />

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Chapter Two<br />

What are Computer <strong>Graphics</strong>?<br />

This Chapter looks at the nature <strong>of</strong> computer graphics and considers the issues<br />

related to the storage <strong>of</strong> computer graphics in memory and on disk, including the<br />

important topics <strong>of</strong> image compression and graphics file formats.<br />

2.1 The Nature <strong>of</strong> Computer <strong>Graphics</strong><br />

A computer graphic is really nothing more than an image represented by a<br />

computer, usually on screen and sometimes on a printout. The image may come from<br />

the real world - such as a photograph or a drawing that has been digitised (converted<br />

into computer-readable form) - or it may have been generated in a computer using<br />

graphics s<strong>of</strong>tware. In essence, a computer graphic is no different from an ordinary<br />

picture on paper, at least in appearance; however, being stored in digital form bestows<br />

many advantages on an image. It can be:<br />

• copied freely and stored safely on disk<br />

• distributed with ease, either on disk or by data transmission along<br />

communications lines<br />

• manipulated in literally hundreds <strong>of</strong> different ways by s<strong>of</strong>tware<br />

• incorporated into documents such as reports and publications (Desktop<br />

Publishing, or DTP)<br />

• archived in image libraries<br />

• output to a wide variety <strong>of</strong> devices, particularly monitors, TVs and printers<br />

The vast majority <strong>of</strong> the images we see today - in books or magazines, on<br />

advertising hoardings, on television - are, or at some time have been, computer<br />

graphics. All graphics fall into two broad categories: vector graphics and bitmapped<br />

graphics, the difference between the two being the method <strong>of</strong> storing the image data.<br />

2.2 <strong>Vector</strong> <strong>Graphics</strong><br />

<strong>Vector</strong> images are composed <strong>of</strong> objects. All objects are built up from primitives<br />

- basic drawing instructions such as line, rectangle and ellipse - and objects may be<br />

grouped together to form new composite objects to form an object hierarchy.<br />

Consider, for example, a picture <strong>of</strong> an aircraft in vector format (Figure 2.1).<br />

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Figure 2.1 Figure 2.1a<br />

<strong>Vector</strong> image <strong>of</strong> aircraft Partially disassembled vector image<br />

At its simplest level it is composed <strong>of</strong> primitives such as circles, lines and<br />

rectangles; however, it can also - and more usefully - be represented as a collection <strong>of</strong><br />

objects (wheels, engines, wings, doors, etc - Figure 2.1a) which can be composed <strong>of</strong><br />

primitives and objects. So, for instance, the wing object is composed <strong>of</strong> component<br />

objects (ailerons, flaps, engine) which in turn contain other objects (the engine<br />

contains a propeller, fuel feed, etc) and so on down the hierarchy until primitives are<br />

reached. The wing object itself, <strong>of</strong> course, is part <strong>of</strong> the overall aircraft object. In a<br />

drawing package objects can be aggregated and disassembled at will, giving the<br />

designer <strong>of</strong> the graphic considerable flexibility.<br />

2.2.1 Advantages <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong><br />

<strong>Vector</strong> graphics are highly flexible in terms <strong>of</strong> image manipulation: they can be<br />

resized in any direction and to any magnitude without loss <strong>of</strong> quality (although if<br />

scaled by different amounts in the horizontal and vertical directions some distortion<br />

<strong>of</strong> proportion will occur) and their constituent objects and primitives may also be<br />

scaled or moved at will. <strong>Vector</strong> images are also very cheap in terms <strong>of</strong> memory as the<br />

image data is simply a set <strong>of</strong> graphical instructions to the computer - eg<br />

line(x1,y1,x2,y2), circle(x,y,radius) - together with their parameters (or operands) -<br />

x1, y1, radius - and any associated colour data, all <strong>of</strong> which is coded as a small set <strong>of</strong><br />

numbers which take up very little disk space, enabling a complex image to be stored<br />

in a file only a few tens <strong>of</strong> kilobytes in size.<br />

<strong>2.2.2</strong> <strong>Disadvantages</strong> <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong><br />

All vector graphics are computer-generated - by definition - and thus are rarely,<br />

if ever, truly accurate representations <strong>of</strong> real-world objects. It would be extremely<br />

impracticable - and in all likelihood impossible - to draw a vector image <strong>of</strong>, say, an<br />

oak tree which incorporated all the whorls and knarls within the trunk and the<br />

intricate structure <strong>of</strong> branches. It would certainly be possible to draw a schematic oak<br />

to show that all oaks have similar overall shapes, the same leaf and the same fruit and<br />

<strong>of</strong>ten this would be all that was necessary, but it would contain only a fraction <strong>of</strong> the<br />

visual information present in a photograph <strong>of</strong> a particular oak 1 . Similarly, whilst a<br />

vector image <strong>of</strong> the Mona Lisa would be recognisable as a representation <strong>of</strong><br />

1 Advanced graphics packages allow the 'vectorisation' <strong>of</strong> bitmapped images so that the photo <strong>of</strong> the oak could be<br />

traced into a vector form. Nevertheless, the real-world image is still created outside the computer.<br />

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Leonardo's work it would not be capable <strong>of</strong> storing the level <strong>of</strong> detail that exists in the<br />

original portrait.<br />

2.2.3 Uses <strong>of</strong> <strong>Vector</strong> <strong>Graphics</strong><br />

<strong>Vector</strong> graphics find their metier in technical areas such as CAD/CAM<br />

(Computer-Aided Design/Manufacture), scientific modelling, and architecture where<br />

the ability to manipulate parts <strong>of</strong> a graphic - moving, copying, deleting, resizing, etc -<br />

is <strong>of</strong> high importance. <strong>Vector</strong> graphics are also increasingly being used in the 'graphic<br />

art' world, with the advent <strong>of</strong> sophisticated <strong>of</strong>f-the-shelf vector-based graphics<br />

applications such as Corel Draw! and Harvard <strong>Graphics</strong>.<br />

2.3 Bitmapped <strong>Graphics</strong><br />

Bitmaps - sometimes known as raster graphics - are images composed <strong>of</strong><br />

discrete dots known as picture elements or pixels (Plates 1, 1a), each <strong>of</strong> which can be<br />

any colour within a specified range <strong>of</strong> colours. Bitmaps can be created on the<br />

computer but most are real-world images in digital form, such as satellite<br />

photographs.<br />

2.3.1 Resolution and Colour in Bitmaps<br />

The resolution <strong>of</strong> a bitmap is determined by its horizontal and vertical<br />

dimensions measured in pixels. Thus a 640 x 480 bitmap displayed on a standard<br />

VGA monitor will look better than a 320 x 200 bitmap displayed in the same area,<br />

although it will be inferior to a 1024 x 768 bitmap. The simple principle is that the<br />

greater the number <strong>of</strong> pixels per unit area the better the resolution and the fewer<br />

visual imperfections in the picture.<br />

The colour depth2 <strong>of</strong> a bitmap is determined by the amount <strong>of</strong> memory allocated<br />

to each pixel. Once again, there is a simple principle, which is that the number <strong>of</strong><br />

colours that can be displayed is given by 2 to the power <strong>of</strong> the number <strong>of</strong> bits<br />

available per pixel. With 4 bits (a ‘nibble’!) per pixel there are a possible 24 = 16<br />

colours, with 8 bits (a byte) a possible 28 = 256 colours, and the most natural-looking<br />

results are obtained with 24-bit colour which can display up to 224 = 16.7 million<br />

colours per pixel. Naturally, high-resolution bitmaps can only be displayed in their<br />

full glory on appropriate hardware with sufficient video card memory (video RAM, or<br />

VRAM - see Chapter 3). However, it is usually possible to display any resolution <strong>of</strong><br />

bitmap on the humblest 16-colour systems (such as the base VGA standard) although<br />

<strong>of</strong> course the greater the gap between image resolution and system capability the<br />

greater the degradation in image quality.<br />

2 Sometimes known more technically as the number <strong>of</strong> bit planes.<br />

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2.3.2 Advantages <strong>of</strong> Bitmaps<br />

The bitmap format is ideal for detailed art and real-world images. Bitmaps can<br />

potentially store immense amounts <strong>of</strong> information (as reflected by the large file sizes)<br />

and can be edited in great detail, even to adjusting the colour <strong>of</strong> individual pixels.<br />

Artistic brush and smear effects can be applied to simulate 'real' painting.<br />

Quite sophisticated effects can be achieved on bitmaps with the right s<strong>of</strong>tware.<br />

Image Processing (IP) techniques can be applied to sharpen or smooth details, adjust<br />

contrast and brightness, apply different coloured filters to the image, detect edges and<br />

thresholds, remove noise, and so on. This sort <strong>of</strong> image enhancement is frequently<br />

used by, say, geologists or archaeologists on aerial or satellite photos in order to<br />

reveal structures on the ground, and such advanced IP tools are now available to<br />

ordinary users <strong>of</strong> graphics packages.<br />

2.3.3 <strong>Disadvantages</strong> <strong>of</strong> Bitmaps<br />

It is difficult to resize bitmaps without image degradation or information loss.<br />

Enlarging a bitmap means that new pixels have to be created so as not to leave blank<br />

spots, and the colour <strong>of</strong> each new pixel is commonly based on the colour <strong>of</strong> its<br />

neighbours - this usually results in a blocky, unnatural appearance (Plate 2).<br />

Reducing a bitmap involves discarding pixels, which necessarily results in loss<br />

<strong>of</strong> information and detail. As with vector images distortion will also occur if the<br />

image is not scaled equally in the horizontal and vertical dimensions because the<br />

elements <strong>of</strong> the picture will no longer be in the proper proportion to each other (Plate<br />

2a).<br />

Bitmaps can be quite expensive in terms <strong>of</strong> memory as the value <strong>of</strong> each<br />

individual pixel is recorded: the size <strong>of</strong> the bitmap in bytes is the product <strong>of</strong> the<br />

horizontal and vertical dimensions (in pixels) and the number <strong>of</strong> bytes per pixel. For<br />

example, a 256-colour (ie 1 byte/pixel) bitmap <strong>of</strong> dimensions 640 x 480 pixels (the<br />

same size as a standard VGA monitor) will take up 640 x 480 x 1 = 307,200 bytes.<br />

As the colour depth <strong>of</strong> the image is improved so does the memory requirement: a 'true<br />

colour', 24-bit (ie 3 bytes/pixel) image (such as a photograph) <strong>of</strong> the same size will<br />

take up 3 times as much memory, or 921,600 bytes. Moreover, 640 x 480 is quite a<br />

low resolution for the human eye, and truly realistic images can require resolutions in<br />

the region <strong>of</strong> 3000 x 2000 x 24-bit ≈ 18MB <strong>of</strong> data.<br />

2.3.4 Lookup Tables, Colour and Greyscale<br />

Pixels have numerical values associated with them, and when these numbers are<br />

interpreted by a display system - a monitor, or a printer, say - particular colours are<br />

produced. The values are interpreted as different intensity levels for each <strong>of</strong> the three<br />

electron guns <strong>of</strong> a monitor - red, green and blue. With a 24-bit system one byte (8<br />

bits) is allocated to each gun, allowing 2 8 = 256 intensity levels for each primary<br />

colour, and three bytes - representing the levels for each gun - make up a pixel.<br />

The full range <strong>of</strong> colours available on a display system is known as its palette,<br />

but <strong>of</strong>ten only subsets <strong>of</strong> the palette are desirable or even possible. In high-end truecolour<br />

systems the user may wish to restrict the range <strong>of</strong> colours available for<br />

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different types <strong>of</strong> work - pastel shades for artistic work, or saturated colours for<br />

presentations, say - and in less expensive systems the realisable colour range is<br />

usually smaller than the palette. To enable these subsets to be used a Lookup Table<br />

(LUT) is kept in memory comprising as many entries as there are pixel values, each<br />

entry containing a value corresponding to a screen colour (Figure 2.2).<br />

Pixel in Video Memory<br />

(Framestore)<br />

47<br />

255<br />

48<br />

47<br />

46<br />

Figure 2.2<br />

Colour Lookup Table in 256-colour (8-bit) display system<br />

0<br />

Lookup Table Monitor<br />

137<br />

136<br />

135<br />

Pixel <strong>of</strong> colour 136<br />

The pixel value in the image is used as an index into the LUT, so that a pixel <strong>of</strong><br />

value 47 would cause the colour in the 47th entry in the LUT to be displayed rather<br />

than colour number 47 - in the example shown in Figure 2.2 this would be 136. Both<br />

the values in the entries and the entry point to the LUT can be changed at will which<br />

can result in very different colours being displayed with the same pixel values: in this<br />

way the visual appearance <strong>of</strong> an image can be changed without altering the actual<br />

image data. LUTs are used extensively in graphics applications both to enable userdefined<br />

colour subsets (which, confusingly, are usually called 'palettes') and for<br />

special effects.<br />

Because pixels are only represented by values, there is no reason why they<br />

should display colour at all when it is not necessary. Often, for scientific purposes,<br />

colour is an artificial distraction, and it can be more informative to see an image in<br />

greyscale, where the different pixel values are interpreted as lying on a monochrome<br />

scale ranging from pure white to pure black; satellite data is <strong>of</strong>ten recorded and<br />

manipulated in greyscale. Whilst colours are sometimes added to enhance certain<br />

features <strong>of</strong> the image to the human eye these are purely artificial and the result is<br />

known as a false colour image.<br />

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2.4 File Compression<br />

As bitmaps followed hardware advances in becoming more colourful and<br />

detailed, so the mushrooming memory requirements for these images spurred the<br />

development <strong>of</strong> file compression methods. Compression is the process <strong>of</strong> eliminating<br />

redundant data in a file so as to reduce its size, and advances in compression<br />

techniques have taken on crucial - if not determining - importance as the field <strong>of</strong><br />

computer graphics has advanced into true-colour, high-resolution images and moving<br />

video. It would, for instance, be practically impossible to store video sequences on<br />

disk without sophisticated file compression techniques being applied to the data 3 .<br />

There are a wide range <strong>of</strong> compression algorithms in use today, with more<br />

being developed every year, which are not only used for graphics files but also for<br />

'ordinary' data and program files. It is now commonplace for commercial applications<br />

to be distributed on disk in compressed form. The subject <strong>of</strong> data compression is large<br />

and <strong>of</strong>ten highly technical and is <strong>of</strong> little interest to ordinary users <strong>of</strong> graphics, who<br />

are only concerned that their images be reduced to a manageable size. However,<br />

consideration <strong>of</strong> two <strong>of</strong> the simplest and most common compression methods used in<br />

the field <strong>of</strong> computer graphics will illustrate the redundancy to be found in many<br />

bitmapped images and the advantages <strong>of</strong> compression.<br />

2.4.1 Run Length Encoding (RLE)<br />

Consider a - 256-colour, for convenience - bitmap, large areas <strong>of</strong> which are the<br />

same colour. The 'raw' method <strong>of</strong> storing such an image is to allocate one byte per<br />

pixel, that byte containing the numerical value <strong>of</strong> the pixel, (58, say); thus, a 640 x<br />

480 pixel bitmap would be stored as 640 x 480 x 1 = 307,200 bytes. However, in<br />

images with uniform areas <strong>of</strong> colour - that is, adjacent pixels having the same value -<br />

a more efficient storage method is to find sets <strong>of</strong> adjacent pixels <strong>of</strong> the same value<br />

and store each set as a pair <strong>of</strong> bytes, one byte <strong>of</strong> the pair being the number <strong>of</strong> pixels in<br />

the set and the other the pixel value. For example, consider the following sequence <strong>of</strong><br />

pixels from a bitmap:<br />

57 57 57 57 57 57 110 110 110 132 55 200 200 200 200 200 200 200 200 200 200<br />

Ordinarily, these 22 values would require 22 bytes for storage; however, using<br />

RLE they can be encoded as follows:<br />

{5,57} {2,110} {0,132} {0,55} {9,200}<br />

That is, 6 - computers count from zero! - bytes <strong>of</strong> 57, then 3 <strong>of</strong> 110, then 1 <strong>of</strong><br />

132, then 1 <strong>of</strong> 55, then 10 <strong>of</strong> 200, and so on. Note that RLE has reduced the data from<br />

21 to 10 bytes, a reduction <strong>of</strong> over 50%, and reductions <strong>of</strong> 90%+ are possible with<br />

3 A 100MB hard disk would only be able to hold 13 seconds <strong>of</strong> full-screen, full-motion video, and a 600MB<br />

CDROM would be filled by 78 seconds.<br />

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suitable images. The downside to RLE is that, when used on complex bitmaps where<br />

adjacent pixels are rarely the same colour, it can actually produce a larger file. 4<br />

2.4.2 Huffman Coding<br />

This is a statistical compression method based on the frequency <strong>of</strong> occurrence<br />

<strong>of</strong> pixel values. The bitmap is analysed to produce a table consisting <strong>of</strong> each value<br />

and the number <strong>of</strong> times it occurs, then binary codes are allotted to each value such<br />

that the shortest codes belong to the most frequently occurring values. For example,<br />

the following table might represent the first four rows <strong>of</strong> a frequency analysis <strong>of</strong> a<br />

bitmap:<br />

Pixel Value Frequency <strong>of</strong> Occurrence Code (binary)<br />

54 132 0<br />

22 84 01<br />

112 57 10<br />

243 33 11<br />

Once the analysis is complete, the pixel values are replaced by the binary codes,<br />

so the following sequence might be replaced by the bit sequence below it:<br />

112 243 243 54 54 54 22 22<br />

10 11 11 0 0 0 01 01<br />

thus replacing an 8-byte sequence with a stream <strong>of</strong> 13 bits (1011110000101), an<br />

80% compression. Huffman coding works best with bitmaps with a small range <strong>of</strong><br />

values; the larger the range the larger the binary code to represent each value, until<br />

the situation is reached where the code is bigger than the value.<br />

2.4.3 Other Compression Methods<br />

More complex methods include LZW (Lempel-Ziv-Welch), DCT (Discrete<br />

Cosine Transform) and the intriguing Fractal Compression which reduces complex,<br />

real-world images (such as photos) by decomposing them into 'fractals' (objects with<br />

'fractional dimensions') which can be described by matrices <strong>of</strong> numbers called affine<br />

transformations 5 .<br />

2.4.4 Lossless v Lossy Compression<br />

All <strong>of</strong> the compression methods described thus far are lossless - that is, no<br />

image data is lost during compression. Lossy methods also exist, which rely on the<br />

inability <strong>of</strong> human eyes to spot slight image degradation, and thus trade some slight<br />

data loss for efficiency and greater compression; the JPEG method (see next section)<br />

4 RLE is used by the PCX file format, and an interesting experiment in the efficacy <strong>of</strong> the compression can be<br />

carried out by opening BMP files - which contain raw, uncompressed image data - in Windows Paintbrush,<br />

saving them as PCX files, then comparing the different file sizes for the same image.<br />

5 A detailed description <strong>of</strong> fractal compression can be found in Peterson[1988], pp 128-132<br />

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allows for 'lossy' compression <strong>of</strong> images which are to be viewed by people, rather<br />

than processed by computers.<br />

2.5 <strong>Graphics</strong> File Formats and Standards<br />

There are a bewildering plethora <strong>of</strong> methods by which graphics may be stored<br />

and/or compressed, and this is reflected in the large number <strong>of</strong> graphics file formats<br />

available. This used to be a major headache for computer users who wished to<br />

incorporate graphics into their work, whether they were applications programmers or<br />

secretaries, because in the early days <strong>of</strong> computer graphics these formats were<br />

incompatible. A graphic produced in one drawing package couldn't be imported into<br />

another drawing package which didn't support the particular format that the creating<br />

package used unless an - <strong>of</strong>ten temperamental - conversion program was employed.<br />

This situation created great pressure both for the development <strong>of</strong> common<br />

graphics standards and for applications programmers to build a wide variety <strong>of</strong><br />

graphics filters (conversion utilities) into their applications. Whilst there are still a<br />

large number <strong>of</strong> formats tied to particular products (eg Corel Draw! .CDR files) Table<br />

2.1 below lists the most common formats which are largely independent <strong>of</strong> particular<br />

packages:<br />

Bitmap <strong>Vector</strong><br />

BMP (Windows Paintbrush) CGM (Computer <strong>Graphics</strong> Metafile)<br />

GIF (Compuserve <strong>Graphics</strong> Interchange<br />

Format)<br />

DXF (Computer-Aided Design)<br />

MAC (MacPaint - monochrome only) WMF (Windows Metafile) 6<br />

PCX (PC Paintbrush)<br />

PICT (Macintosh)<br />

TGA (Targa - 24-bit)<br />

TIFF (Tagged Image File Format)<br />

JPEG (Joint Photographic Experts Group)<br />

Table 2.1<br />

Common graphics file formats<br />

Although formats such as PCX and TGA were designed for particular products<br />

(PC Paintbrush and the Targa video card respectively) they have gained widespread<br />

acceptance in the marketplace; others, such as CGM and TIFF, were designed by<br />

groups independent <strong>of</strong> particular firms, and have been approved by the ISO<br />

(International Standards Organisation). New formats are constantly being developed<br />

by both companies and bodies to cater for the rapid advances in graphics-related<br />

hardware and s<strong>of</strong>tware, an example being MPEG (Motion Picture Experts Group),<br />

designed for digital moving video 7 .<br />

6 Whilst this format is dependent upon the Micros<strong>of</strong>t Windows environment it is independent <strong>of</strong> any particular<br />

Windows application.<br />

7 Indeed, the whole area <strong>of</strong> graphics standards and formats is being increasingly regulated and formalised under<br />

the umbrella <strong>of</strong> the ISO. Now, developers <strong>of</strong> graphics packages are under pressure to build their applications<br />

according to international standards: GKS (Graphical Kernel System) and its successor PHIGS (Programmer's<br />

Hierarchical Interactive <strong>Graphics</strong> System) are prominent examples <strong>of</strong> these standards.<br />

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<strong>Graphics</strong> can also sometimes be found in Postscript (.PS or .EPS) format.<br />

Postscript is a page description language created by Adobe which has rapidly become<br />

a printer standard. Each Postscript file is essentially a computer program which tells a<br />

printer fitted with a Postscript reader how to print the page. A Postscript file created<br />

in any application can be printed on any output device with a Postscript reader, and<br />

this independence from particular hardware or s<strong>of</strong>tware makes it an ideal general<br />

format. Postscript comes in a number <strong>of</strong> variants - Level 1, Level 2, Encapsulated,<br />

and Display - and is most <strong>of</strong>ten used for documents mixing text and graphics; it is not<br />

the ideal format for storing image data alone, particularly in bitmap format.<br />

The user might wonder what differentiates these formats. This book is not<br />

intended to cover the highly technical differences between formats (the interested<br />

reader is directed towards Rimmer[1990] and Kay and Levine [1992]) which are<br />

normally invisible to the user: <strong>of</strong>ten, it will make little odds whether, say, a bitmap is<br />

stored as PCX or TIFF. There are, however, general points which should be born in<br />

mind:<br />

• BMP files, unlike nearly all other bitmapped formats, are not compressed so in<br />

the majority <strong>of</strong> cases a BMP file will be larger - <strong>of</strong>ten substantially so - than,<br />

say, a PCX file containing the same image. This is obviously disadvantageous<br />

in terms <strong>of</strong> disk space, but can be a plus when viewing bitmaps on a slow<br />

computer, as viewing a compressed file requires the computer's main processor<br />

to work on the decompression.<br />

• Of the above formats, only PICT and DXF are unable to support 24-bit colour.<br />

• TIFF files can come in different 'flavours' - that is, some applications add little<br />

'tweaks' to the TIFF files they generate which can make them unreadable to<br />

other applications - this is inherent in the design <strong>of</strong> TIFF, which contains a<br />

number <strong>of</strong> 'hooks' onto which new methods <strong>of</strong> encapsulation or compression <strong>of</strong><br />

graphic data can be attached. Applications written prior to any new methods<br />

may thus be unable to read more up-to-date TIFF files. Similarly, the JPEG<br />

format contains a number <strong>of</strong> options which can result in readability and<br />

compatibility problems<br />

This plethora <strong>of</strong> standards has spawned a large number <strong>of</strong> file conversion<br />

utilities, enabling users to convert, say, a PCX file to TIFF: although many <strong>of</strong> these<br />

utilities are <strong>of</strong> dubious quality, they do have the advantage <strong>of</strong> usually being in the<br />

public domain, either as freeware or shareware.<br />

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Chapter Three<br />

<strong>Graphics</strong> Hardware<br />

This Chapter considers the hardware issues involved in computer graphics. It<br />

explores the sort <strong>of</strong> hardware required to display, print and scan graphics in<br />

microcomputer systems, after having first looked at the question <strong>of</strong> memory and<br />

storage.<br />

Hardware is <strong>of</strong> crucial importance to graphics, probably more so than s<strong>of</strong>tware:<br />

the cleverest algorithms in the world are <strong>of</strong> no use if the hardware is incapable <strong>of</strong><br />

displaying the results. Indeed, it is primarily technical advances in hardware that have<br />

brought ordinary users into the field <strong>of</strong> high quality computer graphics which was<br />

previously the sole province <strong>of</strong> pr<strong>of</strong>essional designers.<br />

3.1 Memory Issues<br />

Generating computer graphics places great demands on a system in terms <strong>of</strong><br />

memory, particularly in the case <strong>of</strong> bitmapped graphics. Until relatively recently,<br />

dynamic memory - that is, random access memory (RAM) - has been at a premium in<br />

the world <strong>of</strong> the desktop computer; the original PC XT, for example, only had 1M <strong>of</strong><br />

RAM, <strong>of</strong> which only 640k was available for application programs. Similarly, only<br />

during the second half <strong>of</strong> the 1980s did microcomputers acquire large amounts <strong>of</strong> disk<br />

storage space as hard disks became larger, faster, and above all cheaper. A positive<br />

feedback cycle exists whereby hardware advances in memory allow more complex<br />

s<strong>of</strong>tware to be written which then encourages the hardware manufacturers to enhance<br />

their product, and so on.<br />

The reason why graphical images take up a lot <strong>of</strong> memory is, simply, because<br />

they contain a lot <strong>of</strong> information. The old saying that "a picture says a thousand<br />

words" probably underestimates the information content <strong>of</strong> a detailed image such as a<br />

photograph by one or two orders <strong>of</strong> magnitude. For example, a colour picture <strong>of</strong> a<br />

landscape may contain information relating to the geology and geomorphology <strong>of</strong> the<br />

scene, the weather and season when the photo was taken, and past and present social,<br />

economic and cultural uses <strong>of</strong> the land. To transfer all the information in an image <strong>of</strong>,<br />

say, Dentdale in the Yorkshire Dales to text would take many pages, even in the most<br />

concise writing.<br />

3.1.1 Memory Requirements <strong>of</strong> <strong>Vector</strong> v Bitmapped<br />

<strong>Graphics</strong><br />

As noted in the previous Chapter, vector-based images require much less<br />

memory than bitmaps because they are stored as sets <strong>of</strong> objects, each object<br />

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containing other objects and/or graphical primitives, such as lines and rectangles: in<br />

effect, a vector graphic is no more than a collection <strong>of</strong> drawing instructions which can<br />

be stored in a relatively small number set. So, the graphic does not store the<br />

information about the individual elements <strong>of</strong> the screen - pixels - but rather the<br />

instructions to reconstitute objects: the Olympic flag, for example, would be stored in<br />

vector format as:<br />

a rectangle<br />

the top left and bottom right rectangle coordinates<br />

five circle instructions<br />

the centre and radius <strong>of</strong> each circle<br />

the colour <strong>of</strong> each circle<br />

A bitmap <strong>of</strong> the flag, however, would contain the value <strong>of</strong> each pixel in the<br />

image, even though much <strong>of</strong> that data is redundant. In an experiment such an image<br />

was drawn and saved in vector and bitmapped formats: the vector file was a mere 315<br />

bytes in size, compared to the 65k the bitmap took up. Of course, the bitmap can be<br />

compressed - a PCX file <strong>of</strong> the same image was only 9k in size - but nevertheless this<br />

example illustrates the point that, for images composed <strong>of</strong> objects the vector graphic<br />

format is most appropriate.<br />

3.1.2 Disk Storage<br />

Plainly bitmaps require large amounts <strong>of</strong> disk space. This is - and has always<br />

been - a problem in the field <strong>of</strong> graphics, which is addressed on two fronts: hardware<br />

and s<strong>of</strong>tware.<br />

On the hardware side, the amount <strong>of</strong> data that can be stored on magnetic, floppy<br />

disk has steadily increased over time until, at the time <strong>of</strong> writing, 1.44 MB floppy<br />

disks are standard and 2.88 MB disks are just emerging. However, magnetic media<br />

are no longer sufficient to hold the vast amounts <strong>of</strong> data required by modern<br />

graphically-intensive applications and true colour 8 bitmaps, and thus optical media<br />

are rapidly coming into their own.<br />

Optical disks use visible laser light to read and write data from and to the disk.<br />

The most common optical disk is the CDROM (Compact Disk Read-Only Memory)<br />

with a data capacity <strong>of</strong> around 600MB. CDROMs are rapidly becoming the standard<br />

for the distribution <strong>of</strong> large applications and graphics because <strong>of</strong> their low production<br />

costs, robustness, and the increasing availability <strong>of</strong> cheap CDROM drives which will<br />

certainly become standard on all desktop computers in the very near future. Another<br />

read-only optical disk is the WORM (Write Once Read Many times): this is usually<br />

used for large-scale archiving, and is unlikely to impact the desktop market for quite<br />

some time. Very recently a number <strong>of</strong> read/write optical and magneto-optical disks<br />

have arrived promising astonishing data densities - 1.3 Gigabytes on a 5.25" disk! 9 -<br />

and one <strong>of</strong> these new optical technologies may well become a standard in the future 10 .<br />

8 This term usually refers to 24-bit colour.<br />

9 "A New Phase for the Floppy", Personal Computer World, Vol 16 No 4, April 1993, pp 457-8.<br />

10 An early and quite common form <strong>of</strong> optical disk, still in use today, is the Videodisc. However, this is used to<br />

hold video in analogue form and is unsuitable for storing digital data.<br />

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S<strong>of</strong>tware solutions to the problem <strong>of</strong> large bitmaps take the form <strong>of</strong><br />

compression algorithms (see the section on File Compression in the previous<br />

Chapter). These are methods <strong>of</strong> removing redundant data from the bitmap in order to<br />

reduce its size and on the whole are very successful: nearly all the common bitmap<br />

file formats utilise one or more compression methods. However, the efficacy <strong>of</strong><br />

compression declines as the complexity <strong>of</strong> the image increases, unless one is willing<br />

to accept some degradation <strong>of</strong> the picture; nevertheless, compression is an invaluable<br />

tool for reducing the majority <strong>of</strong> bitmapped images to manageable sizes.<br />

3.1.3 Computer Memory (RAM)<br />

For the same reason that they place great demands on disk space, bitmapped<br />

graphics also require large amounts <strong>of</strong> working memory, or RAM (Random Access<br />

Memory), both to display the image and to manipulate it. Display memory is known<br />

as Video RAM (VRAM), a special fast type <strong>of</strong> RAM purely dedicated to the video<br />

display; this will be discussed in section 3.3 on Video Cards.<br />

For manipulation purposes - editing, adding special effects, etc - the image, or<br />

portions <strong>of</strong> it, are loaded into RAM from disk. Until relatively recently this was a<br />

distinct problem as not only was RAM quite expensive in relation to the cost <strong>of</strong> disk<br />

space but many microcomputers had a low limit to the amount <strong>of</strong> RAM that could be<br />

added; however, the cost <strong>of</strong> memory chips has plummeted sharply in recent years and<br />

microcomputer manufacturers now incorporate substantial memory expansion<br />

capacity into their products. The average PC or Mac is now capable <strong>of</strong> handling highresolution<br />

8-bit (256 colour) images, and for relatively little extra cost can be turned<br />

into a full-blown true-colour graphics workstation.<br />

3.2 Monitors<br />

The computer monitor is the most commonly used output device for computer<br />

graphics. Virtually all modern monitors in general use build up the picture from<br />

horizontal lines running from the top to the bottom <strong>of</strong> the screen, each line consisting<br />

<strong>of</strong> a series <strong>of</strong> individual dots. They fall into two categories: Cathode Ray Tubes<br />

(CRTs) and Liquid Crystal Displays (LCDs)<br />

3.2.1 CRT Displays<br />

The CRT is probably the most ubiquitous electronic display device <strong>of</strong> modern<br />

times, being at the heart <strong>of</strong> every television set. Beams <strong>of</strong> electrons ('cathode rays')<br />

from three electron guns are fired through a shadow mask - a sheet <strong>of</strong> metal with<br />

regular apertures which focus the beam - to strike phosphor dots on the screen<br />

surface. There are three types <strong>of</strong> phosphor, as there are three electron guns, one for<br />

each primary colour - red, green and blue - and when a phosphor is struck by the<br />

electron beam from 'its' gun it emits its characteristic colour. The strength <strong>of</strong> this<br />

emission, that is the luminance <strong>of</strong> the phosphor, is proportional to the power <strong>of</strong> the<br />

beam, and the combination <strong>of</strong> the three phosphors at their different intensities<br />

produces the colour <strong>of</strong> the picture element, or pixel. The electron guns build up the<br />

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picture, or frame, line by line from top to bottom, and each line - or scan - is<br />

composed <strong>of</strong> many pixels. As the dots only phosphoresce for a short time after being<br />

struck by the electron beam the screen has to be redrawn, or refreshed, many times a<br />

second: for a flicker-free display a refresh rate <strong>of</strong> 25-30 frames per second is<br />

required.<br />

Blue<br />

Green<br />

Red<br />

Electron Guns<br />

Figure 3.1<br />

Colour CRT system<br />

R<br />

R<br />

G R B G<br />

G<br />

G<br />

B<br />

B<br />

R<br />

R<br />

G<br />

G<br />

B<br />

B<br />

R<br />

R<br />

G<br />

G<br />

B<br />

B<br />

Shadow Mask<br />

Pixel<br />

Figure 3.2<br />

Arrangement <strong>of</strong> phosphors on CRT screen<br />

Screen<br />

Red phosphor<br />

Green phosphor<br />

Blue phosphor<br />

Different colours are produced by assigning different voltages to each electron<br />

gun thus lighting phosphors to different intensities, and the colour range a monitor is<br />

capable <strong>of</strong> is determined by how many voltage levels can be supported by the guns.<br />

For example, the now obsolete EGA (Enhanced <strong>Graphics</strong> Adaptor) standard for PC<br />

monitors had only 4 levels per gun which could produce 64 colours (4x4x4), although<br />

in practice the standard dictated that only 16 colours were available at any one time 11 .<br />

In contrast, SVGA (Super VGA) allows for 256 voltage levels per gun producing a<br />

maximum 16.7 million (256 3 ) colours. Greyscale images - where the colour <strong>of</strong> a pixel<br />

lies in a range from white to black - are produced by assigning the same voltage to<br />

each gun so that each colour phosphor shines at the same intensity, resulting in as<br />

many shades <strong>of</strong> grey as there are gun levels.<br />

3.2.2 Liquid Crystal Displays<br />

LCD systems use long crystalline molecules ('liquid crystals') which change<br />

their position when an electric field is applied. An LCD display consists <strong>of</strong> a thin<br />

layer <strong>of</strong> liquid crystal sandwiched between two densely-packed sets <strong>of</strong> thin wires, one<br />

horizontal and one vertical (Figure 3.3). Together these wires form an interlocking<br />

grid, each intersection representing a dot on the display. This sandwich is in turn<br />

sandwiched by two polarising filters, again one horizontal and one vertical. The<br />

display is created by matrix addressing whereby each dot is addressed in turn by<br />

passing a current through each horizontal and vertical wire in sequence, and<br />

11 EGA allocated only 4 bits per pixel which meant that, at any one time, one gun had 2 bits (4 levels) and the<br />

others had 1 bit (2 levels) apiece, allowing only 4x2x2=16 colours.<br />

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whenever the combined currents at an intersection are sufficiently strong the resulting<br />

electric field moves the crystals at that point so that when seen through the polarising<br />

filters they are opaque - that is, the dot becomes dark.<br />

Figure 3.3<br />

Elements <strong>of</strong> a Liquid Crystal Display. (Adapted from Foley et al [1990].)<br />

Modern liquid crystal displays are backlit by an integral light source as displays<br />

which depend upon incident light perform poorly in low light environments, as well<br />

as being prone to reflection in bright environments which obscures the display.<br />

Colour LCDs operate on the same principle <strong>of</strong> molecules changing their<br />

orientation under electric fields but use three liquid crystal layers - one each for red,<br />

green and blue - and coloured polarising filters to generate a palette <strong>of</strong> colours.<br />

LCDs are capable <strong>of</strong> very high resolutions and <strong>of</strong> course require very little<br />

power, and are used in devices where a high-voltage CRT is inappropriate, such as<br />

portable computers and hand-held televisions.<br />

3.2.3 Video Display Standards<br />

Whilst there have been a plethora <strong>of</strong> display standards in the PC world, at the<br />

time <strong>of</strong> writing the most common are VGA (Video <strong>Graphics</strong> Adaptor) and SVGA.<br />

VGA allows for 16 colours at 640 x 480 resolution, or 256 at 320 x 200. The SVGA<br />

standard encompasses any display that is superior to VGA and allows for a number <strong>of</strong><br />

permutations <strong>of</strong> resolution and colour, from the maximum 1280 x 1024 x 16.7M to<br />

the minimum <strong>of</strong> 640 x 480 x 256. It should be added, however, that many <strong>of</strong> the<br />

cheaper monitors achieve the maximum SVGA resolution by a technique known as<br />

interlacing, whereby every other line on the display is drawn in each frame - rather<br />

than every consecutive line, as is normal - meaning that it takes two complete scans to<br />

create a picture. The disadvantage <strong>of</strong> this is that the frame rate - the number <strong>of</strong> frames<br />

per second - is halved and this can lead to perceptible screen flickering.<br />

It is important to note that these standards are independent <strong>of</strong> the physical size<br />

<strong>of</strong> the monitor: SVGA has the same resolution and colour depth regardless <strong>of</strong> whether<br />

the monitor is 14" or 21". For this reason it is <strong>of</strong>ten a good idea for users who<br />

constantly work at high resolutions (800 x 600 or better) to obtain large monitors,<br />

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particularly if their work involves Desktop Publishing: a letter which is, say, 10 pixels<br />

vertically will look illegibly small on a 1024 x 768 display on a 14" monitor but will<br />

be perfectly readable at the same resolution on a 21".<br />

PC monitors operate in either text mode or graphics mode. In text mode - the<br />

default - graphics cannot be output and text is displayed on screen in a standard font<br />

using a hardware character generator. In order to display graphics the monitor has to<br />

be switched by s<strong>of</strong>tware into graphics mode. These modes are normally invisible to<br />

the user as graphics applications switch into graphics mode upon startup, but they do<br />

need to be borne in mind by programmers.<br />

There is no equivalent in the Apple Macintosh world <strong>of</strong> the discrete PC<br />

graphics standards. Macs were designed from the outset to be graphical, unlike PCs<br />

which were originally text-only displays, and have consistently led PCs in terms <strong>of</strong><br />

graphics capabilities; only very recently has the PC monitor attained parity with that<br />

<strong>of</strong> the Mac.<br />

3.3 Video Cards<br />

Given that present-day monitors are capable <strong>of</strong> high-resolution true colour, the<br />

only restricting factors for graphical displays are:<br />

• the amount <strong>of</strong> memory available for the display<br />

• the speed at which the display 'redraws' itself.<br />

These factors are controlled by video cards. These are add-ons to the<br />

microcomputer, printed circuit boards with on-board memory (VRAM) and/or<br />

processors which go into expansion slots in the machine and enhance its existing<br />

graphics capability. Indeed, in the early days <strong>of</strong> microcomputing, video cards were<br />

necessary to display graphics at all, but as time went on the function <strong>of</strong> the cards was<br />

built into the motherboard (the main circuit board <strong>of</strong> the computer) so the add-ons<br />

were purely for enhancement <strong>of</strong> the built-in graphics standard. (At the time <strong>of</strong> writing,<br />

PCs come with on-board VGA capability, but this will surely become SVGA in the<br />

near future.)<br />

The extra VRAM makes it possible to display wider colour ranges and<br />

resolutions than the on-board graphics hardware is capable <strong>of</strong>. Memory is crucial in<br />

determining these ranges because even though the monitor may be capable <strong>of</strong><br />

displaying high-quality images it will only do so if enough memory is allocated to the<br />

display to hold the required picture information.<br />

However, extra VRAM alone does not always make a satisfactory graphics<br />

workstation as memory takes time to be read by the computer. Watching a highresolution<br />

true-colour image being read from the framestore (a synonym for VRAM)<br />

and drawn on screen is a tedious experience at the best <strong>of</strong> times. When the screen has<br />

to be redrawn frequently - as is the case with a Graphical User Interface such as<br />

Micros<strong>of</strong>t Windows, where simply switching from one window to another forces a<br />

redraw - then the computer becomes unacceptably slow and users become frustrated<br />

and lose time. The solution to this problem is to place another processor on to the<br />

video card itself, thus relieving the computer's processor <strong>of</strong> the burden <strong>of</strong> the graphics<br />

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display. An accelerator card, as it is known, speeds up high quality displays<br />

considerably, although <strong>of</strong> course it costs rather more than a standard video card.<br />

3.4 Colour Printers<br />

3.4.1 Problems <strong>of</strong> Colour Printing<br />

Putting a colour image on screen is somewhat easier and cheaper than placing it<br />

on paper. There are a number <strong>of</strong> technical problems associated with colour printing<br />

which have to do with colorimetry (colour science), physics, chemistry and even<br />

human physiology and the psychology <strong>of</strong> perception. Fortunately, it is not necessary<br />

to go into tedious technical detail in order to outline the major problems that beset the<br />

transfer <strong>of</strong> colour screen images to hard copy. These include:<br />

Different colour coding schemes<br />

Screen colours are additive, the colour <strong>of</strong> a pixel depending upon the differing<br />

intensities emitted by its red, green and blue phosphors: the screen shines by<br />

its own light. Printed colours are subtractive as the colour <strong>of</strong> an ink depends<br />

upon the wavelengths it absorbs from the incident light: red ink appears red<br />

because it absorbs - subtracts - light <strong>of</strong> all the wavelengths other than those in<br />

the red part <strong>of</strong> the visible spectrum, which it reflects. Additive and subtractive<br />

colour schemes use different colour models, so colours have to be translated<br />

from one scheme to the other for faithful rendition from screen to page. (See<br />

the following Chapter on Colour.)<br />

Different display resolutions<br />

Printer resolutions are usually better than screen resolutions: a typical colour<br />

printer will be capable <strong>of</strong> 300 dpi (dots per inch) horizontal resolution whereas<br />

the monitor might only be capable <strong>of</strong>, say, 64 dpi. This means that a printed<br />

image <strong>of</strong> the same resolution is smaller than the screen image, so to print at<br />

screen size the image has to be enlarged. This can be a problem with bitmaps<br />

as extra pixels have to be created by a process called interpolation which can<br />

lead to blockiness and 'staircasing' <strong>of</strong> lines.<br />

Dithering<br />

Basic mixing <strong>of</strong> the three primary colours in the CMYK scheme - Cyan,<br />

Magenta and Yellow (black is not used for mixing) - used in colour printing<br />

only produces 8 colours, so with the exception <strong>of</strong> high-end products colour<br />

printers have to use dithering to achieve a wide colour range. Dithering<br />

involves printing varying proportions <strong>of</strong> dots <strong>of</strong> the 8 colours in a square<br />

dither matrix - usually 4 x 4 or 2 x 2 dots - to give the appearance, from a<br />

normal viewing distance, <strong>of</strong> another colour. The main disadvantages <strong>of</strong> this<br />

method - aside from the inherent complexity <strong>of</strong> the various dithering<br />

algorithms - are increased memory and processing overhead and a reduction in<br />

resolution; a 300 dpi printer using a 4 x 4 matrix only has an effective<br />

resolution <strong>of</strong> 75 pixels per inch.<br />

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Chemistry<br />

The chemical composition and physical properties <strong>of</strong> inks and papers are <strong>of</strong><br />

crucial importance in colour printing. The formulation <strong>of</strong> the ink is most<br />

important as users increasingly demand to be able to use normal <strong>of</strong>fice paper<br />

rather than special papers. Among the properties <strong>of</strong> the ink that need to be<br />

carefully controlled are its miscibility, viscosity, surface tension, pH,<br />

dielectric properties and optical density. Synthesising printer inks is not an<br />

easy task.<br />

It is not really necessary to outline the other problems in colour printing in<br />

order to make the point that it is an expensive and complicated business. Whilst these<br />

problems are mostly solved before the final product hits the market an understanding<br />

<strong>of</strong> them goes a long way to explaining why the user can never count on the printed<br />

image looking exactly as it did on screen and why colour printers are so dear.<br />

High-quality colour hard copy can also be achieved photographically, images<br />

from the screen being placed directly on to film. This method bypasses the problems<br />

<strong>of</strong> ink and paper chemistry by using familiar and well-tried photographic technology,<br />

but has the disadvantages <strong>of</strong> relatively long development times - in comparison to the<br />

few minutes it takes to print an image to ordinary paper - and expense. Colour film,<br />

however, enables much higher resolution and colour depth than can currently be<br />

achieved on plain paper and is the preferred method for those users requiring the<br />

highest quality colour hard copy.<br />

3.4.2 Types <strong>of</strong> Colour Printer<br />

Colour printers come in a number <strong>of</strong> types. These are, in rough order <strong>of</strong> cost<br />

from cheapest to dearest:<br />

• dot matrix<br />

• inkjet<br />

• thermal wax<br />

• dye sublimation<br />

• laser<br />

In dot matrix printers tiny pins strike the paper through a multicoloured ribbon<br />

containing the CMYK primaries to produce a coloured dot. The pins are gathered<br />

together in a matrix inside the printhead, which can consist <strong>of</strong> 9 or 24 pins, a 24-pin<br />

dot matrix producing better results than a 9-pin. Such printers are really only suitable<br />

for coloured text: printing fills - blocks <strong>of</strong> solid colour - results in horizontal streaks<br />

and considerable paper distortion from the multiple pin impacts. They are also very<br />

slow, as the printhead takes four passes to print a line, and very noisy, but they have<br />

the saving grace <strong>of</strong> being cheap.<br />

Inkjet printers produce an image by spraying individual, very fine drops <strong>of</strong> ink<br />

at the paper from inkwells <strong>of</strong> the four primaries. Such devices are capable <strong>of</strong><br />

producing good quality, low-cost colour prints quickly and quietly, and at a not<br />

excessive cost. The main disadvantages <strong>of</strong> inkjets are that colours can sometimes look<br />

'muddy' or 'washed out' because <strong>of</strong> inks mixing at dot edges.<br />

Thermal wax technology uses a thermal print head to melt wax from a<br />

multicoloured ribbon on to the paper. Ironically, because this eliminates the flow <strong>of</strong><br />

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ink over dot edges it can <strong>of</strong>ten produce a grainy picture, although the colour quality is<br />

superb. Many thermal wax printers can work with good quality <strong>of</strong>fice paper, by the<br />

simple expedient <strong>of</strong> placing a special coating on the sheet during the printing process<br />

to produce a smooth printing surface.<br />

Dye sublimation printers also use coloured ribbons with a thermal print head,<br />

but instead <strong>of</strong> melting ink on to paper the print head vaporises the ink which then<br />

condenses on to special paper very close to the ribbon. By this method the size <strong>of</strong> the<br />

dots can be controlled and the primary colours can be blended together, doing away<br />

with the need for dithering. This is a qualitative improvement over other printing<br />

technologies and produces very high quality continuous tone (not composed <strong>of</strong> dots)<br />

output, its main disadvantage being the high cost <strong>of</strong> consumables (ink and paper).<br />

Colour laser printing works by using a laser and a photosensitive drum to place<br />

electrostatic charges on the paper corresponding to the printing positions: when the<br />

paper is taken through a colour toner reservoir the magnetically-charged toner is<br />

attracted to the paper as dust and is later heat-bonded to fix it. The results, on the very<br />

best printers, are indistinguishable from photographs, and unsurprisingly such<br />

machines are very expensive; however, because they can print to ordinary <strong>of</strong>fice<br />

paper the cost per print is low.<br />

Less common devices are colour plotters - both pen and electrostatic - which<br />

are extensively used in Computer-Aided Design (CAD) and scientific disciplines such<br />

as meteorology where a relatively small colour range is sufficient and large printouts<br />

are required; the average <strong>of</strong>fice or home user is unlikely to come across these devices.<br />

3.5 Limitations <strong>of</strong> Colour Output<br />

Computer graphics technology is still far from the point where the full range <strong>of</strong><br />

visible colours can be rendered either on screen or on paper. The main reason for this<br />

is that neither monitors or printers are yet capable <strong>of</strong> producing totally pure primary<br />

colours. Figure 3.4 shows the approximate colour range <strong>of</strong> current monitors within<br />

the CIE chromaticity diagram (see the following Chapter on Colour).<br />

Figure 3.4<br />

Realisable colours on a typical colour monitor, in relation to the full range <strong>of</strong> visible colours.<br />

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3.6 Colour Scanners<br />

Scanners are used to digitise an image on paper, photographic negative, or slide<br />

into a bitmap. This is accomplished by passing light containing a known set <strong>of</strong><br />

wavelengths - usually similar to daylight - over the image and receiving that light in<br />

photosensitive semiconductors known as Charged Coupled Devices (CCDs) which<br />

emit voltages proportional to the intensity <strong>of</strong> the light falling upon them. The image is<br />

scanned using red, green and blue filters either using three CCDs - one per primary<br />

colour - or one, in which case each scan requires three passes to view the image under<br />

the three different filters. Naturally, scanners with three CCDs are more expensive<br />

than those with only one, but as they only require one pass to scan an image are<br />

obviously faster.<br />

There are two types <strong>of</strong> hard copy scanner: hand-held and flatbed. Hand-held<br />

scanners contain a light source and CCDs and pick up the image by being swept down<br />

the page; if the image to be scanned is wider than the scanner head the process is<br />

repeated across the page and the resulting strips are 'stitched together' by s<strong>of</strong>tware<br />

inside the computer. With flatbed scanners the paper is placed on a glass surface and<br />

the light is moved over it in a similar way to a photocopier. Hand-held scanners are<br />

cheaper than flatbeds but the latter come into their own when most <strong>of</strong> the images to<br />

be scanned are page-sized. Scanning resolution and colour depth varies from 256<br />

colours (8-bit) at 300 dpi to 16.7 million colours (24-bit) at 1200 dpi for high-end<br />

products. The crucial factor, as ever, is cost.<br />

Flatbed scanners can be used to scan photographic slides and negatives, but this<br />

is usually performed with specialised scanners known as Film Recorders which scan<br />

at higher resolutions than hard copy scanners, typically up to 3048 x 2072 pixels in<br />

24-bit colour (≈ 3000 dpi).<br />

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4.1 What is Colour?<br />

Chapter Four<br />

Colour<br />

Colour is the human perception <strong>of</strong> the visible portion <strong>of</strong> the electromagnetic<br />

spectrum, the full range <strong>of</strong> which stretches from low frequency radio waves to gamma<br />

rays (Figure 4.1). This visible portion <strong>of</strong> the spectrum comprises radiation <strong>of</strong><br />

wavelengths from roughly 380 to 700 nanometres (1 nm = 10 -9 m, or 1 billionth <strong>of</strong> a<br />

metre), which we see as a range <strong>of</strong> colours from violet (360 nm) through blue (480<br />

nm) and yellow (580 nm) to red (700 nm).<br />

Wavelength<br />

3km<br />

3cm<br />

0.3 mm<br />

3000 nm<br />

300 nm<br />

30 nm<br />

0.003 nm<br />

0.0003 nm<br />

0.00003 nm<br />

Radio waves<br />

Microwave<br />

Infrared<br />

Ultraviolet<br />

Xrays<br />

Gamma rays<br />

Cosmic rays<br />

Figure 4.1<br />

The Electromagnetic spectrum.<br />

Frequency (Hz)<br />

10<br />

10<br />

10<br />

10<br />

10<br />

10<br />

10<br />

10<br />

10<br />

5<br />

10<br />

12<br />

14<br />

15<br />

16<br />

20<br />

21<br />

22<br />

Red<br />

Violet<br />

380 nm<br />

Visible Spectrum<br />

700 nm<br />

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4.2 The Human Visual System<br />

The human eye is an extraordinarily sensitive and sophisticated visual system<br />

capable <strong>of</strong> distinguishing very subtle differences in shade and hue. In essence it's a<br />

simple mechanism (Figure 4.2).<br />

Muscle<br />

Iris<br />

Cornea<br />

Lens<br />

Figure 4.2<br />

Simplified cross-section <strong>of</strong> the human eye<br />

Vitreous Humor<br />

Retina<br />

Fovea<br />

(focal point)<br />

Light is focussed on to the sensitive retina at the back <strong>of</strong> the eye by the flexible<br />

lens, the shape <strong>of</strong> which is controlled by muscles. The retina is composed <strong>of</strong> two<br />

types <strong>of</strong> light-sensitive cells, rods and cones. Rods function in dim light and are<br />

concentrated in the peripheries <strong>of</strong> the retina: they are responsible for our night sight<br />

and are not colour sensitive. Cones contain photopigments rendering them sensitive to<br />

colour, but only operate in good light. Rods vastly outnumber the cones over most <strong>of</strong><br />

the retina with the exception <strong>of</strong> the focal point <strong>of</strong> the eye, the fovea (Figure 4.3).<br />

Figure 4.3<br />

Schematic cross-section <strong>of</strong> retina near fovea, showing distribution <strong>of</strong> rods and cones.<br />

Blind spot<br />

Optic nerve<br />

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4.3 The Perception <strong>of</strong> Colour and Brightness<br />

Within the visible spectrum our eyes are more sensitive to some wavelengths<br />

than others. Broadly speaking we can see yellows and reds rather better than blues<br />

and violets, longer wavelengths better than shorter. There are a number <strong>of</strong> reasons for<br />

this:<br />

• the lens and vitreous humor absorb more long wavelengths than short<br />

• there are many more red-sensitive cones than green and blue (roughly 65% red,<br />

32% green, 3% blue)<br />

• the lens cannot adjust sufficiently to properly focus the shorter wavelength blues<br />

on to the fovea (this is why blues can <strong>of</strong>ten appear blurred)<br />

For these physical reasons our perception <strong>of</strong> colour differences varies according<br />

to the position <strong>of</strong> the colours in the visible spectrum. We find it easier to perceive<br />

changes in colour at the red end than at the blue. Moreover, we see reds and yellows<br />

as inherently brighter than blues and violets, so that to give the appearance <strong>of</strong> equal<br />

brightness a blue area has to have a greater intensity than a red.<br />

Our perception <strong>of</strong> a colour's brightness is similarly non-linear. Brightness is our<br />

perception <strong>of</strong> intensity, which represents the energy in the light (the peak, or<br />

amplitude <strong>of</strong> its waveform). Although we can distinguish in the order <strong>of</strong> 10 billion<br />

intensity levels from near-darkness to unbearable glare changes in intensity at low<br />

levels result in much greater increases in brightness than the same changes at higher<br />

levels. Replacing a 50W bulb with a 100W will create a greater brightness increase<br />

than changing the 100W for a 200W even though each increase represents a doubling<br />

<strong>of</strong> intensity.<br />

4.4 Colour Models<br />

A colour classification system based on the physical properties <strong>of</strong> light is not<br />

really suitable to measure the human perception <strong>of</strong> colour. A colour described as 'EM<br />

radiation <strong>of</strong> wavelength 700nm' would make little sense to most <strong>of</strong> us, to whom the<br />

word 'red' is rather easier to envisage. Moreover, colour mixtures with no one<br />

wavelength would be very difficult to describe. Instead, colour models (sometimes<br />

known as colour spaces) have been devised based on the concept <strong>of</strong> colour mixing,<br />

whereby 3 primary colours can combine to produce the full colour range. Not only<br />

are these more intuitive than purely physical descriptions but they also provide a<br />

numerical description <strong>of</strong> colour that can be used for displays and printing.<br />

4.4.1 Additive and Subtractive Colours<br />

We perceive the colours <strong>of</strong> objects either by the light they emit or the light they<br />

reflect. A tomato on television appears red because its image emits red light, whereas<br />

a real tomato gets its colour by absorbing all other colours in white light apart from<br />

red, which it reflects.<br />

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Computer monitors and televisions shine by their own light and produce colours<br />

by the addition <strong>of</strong> differing amounts <strong>of</strong> primary colours - this is known as additive<br />

mixing. On the other hand colour printing uses the concept <strong>of</strong> subtractive mixing<br />

whereby primary coloured inks subtract colour from the incident light. Thus, in<br />

additive schemes the combination <strong>of</strong> the three primaries at full intensity produces<br />

white, whereas in subtractive schemes it produces black.<br />

4.4.2 The CIE Diagram<br />

In 1931 the Commission Internationale de L'Eclairage developed the CIE<br />

chromaticity diagram (Figure 4.4) based on empirical data gathered on human colour<br />

perception, and this diagram has been the baseline for colour modelling since. All <strong>of</strong><br />

the observable colours are placed in a horseshoe shape between x-y axes so that each<br />

colour has unique coordinates. All the visible pure colours (hues, or spectral colours<br />

because they occur in the visible spectrum) are to be found on the edge <strong>of</strong> the curve.<br />

The colours occurring inside the curve and on the straight 'purple line' which<br />

completes the curve are mixtures <strong>of</strong> hues. Being 2-dimensional the CIE Diagram<br />

cannot show intensity/luminance, but this factor can be derived using simple<br />

mathematics.<br />

Figure 4.4<br />

The CIE chromaticity diagram.<br />

The diagram has a number <strong>of</strong> useful properties. For example, a line drawn<br />

between any two points on the curve defines all the colours that can be derived from<br />

mixing those two colours; similarly, finding all the possible mixes <strong>of</strong> three colours is<br />

done by drawing a triangle connecting the three points.<br />

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Whilst the CIE Diagram is used extensively by television engineers, more<br />

suitable colour models - some <strong>of</strong> which have been derived from it - have been<br />

invented for use in computer graphics.<br />

4.4.3 Red, Green and Blue (RGB)<br />

As monitors and televisions use red, green and blue for primary colours, it is<br />

unsurprising that the RGB model is widely used for visual display. This is <strong>of</strong>ten<br />

visualised as a cube (Figure 4.5).<br />

Cyan<br />

(0,G,B)<br />

Blue<br />

(0,B,0)<br />

Green<br />

(0,G,0)<br />

Black<br />

(0,0,0)<br />

White<br />

(R,G,B)<br />

Magenta<br />

(R,0,B)<br />

Figure 4.5<br />

The RGB cube. (Adapted from Burger and Gillies [1989].)<br />

Yellow<br />

(G,R,0)<br />

Red<br />

(R,0,0)<br />

From a hardware point <strong>of</strong> view, the RGB model is easy to work with as the<br />

different percentages <strong>of</strong> red, green and blue in a particular colour can be directly<br />

mapped to electron gun intensities. It is, though, unintuitive to use: given a particular<br />

colour it is not always easy to decide how to adjust the RGB balance in the colour to<br />

make it darker or lighter or to add tints <strong>of</strong> a non-primary colour.<br />

4.4.4 Hue, Light and Saturation (HLS)<br />

HLS uses the more friendly concepts <strong>of</strong> hue and saturation. Hue is the pure<br />

colour as people see it - red, yellow, green - and saturation expresses the relative<br />

amounts <strong>of</strong> pure hue and white in a colour, ranging from 0% (no hue at all, ie grey) to<br />

100% (pure hue). The third factor - light - can be thought <strong>of</strong> as the brightness <strong>of</strong> the<br />

colour. HLS is easiest to visualise as a diagram (Figure 4.6).<br />

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Yellow<br />

(180º)<br />

Green<br />

(120º)<br />

Red<br />

(240º)<br />

L=1<br />

(white)<br />

L=0<br />

(black)<br />

Cyan<br />

(60º)<br />

Magenta<br />

(300º)<br />

Blue<br />

(0º)<br />

Figure 4.6<br />

The HLS cone. Saturation increases away from the central axis. (Adapted from Burger and Gillies [1989].)<br />

The hues are defined by their counter-clockwise angle from the benchmark blue<br />

line, saturation is the distance from the central axis with 100% saturation (pure colour<br />

or hue) at the circle edge, and light is the distance <strong>of</strong> the circle along the vertical axis.<br />

The central axis also represents the greyscale, being the line <strong>of</strong> 0% saturation.<br />

4.4.5 Hue, Saturation and Value (HSV)<br />

The visualisation <strong>of</strong> HSV is similar to HLS ins<strong>of</strong>ar as hue is measured as an<br />

angle and Saturation and Value conceptually correspond with Saturation and Light in<br />

the HLS model. However, HSV differs from HLS in both the visual analogy - HSV is<br />

conceived as a single cone (Figure 4.7) the top <strong>of</strong> which marks V = 1 - and in the<br />

method <strong>of</strong> calculating Saturation and Value 12 .<br />

Green Yellow<br />

Cyan Red<br />

Blue<br />

V<br />

Magenta<br />

V = 0<br />

Figure 4.7<br />

The HSV hexagonal cone. As with HLS, saturation increases away from the central axis. (Adapted from Burger and<br />

Gillies [1989].)<br />

HSV and HLS can be simply related arithmetically to RGB values so it is not<br />

difficult to translate a shade represented in either <strong>of</strong> these systems into electron gun<br />

intensities for screen display. At least two - RGB and HLS - and <strong>of</strong>ten all three can be<br />

found in modern graphics packages so that the user has a choice <strong>of</strong> colour models.<br />

12 See Burger & Gillies [1989], pp 333-338, for details <strong>of</strong> the calculation method.<br />

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4.4.6 Cyan, Magenta, Yellow and Black (CMYK)<br />

For colour hard copy the subtractive colour model in use is the CMYK system<br />

(Figure 4.8). This uses Cyan, Magenta and Yellow as the three primary mixing<br />

colours. Whilst theoretically these colours can create black, in practice a pure black<br />

pigment is usually included in the scheme in order to print text and to produce deep<br />

black fills.<br />

Green<br />

Yellow<br />

Figure 4.8<br />

The CMY cube.<br />

Cyan<br />

White<br />

Black<br />

Red<br />

4.4.7 Other Colour Models<br />

Blue<br />

Magenta<br />

There are a number <strong>of</strong> variations on the HLS theme, including HSI (Hue,<br />

Saturation, Intensity) and HVC (Hue, Value, Chroma). HSI and HVC are based upon<br />

the non-linear human perception <strong>of</strong> colour in contrast to HLS and HSV which are<br />

based on the linear manner in which the computer produces colour. Whilst they are<br />

more complex mathematically than linear models and therefore make the computer<br />

work harder such perception-based models are easier to use from a human standpoint<br />

and are likely to supersede the machine-based models over time.<br />

Although not a colour model as such it is worth mentioning the Pantone<br />

Matching System used in colour printing. This is a set <strong>of</strong> standard shades, each shade<br />

having a unique shade number and consisting <strong>of</strong> specified percentages <strong>of</strong> each <strong>of</strong> the<br />

CMY primaries. This allows colours to be printed consistently by disparate hardware.<br />

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4.5 The Use <strong>of</strong> Colour<br />

4.5.1 Lighting and Backgrounds<br />

Different coloured lighting changes the colours <strong>of</strong> objects which we see by<br />

reflected light - this can easily be verified by standing under a sodium street lamp and<br />

looking at a colour magazine. This is not a problem in the field <strong>of</strong> computer graphics<br />

as virtually all colour printouts are intended to be viewed in white light, and <strong>of</strong> course<br />

colour monitors luminesce so the display is unaffected by any incident light.<br />

However, the colour <strong>of</strong> backgrounds affects the appearance <strong>of</strong> foreground<br />

objects. Obviously blue text will have much less contrast against a violet background<br />

than against a red (and none at all against a blue!). Less obvious, however, is that a<br />

colour on a light background appears to be more saturated than if it were on a dark<br />

background. It's also interesting to note that a large area <strong>of</strong> a colour appears more<br />

saturated than a small area <strong>of</strong> the same colour.<br />

4.5.2 Warm and Cool Colours<br />

As a result both <strong>of</strong> our non-linear colour perception and <strong>of</strong> colour associations<br />

found in nature it is possible to develop rules for the use <strong>of</strong> colour. Blue appears<br />

distant to our perceptions for physiological reasons (see The Perception <strong>of</strong> Colour and<br />

Brightness above) and is also the colour <strong>of</strong> the sky and sea. To our eyes, then, it has<br />

properties <strong>of</strong> distance and tranquillity. On the other hand, we perceive red very<br />

strongly in comparison to blue and it is also the colour <strong>of</strong> blood and fire. Not<br />

unnaturally we associate it with passion, heat and activity.<br />

A rough division <strong>of</strong> the visible spectrum can be made into 'warm' and 'cool'<br />

colours, warm colours corresponding to long wavelengths (reds, yellows) and cool to<br />

short wavelengths (blues, violets). This scheme is usually conceived as a colour<br />

wheel (Plate 3).<br />

Colours opposite each other on the wheel (180° apart) are known as direct<br />

complements and provide the most vivid and vibrant contrasts. The two colours 30°<br />

either side <strong>of</strong> a direct complement are known as the split complements; using split<br />

complements <strong>of</strong> a colour results in greater harmony than the use <strong>of</strong> the direct<br />

complement, at the loss <strong>of</strong> some vibrancy and contrast.<br />

The use <strong>of</strong> colour is a large and complex topic which is dealt with ably in a<br />

wide range <strong>of</strong> works (see the Bibliography). There are, however, a number <strong>of</strong> simple<br />

guidelines that should be borne in mind when using colour, whatever the purpose:<br />

• cool colours are distancing and should generally be used in backgrounds,<br />

whereas warm colours grab the attention and are better placed in the<br />

foreground<br />

• the eye finds it difficult to focus on short wavelengths, so avoid the use <strong>of</strong><br />

blues and violets for text and where edges are important<br />

• be sparing in the use <strong>of</strong> saturated colours - the eye tires quickly when faced<br />

with vibrant shades<br />

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• bear in mind that colours <strong>of</strong>ten have psychological and symbolic associations;<br />

this can be particularly important when addressing an international audience<br />

as these associations are <strong>of</strong>ten very culture-specific.<br />

4.5.3 Colour Deficiency<br />

Sometimes incorrectly termed 'colour blindness', colour deficiency is the result<br />

<strong>of</strong> a minor genetic error which mainly affects men. Roughly 8% <strong>of</strong> men, and 9% <strong>of</strong><br />

the population as a whole, exhibit some form <strong>of</strong> colour deficiency. This ranges from<br />

complete colour blindness, which is quite rare, to mild colour insensitivity. The most<br />

common deficiency is dichromatism in which the person's retina lacks the green or<br />

red photopigment so that they are unable to distinguish red or orange from green or<br />

yellow.<br />

Colour deficiency is not usually a problem for the people affected, and indeed<br />

some are completely unaware that their colour vision is impaired. They still see a<br />

tomato as a shade which they call 'red' even though they may be lacking a red<br />

photopigment; problems only arise when they are required to distinguish between<br />

colours to which they are insensitive, usually red and green. It is therefore important<br />

for designers who use colour to be aware <strong>of</strong> this and to avoid, for example, using red<br />

text on a green background.<br />

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Chapter Five<br />

<strong>Graphics</strong> Packages<br />

This Chapter looks at the graphics programs available to the 'ordinary' user -<br />

that is, the sort <strong>of</strong> package that can be bought from the dealers that advertise in the<br />

mainstream computer press. It lists some <strong>of</strong> the leading product in each application<br />

category and explains how graphics are incorporated into useful applications, either<br />

by using programming and/or authoring or by employing the inherent features <strong>of</strong> the<br />

Windows and Macintosh Graphical User Interfaces (GUIs). However, the relative<br />

merits <strong>of</strong> packages are not discussed as this is a survey <strong>of</strong> the market rather than a<br />

review <strong>of</strong> individual products.<br />

5.1 Popular Microcomputer <strong>Graphics</strong> Packages<br />

5.1.1 Painting and Drawing<br />

The most popular types <strong>of</strong> graphics application are undoubtedly general purpose<br />

painting and drawing packages. Such a package allows the user to create original<br />

artwork, or to edit and manipulate existing computer graphic images. These graphics<br />

can then be used in a number <strong>of</strong> ways, including:<br />

• desktop publishing<br />

• enhancing documents with diagrams and pictures<br />

• business presentations<br />

• training and education<br />

• databases<br />

and so on - the list is potentially endless. Although <strong>of</strong>ten used interchangeably,<br />

the terms painting package and drawing package refer to bitmapped and vector-based<br />

(sometimes called object-oriented) applications respectively; a generic term that<br />

includes both might be 'art package'. Tables 5.1 and 5.2 list some <strong>of</strong> the best-known<br />

computer art packages available at the time <strong>of</strong> writing 13 for both Macintosh and PC.<br />

13 It must be emphasised that these tables are neither exhaustive nor necessarily indicate the best packages on<br />

the market: new packages emerge seemingly daily and any list is no better than a snapshot <strong>of</strong> a dynamic<br />

market.<br />

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Package PC Mac Notes<br />

Claris MacPaint √ Monochrome only.<br />

Electronic Arts Studio/8 √ Also available as Studio/32, for 32-bit colour<br />

Aldus SuperPaint √<br />

Windows Paintbrush √ Comes free with Micros<strong>of</strong>t Windows.<br />

Table 5.1<br />

Popular bitmapped computer art packages<br />

Package PC Mac<br />

Adobe Illustrator √ √<br />

Aldus Freehand √ √<br />

CA CricketDraw √ √<br />

Claris MacDraw √<br />

Corel Draw! √<br />

Harvard <strong>Graphics</strong> √<br />

Micrografx Designer √<br />

Table 5.2<br />

Popular object-oriented (vector) computer art packages<br />

Most modern commercial applications now include both bitmapped and objectoriented<br />

editors in the full package to enable the user to handle any graphic they may<br />

come across. For example, the Corel Draw! suite <strong>of</strong> applications includes the objectoriented<br />

Draw! itself and the bitmap editor PhotoPaint!<br />

It is quite common for large Clip Art libraries to be distributed with graphics<br />

applications. Clip Art is the generic term applied to computer graphics images that are<br />

in the public domain and can be used freely, without copyright restrictions. Both<br />

vector and bitmapped Clip Art is available in a wide variety <strong>of</strong> file formats and in an<br />

astonishing range <strong>of</strong> subjects. Given the size <strong>of</strong> modern programs and the amount <strong>of</strong><br />

Clip Art bundled with them the preferred distribution medium for commercial<br />

applications is rapidly becoming the CDROM.<br />

5.1.2 Presentation<br />

The use <strong>of</strong> slide shows to present, promote and sell ideas, services and products<br />

has a long history predating the advent <strong>of</strong> computers. Data is <strong>of</strong>ten much more<br />

comprehensible when presented visually as an image (such as a pie chart or bar<br />

graph), and across all fields people whose job it is to make presentations to audiences<br />

know that slides can complement and enhance their performance. Modern micros<br />

with their rapidly improving graphics capabilities are ideal vehicles for creating and<br />

displaying 'slide shows'. Each 'slide' is simply a computer graphic - usually vectorbased<br />

- created using standard techniques which can then be printed to film, paper or<br />

acetate, or displayed direct from the computer.<br />

Computer-generated slide shows have a number <strong>of</strong> significant advantages over<br />

traditional methods:<br />

• distribution: a large presentation can be saved to disk and copied or downloaded<br />

cheaply and quickly<br />

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• ease and cost <strong>of</strong> production: anyone with a micro and presentation s<strong>of</strong>tware can<br />

create a presentation, eliminating the cost and delay <strong>of</strong> using pr<strong>of</strong>essional bureaux<br />

• ease <strong>of</strong> editing: changes can be made to slides with little effort or waste<br />

• special effects: using the computer for the presentation means that sophisticated<br />

visual effects can be included in a 'show', including sound, video and animation<br />

As a consequence, a large and lucrative market in presentation s<strong>of</strong>tware has<br />

exploded into being in recent years. In addition, it is now quite common for large<br />

drawing packages to include slide show 'modules' within the package. Table 5.3 is a<br />

sample <strong>of</strong> the specialist presentation packages currently on the market.<br />

Package PC Mac<br />

Aldus Persuasion √ √<br />

CA Cricket Presents √ √<br />

MacroMedia Action √ √<br />

Micrografx Charisma √<br />

Micros<strong>of</strong>t Powerpoint √<br />

Symantec More √<br />

Table 5.3<br />

Presentation Packages<br />

5.1.3 Photography<br />

As hardware becomes more and more powerful so the field <strong>of</strong> photography has<br />

been brought into computing. Photographs - whether negative, print or slide - can<br />

now be digitised by scanners and saved as bitmaps, despite the enormous memory<br />

overheads <strong>of</strong> high-resolution true-colour photos. This service, which was once the<br />

exclusive province <strong>of</strong> pr<strong>of</strong>essionals, has been brought on to the high street by Kodak<br />

with their proprietary PhotoCD technology: ordinary members <strong>of</strong> the public can walk<br />

into a retail photographic shop and have their negatives digitised on to a CDROM.<br />

In recent years a number <strong>of</strong> packages have come on the market that are capable<br />

<strong>of</strong> manipulating digitised photographs. These programs are essentially sophisticated<br />

bitmap editors tailored to the requirements <strong>of</strong> photographic editing which allow an<br />

impressive array <strong>of</strong> image processing effects to be applied to the photographic image,<br />

such as changing its colour balance or smoothing or enhancing certain features, as<br />

well as detailed editing down to the level <strong>of</strong> individual pixels. Indeed, in skilful hands<br />

the image can be retouched drastically without any sign <strong>of</strong> these changes appearing in<br />

the final print; the old saying that 'the camera never lies' has never been less true than<br />

today. Because <strong>of</strong> the high memory requirements <strong>of</strong> photographic bitmaps, and the<br />

amount <strong>of</strong> processing involved in applying image processing techniques to them,<br />

photographic applications require high-end machines to run efficiently.<br />

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Package PC Mac Notes<br />

Adobe Photoshop √ √<br />

Aldus PhotoStyler √<br />

Corel PHOTO-PAINT √ Supplied with Corel Draw!<br />

Kodak PhotoCD Access √ √ Just used for decoding PhotoCD files, and only<br />

supports simple operations such as clipping and<br />

scaling.<br />

Micrografx Photo Magic √ Supplied with Micrografx <strong>Graphics</strong> Works<br />

Table 5.4<br />

Photographic editing applications<br />

5.1.4 <strong>Graphics</strong> Utilities<br />

Traditionally the field <strong>of</strong> computer graphics has been beset by a pr<strong>of</strong>usion <strong>of</strong><br />

incompatible file formats and this has been a fertile ground for the growth <strong>of</strong> utility<br />

programs which convert images from one format to another. Increasing user demand<br />

for sophisticated bitmap editing facilities, including the application <strong>of</strong> special effects<br />

to the image, also spawned a large number <strong>of</strong> utilities, as until the recent past both<br />

painting and drawing packages were relatively basic. Modern packages, however,<br />

incorporate graphics file conversion filters for a wide range <strong>of</strong> file formats, and an<br />

<strong>of</strong>ten bewildering armoury <strong>of</strong> image processing tools to create special effects, so the<br />

niches occupied by graphics utilities are gradually shrinking.<br />

The vast majority <strong>of</strong> these utilities are in the public domain, either as shareware<br />

- s<strong>of</strong>tware which can be copied freely and used on a 'try before you buy' basis - or<br />

freeware. There are so many utilities, and they vary so much in quality (although all<br />

are cheap), that it would be a fruitless and inaccurate exercise to compile a list <strong>of</strong> the<br />

'best-known' or 'most common'. The best advice for users who feel they may need one<br />

or more utilities - possibly because their art package has only rudimentary facilities -<br />

is to consult sources <strong>of</strong> shareware, usually either a dealer or a s<strong>of</strong>tware archive.<br />

5.1.5 Animation<br />

Animation is a very recent arrival on the microcomputer scene primarily<br />

because it requires a fast processor and a large amount <strong>of</strong> memory. Essentially,<br />

animation is no more than a series <strong>of</strong> frames flashed before our eyes so quickly that<br />

they give the appearance <strong>of</strong> movement. In this respect, computer animation is no<br />

more sophisticated than 'what-the-butler-saw' machines. However, computers do<br />

vastly ease the animator's job by being able to extrapolate frames from a start point<br />

and an end point. If, for example, the start scene is a car at the left edge <strong>of</strong> the screen<br />

and the end scene the same car at the right edge the computer can use in-betweening<br />

to create the intermediate frames. When the scene is played from start to end it<br />

appears that the car is moving across the screen. In traditional animation these<br />

intermediate scenes would have to be drawn by hand.<br />

Animation packages are vector-based, object-oriented applications. Each figure<br />

in an animation is an object (an actor, in animation jargon) the properties and<br />

movements <strong>of</strong> which are defined by the user. This means that all the information<br />

about a particular animation - objects, backgrounds, movement - can be stored quite<br />

compactly, in the same way that vector graphics produce compact files.<br />

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Because animation is such a new field in the microcomputer world, and because<br />

its market isn't as well defined as that <strong>of</strong> art or presentation packages, there are<br />

relatively few packages on the market. Table 5.5 shows the most common.<br />

Package PC Mac Notes<br />

Autodesk Animator √<br />

Corel Move! √ Supplied with Corel Draw!<br />

Gold Disk Animation Works √<br />

Interactive<br />

√<br />

MacroMind Director √<br />

Table 5.5<br />

Animation packages<br />

5.2 Incorporating <strong>Graphics</strong> into Applications and<br />

Documents<br />

<strong>Graphics</strong> <strong>of</strong>ten need to be used within programs to have the most effect. For<br />

example, a series <strong>of</strong> photographs <strong>of</strong> archeological sites may be quite nice to look at in<br />

a drawing package, but their impact and educational content is exponentially<br />

increased by placing them within a program which contains text about the sites, uses<br />

image processing techniques to bring out hidden features (old field boundaries, for<br />

instance), and cross-references sites according to age and period to show germane<br />

features <strong>of</strong> the civilisations that created them.<br />

We have already looked at one method <strong>of</strong> using graphics in a program, in the<br />

previous section on Presentation Packages, and in the following sections we explore<br />

other methods <strong>of</strong> using the informational power <strong>of</strong> computer graphics within<br />

applications.<br />

5.2.1 Programming Languages and Authoring Tools<br />

These are the 'traditional' methods <strong>of</strong> creating applications. Programming<br />

languages allow the programmer to have close control over the computer, but <strong>of</strong><br />

course require programming skills to use and have a steep learning curve . Their use<br />

is thus restricted to IT pr<strong>of</strong>essionals and enthusiastic users with a lot <strong>of</strong> time. These<br />

days programming languages incorporate such a vast array <strong>of</strong> graphics-handling<br />

functions that it's <strong>of</strong>ten easier to list what programmers can't do with graphics than<br />

what they can.<br />

Authoring tools allow authors without programming skills to produce<br />

applications, usually in particular subject areas. Using simple actions such as<br />

selecting text and applying menu commands complex structures can be created, the<br />

'pre-programming' <strong>of</strong> these structures already having been performed by the<br />

developer. Usually a small amount <strong>of</strong> simple programming in a language specific to<br />

the package is required to get the most out <strong>of</strong> the system but full-blown programming<br />

skills are never called for. All authoring packages have graphics-handling capabilities<br />

which can range from the rudimentary to the sophisticated <strong>of</strong>ten depending,<br />

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unsurprisingly, on the cost <strong>of</strong> the package. The main drawbacks <strong>of</strong> authoring tools<br />

are:<br />

• Proprietary s<strong>of</strong>tware. An authoring package is linked inextricably with the<br />

company that produced it, unlike general-purpose programming languages<br />

which are in the public domain. This usually results in a severe lack <strong>of</strong><br />

portability because an application produced in a particular package can only be<br />

run in that one package (or a cut-down runtime version <strong>of</strong> it used for<br />

distributing the application).<br />

• Efficiency. Applications produced by an authoring system are usually slower<br />

and less efficient than if they had been written in a programming language.<br />

• Specialisation. Although most tools attempt to be general-purpose application<br />

generators, in practice they tend to be very good in certain areas and poor in<br />

others.<br />

On the other hand ordinary users - even computer novices - can produce usable<br />

applications with authoring tools after only a short learning period, and it is this<br />

productivity together with ease <strong>of</strong> use that are the main selling points <strong>of</strong> authoring<br />

packages and the reasons for their enduring popularity. Table 5.6 lists some <strong>of</strong> the<br />

most common.<br />

Package Company PC Mac Notes<br />

Authorware<br />

Pr<strong>of</strong>essional<br />

Authorware Inc √ √<br />

Guide Info-Access √ Primarily for hypertext applications.<br />

Hypercard Claris √ The most popular application generator in the<br />

Mac world.<br />

IconAuthor AimTech Corp. √<br />

Toolbook Asymetrix √ Sometimes called 'Hypercard for the PC'<br />

because <strong>of</strong> its similarities to the Mac program.<br />

Table 5.6<br />

Authoring packages.<br />

5.2.2 Desktop Publishing (DTP)<br />

Desktop Publishing is the name given to the process <strong>of</strong> producing documents<br />

containing both text and graphics - newspapers, magazines, etc - using a computer.<br />

The phenomenal growth in the power and affordability <strong>of</strong> DTP packages for micros<br />

has put publishing into the hands <strong>of</strong> anyone with a micro and a laser printer. DTP<br />

applications allow very sophisticated text formatting and the placing <strong>of</strong> a wide variety<br />

<strong>of</strong> graphics within the publication. Their graphics-handling capabilities are usually<br />

restricted to cropping and resizing, so the editing <strong>of</strong> a graphic has to be performed in<br />

a specialist graphics package.<br />

DTP owes its very existence to the rapid advances in the graphics capabilities <strong>of</strong><br />

computers, particularly micros. Not only is its raison d'etre the incorporation <strong>of</strong><br />

graphics into text, but the WYSIWYG (What You See Is What You Get) display <strong>of</strong><br />

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DTP programs, whereby the document appears on the screen exactly as it will print, is<br />

extremely graphically intensive.<br />

Despite being a relatively mature field - in microcomputing terms - DTP is<br />

dominated by just a few packages (Table 5.7), although given the abilities <strong>of</strong> modern<br />

Word Processing programs the line between WP and DTP is becoming ever more<br />

tenuous.<br />

Package PC Mac<br />

Adobe Illustrator √<br />

Aldus PageMaker √ √<br />

Quark Xpress √<br />

Ventura Publisher √<br />

Table 5.7<br />

Leading DTP packages<br />

5.2.3 Placing <strong>Graphics</strong> into Non-<strong>Graphics</strong> Files<br />

<strong>Graphics</strong> can also be placed into files generated by non-graphics packages by<br />

cut and paste techniques. If both packages work within the same operating<br />

environment, such as the Macintosh System 7 which uses a common data format<br />

regardless <strong>of</strong> the type <strong>of</strong> file, then data can simply be copied from the source to the<br />

destination via the clipboard (an area <strong>of</strong> memory set aside for temporary storage). For<br />

example, you could create a drawing in MacDraw, select that drawing, copy it to the<br />

clipboard, and paste it into a MacWrite document.<br />

A qualitative improvement on simple cut and paste is Object Linking and<br />

Embedding (OLE) introduced by Micros<strong>of</strong>t in Windows version 3.1. Central to OLE<br />

is the object, defined as data created by a Windows application that can be placed -<br />

either by linking or embedding - into another Windows application.<br />

The capacity to use OLE has to be specifically built into a Windows application<br />

by its programmers, although this is now the case with the vast majority <strong>of</strong><br />

commercial Windows programs. Programs that support OLE can be either, or both:<br />

a server, which can supply objects to other applications<br />

a client, which can accept objects from server applications<br />

Each object is created in its own specific server application - say, Windows<br />

Paintbrush - and is then placed as an object in the client file. This object can be either<br />

a link to the server file or a copy <strong>of</strong> the server file embedded into the client.<br />

The main qualitative difference between OLE and simple cut and paste is that<br />

the object can be edited from within the destination file. To edit a graphic placed into<br />

a database record, say, the user simply double-clicks the mouse over the graphic and<br />

the originating graphics application is opened.<br />

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Chapter Six<br />

Computer <strong>Graphics</strong> in Higher Education<br />

If a picture is worth a thousand words, there can be few more obvious uses for it<br />

than in the area <strong>of</strong> imparting knowledge to others. Text is not a very natural teaching<br />

medium for us. Not only does it have a low information density but it also results in<br />

processing overheads for the brain, ins<strong>of</strong>ar as it is a symbolic representation <strong>of</strong><br />

information that has to be decoded. Still and moving images, on the other hand,<br />

usually require no decoding (although they need a lot <strong>of</strong> interpretation) and have high<br />

information densities. Moreover, the human visual system has evolved to be highly<br />

efficient at information gathering and processing, so the presentation <strong>of</strong> information<br />

as graphics takes advantage <strong>of</strong> this natural ability. (This is by no means to deride text<br />

- plainly it would not be possible to put across the information in this book purely<br />

graphically - but simply to recognise its limitations.)<br />

It would not be accurate to say as yet that computer graphics has qualitatively<br />

changed the delivery <strong>of</strong> education and training, although it has certainly significantly<br />

enhanced the quality <strong>of</strong> teaching. In contrast to science, where new technologies<br />

open up new avenues <strong>of</strong> research and change the ways that science is carried out, the<br />

practice <strong>of</strong> teaching changes slowly and is driven by theories <strong>of</strong> learning as well as<br />

more contingent socio-economic factors. Primary <strong>of</strong> these factors, <strong>of</strong> course, is the<br />

availability <strong>of</strong> funding, and this has meant that the use <strong>of</strong> computer graphics in public<br />

education has lagged behind private training. Corporations are willing to spend large<br />

sums on high-end training facilities because <strong>of</strong> the real productivity gains that can be<br />

realised and measured in cash terms. This contrasts with public education where<br />

'productivity' is a more slippery concept and where the information being conveyed is<br />

<strong>of</strong> a different nature from training: broadly speaking education is about concepts and<br />

techniques - the Why and How - whereas training concentrates narrowly on the How.<br />

This concentration upon technique makes training much more amenable to the<br />

use <strong>of</strong> computer graphics than education. It's a fairly simple matter to use graphics to<br />

illustrate the assembly <strong>of</strong> an electronic circuit, but rather harder to explain the<br />

quantum mechanics that enable the semiconductors in the circuit to work.<br />

However, there are areas <strong>of</strong> education where graphics can, and are, being put to<br />

good use. In the sciences visualisation - the graphical representation <strong>of</strong> data - is used<br />

extensively for both data analysis and teaching, and in many fields images are<br />

essential to grasp fundamental concepts - the structure <strong>of</strong> a molecule in chemistry, or<br />

the process <strong>of</strong> cell division in biology, for example. The teaching <strong>of</strong> history,<br />

particularly <strong>of</strong> the 20th century, could benefit from the use <strong>of</strong> the vast amount <strong>of</strong> still<br />

and moving images in the archives, as could the teaching <strong>of</strong> Art by the use <strong>of</strong> image<br />

databases.<br />

There are a few subjects which would not benefit substantially from the use <strong>of</strong><br />

computer graphics in their teaching: it's difficult to see how courses in such areas as<br />

English Literature, Philosophy, Music, or Theology, could be much enhanced by<br />

images whether moving or still. These, though, are the exceptions rather than the rule,<br />

and in most subjects the judicious use <strong>of</strong> graphics can only improve the teaching<br />

material. If nothing else, the inclusion <strong>of</strong> interesting images can make learning fun,<br />

__________________________________________________________________________________________________________<br />

Understanding IT: Computer <strong>Graphics</strong> 42 University <strong>of</strong> Hull


Computer <strong>Graphics</strong> in Higher Education<br />

_________________________________________________________________________________<br />

which <strong>of</strong> course has a positive effect on the student's attitude and thus on knowledge<br />

uptake.<br />

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_________________________________________________________________________________<br />

Glossary<br />

Actor An active object in an animation.<br />

ADC Analogue to Digital Converter. A specialised chip which converts an analogue<br />

waveform into digital data. The reverse process is carried out by a Digital to<br />

Analogue Converter (DAC).<br />

Additive Colours Colours produced by the addition <strong>of</strong> light from luminescent<br />

primary sources, which in the case <strong>of</strong> computer monitors and televisions are red,<br />

green and blue. See also RGB.<br />

Aliasing Image imperfections whereby jagged edges and staircasing appear on lines<br />

and edges due to the limitations <strong>of</strong> raster systems in the representation <strong>of</strong> lines and<br />

curves. These imperfections may be removed by anti-aliasing, a technique which<br />

varies the intensities <strong>of</strong> pixels along the line.<br />

Authoring Tool A program which enables the user (author) to create applications<br />

without writing computer progrms.<br />

Bandwidth The range <strong>of</strong> frequencies in which a signal is transmitted. The greater the<br />

bandwidth the more information the signal carries.<br />

Bitmap A computer graphic composed <strong>of</strong> individual dots known as pixels.<br />

CCD Charged Coupled Device. A photosensitive semiconductor which emits a<br />

voltage proportional to the intensity <strong>of</strong> the light falling upon it. Used in scanners.<br />

CDROM An acronym for Compact Disk Read Only Memory. A CDROM is<br />

physically identical to an audio CD, and is used to store large amounts <strong>of</strong> data (up to<br />

600MB). This makes it particularly useful for distributing large graphical or video<br />

files, and for reference works like dictionaries. A CDROM is read by a CDROM<br />

drive which can be either inside or outside the computer.<br />

CGA Colour <strong>Graphics</strong> Adaptor. An obsolete PC monitor standard, capable <strong>of</strong><br />

displaying low-resolution graphics (640x200 pixels) in 16 colours.<br />

Character Generator A device implemented in display system hardware which<br />

creates standard text characters on screen. A PC uses its character generator when<br />

operating in text mode.<br />

CIE Diagram A conceptual colour space empirically derived from data on human<br />

colour perception by the Commission Internationale de L'Eclairage in 1931.<br />

Clip Art Digital images in the public domain which can be used without copyright<br />

restrictions.<br />

CMYK Standing for Cyan, Magenta, Yellow and blacK, the colour scheme used for<br />

printing. Although in theory cyan, magenta and yellow inks can combine to form<br />

black, in practice the mixture is <strong>of</strong>ten not sufficiently dark so additional black ink is<br />

used.<br />

Colorimetry The science <strong>of</strong> colours, or more explicitly - given that colour is a purely<br />

human perception <strong>of</strong> the visible part <strong>of</strong> the electromagnetic spectrum - the science <strong>of</strong><br />

the human perception <strong>of</strong> colour.<br />

Colour Model Empirical colour description scheme based on the concept <strong>of</strong> colour<br />

mixing, whereby each shade is specified by a unique combination <strong>of</strong> primary factors<br />

such as hue, saturation and brightness.<br />

Colour Wheel Spectral hues arranged in a circle so that opposite colours (180º apart)<br />

are complementary.<br />

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Glossary<br />

_________________________________________________________________________________<br />

Compression The process <strong>of</strong> removing redundant data from a file to reduce its size.<br />

CRT Cathode Ray Tube. A CRT produces an image by firing electrons at<br />

phosphorescent dots on the inside <strong>of</strong> the screen. In a colour CRT three electron guns<br />

and three colours <strong>of</strong> phosphor dot - red, green and blue - are used.<br />

DAC Digital to Analogue Converter. A specialised chip which converts digital data<br />

into an analogue waveform. The reverse process is carried out by an Analogue to<br />

Digital Converter (ADC).<br />

Desktop Publishing (DTP) The use <strong>of</strong> computer s<strong>of</strong>tware to produce printed<br />

publications which can incorporate both text and graphics.<br />

Digitise To convert a real-world image or sound clip into binary data so that it can be<br />

read by computers.<br />

Direct Complement The direct complement <strong>of</strong> a colour is the colour which lies<br />

opposite it on the colour wheel; it can also be thought <strong>of</strong> as its 'negative'.<br />

Dithering On systems with a limited number <strong>of</strong> colours dithering is a method <strong>of</strong><br />

simulating out-<strong>of</strong>-range colours by mixing pixels/dots <strong>of</strong> existing colours. For<br />

example, a 16-colour system can display 256-colour images using dithering. If there<br />

are only two colours available, such as is the case with monochrome printers, the<br />

process is known as half-toning; this is how black-and-white newspaper pictures are<br />

produced.<br />

DPI Dots per inch, a measure <strong>of</strong> image resolution on output devices such as monitors<br />

and printers.<br />

EGA Enhanced <strong>Graphics</strong> Adaptor. PC monitor mode capable <strong>of</strong> displaying 16<br />

colours at 640x350 resolution.<br />

Electron Gun Used in CRTs (such as televisions and desktop computer monitors).<br />

An electron gun fires a beam <strong>of</strong> electrons at phosphorescent dots on the inside <strong>of</strong> the<br />

screen. See CRT.<br />

False Colour Artificial colour applied to a greyscale image in image processing in<br />

order to enhance salient features <strong>of</strong> the image.<br />

Film Recorder A hardware device which prints a computer graphic to a<br />

photographic medium, usually 35mm slides. Film recorders are used by slide bureaux<br />

to convert computer-based presentations into slides.<br />

Framestore See Video RAM.<br />

Graphical User Interface (GUI) An interface between an application or operating<br />

system and the user which communicates with the user by employing graphical<br />

elements, such as windows and icons. Sometimes known as a WIMP Interface<br />

(Windows, Icons, Menus, Pointer). Examples include the Macintosh System 7,<br />

Micros<strong>of</strong>t Windows, and Sun OpenWindows.<br />

Greyscale The range <strong>of</strong> grey shades available on a system.<br />

Greyscale Image A monochrome bitmap where pixel values are interpreted as<br />

different shades <strong>of</strong> grey on a scale from pure white to pure black.<br />

HLS Hue, Light and Saturation. An additive colour model appropriate for visual<br />

displays, developed by Tektronix.<br />

HSV Hue, Saturation and Value. An additive colour scheme for visual displays.<br />

Hue A pure - 100% saturated - colour. A hue is a spectral colour, one that occurs in<br />

the visible spectrum.<br />

Hue, Light and Saturation See HLS.<br />

Hue, Saturation and Value See HSV.<br />

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Glossary<br />

_________________________________________________________________________________<br />

Interlacing A method <strong>of</strong> producing high-resolution displays by scanning every<br />

alternate line in a frame, thus taking two frames to display the whole picture.<br />

Normally found in less expensive systems.<br />

Interpolation A method <strong>of</strong> enlarging bitmaps by adding extra pixels, substituting<br />

each pixel in the original image by a n x n square <strong>of</strong> pixels where n is the degree <strong>of</strong><br />

enlargement.<br />

Liquid Crystal Display A visual display which exploits the light polarisation<br />

properties <strong>of</strong> special molecules (liquid crystals) when small voltages are applied to<br />

them. LCD displays are used in portable computers because <strong>of</strong> their lightness and low<br />

power consumption.<br />

Lookup Table (LUT) A subset <strong>of</strong> the full palette available on a system. The LUT is<br />

a set <strong>of</strong> index values which point to colour values in the full palette.<br />

Megaflop A million floating-point operations per second. Often used as a measure <strong>of</strong><br />

processor speed.<br />

Object A constituent part <strong>of</strong> a vector graphic composed <strong>of</strong> other objects and/or<br />

primitives.<br />

Object Linking and Embedding (OLE) A feature introduced by Micros<strong>of</strong>t with<br />

Windows 3.1 allowing data from any OLE-aware Windows application file to be<br />

placed into another similar file, even if they are <strong>of</strong> different application types (eg a<br />

sound file being placed into a word processing document).<br />

Object-Oriented In graphics terms, referring to a vector-based drawing package.<br />

Operand See Parameter.<br />

Optical Media Storage media in which laser light is used to read and write disk data,<br />

such as CDROMs and Laserdisks. Optical media are generally read-only, as the laser<br />

used in the writing process burns pits into the disk surface, but some expensive<br />

optical disks are read/write.<br />

Page Description Language Commonly used in Desktop Publishing, PDLs are<br />

effectively programming languages which instruct output devices how to output<br />

documents. One <strong>of</strong> the most common PDLs is Adobe Postscript.<br />

PAL The main analogue video standard used in the world outside North America<br />

and Japan.<br />

Palette The full range <strong>of</strong> colours available on a system.<br />

Pantone A standard colour matching scheme for printing which specifies the<br />

percentage <strong>of</strong> each primary colour used to produce a particular shade. Each shade has<br />

a unique shade number. The scheme was created to achieve uniformity and<br />

consistency in colour printing.<br />

Parameter Data supplied to a command, usually in parentheses. For example, the<br />

common graphical primitive rectangle(x1,y1,x2,y2) takes the four parameters x1, y1,<br />

x2, y2.<br />

Phosphor Dot A dot coloured red, green or blue on the screen surface, which<br />

phosphoresces when struck by electrons. An RGB triplet <strong>of</strong> phosphors comprises a<br />

pixel.<br />

Pixel Picture Element. A discrete dot on a television or monitor, or the smallest<br />

element in a bitmap.<br />

Primary Colours Pure hues which when mixed can produce the full range <strong>of</strong> visible<br />

shades.<br />

Primitive The lowest level vector graphics object, such as a line or a rectangle. All<br />

objects are ultimately composed <strong>of</strong> primitives.<br />

Raster Scan Device See Cathode Ray Tube.<br />

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Understanding IT: Computer <strong>Graphics</strong> 46 University <strong>of</strong> Hull


Glossary<br />

_________________________________________________________________________________<br />

Ray Tracing An important form <strong>of</strong> rendering which produces more 'realistic' scenes<br />

by taking into account factors such as the lighting <strong>of</strong> the scene and the reflectivity or<br />

opacity <strong>of</strong> the scene objects.<br />

Refresh Rate The number <strong>of</strong> times a second a display is redrawn. To give a flickerfree<br />

display this needs to be at least 25 times a second.<br />

Rendering The generation <strong>of</strong> artificial 3-D scenes using geometrical and lighting<br />

data.<br />

RGB Standing for Red, Green and Blue, the colour scheme used by colour monitors<br />

and televisions. Different intensities <strong>of</strong> each colour combine to produce the full<br />

colour range.<br />

Saturation The amount <strong>of</strong> pure hue in a colour, on a linear scale from 0% saturation<br />

- no hue at all, resulting in a white or grey - to 100% saturation which represents the<br />

pure hue itself. Pastel colours lie within this range.<br />

Scanner A hardware device for digitising (converting to binary data) printed<br />

material, such as pictures on paper or 35 mm slide.<br />

Shadow Mask In a CRT, a sheet <strong>of</strong> metal with regular apertures which focusses the<br />

beams from the electron guns onto their corresponding phosphors.<br />

Spectral Colour A colour <strong>of</strong> the visible spectrum, a pure fully-saturated hue.<br />

Split Complement The split complements <strong>of</strong> a colour are those which lie either side<br />

<strong>of</strong> its complement on the colour wheel.<br />

Subtractive Colours Colours produced by the subtraction <strong>of</strong> colours from incident<br />

light. A tomato appears red in daylight because it absorbs all other colours in the<br />

visible spectrum other than red, which it reflects. See also CMYK.<br />

Super VGA A wide term, covering a number <strong>of</strong> screen devices with superior<br />

resolution and/or colour capability to VGA.<br />

VGA Video <strong>Graphics</strong> Adaptor 14 . A PC monitor standard <strong>of</strong> at least 640 x 480 x 16<br />

colours.<br />

Video Card A slot-in expansion card containing video RAM and - usually - a<br />

processor, which improves the resolution and colour depth <strong>of</strong> the display. Some video<br />

cards, known as accelerator cards, also speed up the display by reducing the screen<br />

redraw time.<br />

Video RAM (VRAM) The amount <strong>of</strong> dynamic memory devoted to screen display,<br />

usually resident on the video card. Also known as the framestore.<br />

Window A rectangular viewing area which is processed separately from the rest <strong>of</strong><br />

the screen.<br />

WORM Write Once Read Many times. A type <strong>of</strong> read-only optical disk usually<br />

employed for archiving.<br />

WYSIWYG "What You See Is What You Get", pronounced "wizziwig". Normally<br />

applied to Word Processing and Desk Top Publishing packages which operate in a<br />

graphical mode. What appears on the screen is what will appear on hard copy.<br />

14 Some textbooks translate the acronym as 'Video Gate Array'.<br />

__________________________________________________________________________________________________________<br />

Understanding IT: Computer <strong>Graphics</strong> 47 University <strong>of</strong> Hull


_________________________________________________________________________________<br />

Author Title<br />

Annotated Bibliography<br />

Ammeraal, Leendert <strong>Graphics</strong> Programming in Turbo C. 1989. Wiley &<br />

Sons, Chichester.<br />

Guide to graphics programming using Borland Turbo C<br />

Arnold, D B<br />

Duce, D A<br />

Baker, M P<br />

Hearn, D<br />

Barlow, Horace<br />

Blakemore, Colin<br />

Weston-Smith, Miranda<br />

version 2.0<br />

ISO Standards for Computer <strong>Graphics</strong>: The First<br />

Generation. 1990. Butterworths, London.<br />

A detailed treatment <strong>of</strong> the ISO-approved graphics<br />

standards - PHIGS, GKS, CGM, etc - and the<br />

standardisation and approval procedures.<br />

Computer <strong>Graphics</strong>. 1986. Prentice-Hall, London.<br />

Theoretical and practical study <strong>of</strong> underlying concepts <strong>of</strong><br />

computer graphics, including maths (algebra, matrices)<br />

and Pascal code, well-diagrammed throughout.<br />

Images and Understanding. 1990. Cambridge<br />

University Press, Cambridge.<br />

Collection <strong>of</strong> papers from an international conference on<br />

the title subject, held in 1986.<br />

Beard, Nick Visualisation - a series <strong>of</strong> 4 articles in Personal<br />

Computer World, Vol 15 (11 & 12) & Vol 16 (1&2) (Nov<br />

1992 - Feb 1993). A non-technical look at data<br />

Browne, Jimmie<br />

McMahon, Chris<br />

Burger, Peter<br />

Gillies, Duncan<br />

visualisation.<br />

CADCAM: From Principles to Practice. 1993.<br />

Addison-Wesley, Wokingham.<br />

A standard introductory technical texbook on the subject.<br />

Interactive Computer <strong>Graphics</strong>. 1989. Addison-<br />

Wesley, Wokingham.<br />

Comprehensive and advanced treatment <strong>of</strong> computer<br />

graphics with mathematical concepts and algorithms.<br />

Carlson, W E A Survey <strong>of</strong> Computer <strong>Graphics</strong> Encoding and<br />

Storage Formats. Computer <strong>Graphics</strong>, April 1991, Vol<br />

25(2), pp 67-75.<br />

A survey <strong>of</strong> several graphics file formats, including<br />

descriptions <strong>of</strong> common compression methods.<br />

Durrett, H J (ed) Color and the Computer. 1987. Academic Press Inc,<br />

Orlando, Florida.<br />

A collection <strong>of</strong> papers on the title subject, discussing<br />

topics such as Colour Science, colour and humancomputer<br />

interaction, and colour hardware.<br />

__________________________________________________________________________________________________________<br />

Understanding IT: Computer <strong>Graphics</strong> 48 University <strong>of</strong> Hull


Annotated Bibliography<br />

_________________________________________________________________________________<br />

Foley, J<br />

van Damm, A<br />

Feiner, S<br />

Hughes, J<br />

Gonzalez, Rafael C<br />

Woods, Richard E<br />

Computer <strong>Graphics</strong> Principles & Practice. 1990.<br />

Addison-Wesley, Reading, Mass.<br />

Very large and all-embracing text on the theory and<br />

practice <strong>of</strong> computer graphics, particularly mathematical<br />

concepts and algorithms.<br />

Digital Image Processing. 1992. Addison-Wesley,<br />

Reading, Mass.<br />

Comprehensive introductory text to the field <strong>of</strong> Image<br />

Processing.<br />

Hopgood, F R A Using Colour in Computer <strong>Graphics</strong>. 1991. Advisory<br />

Group on Computer <strong>Graphics</strong>, Loughborough University.<br />

A short and concise paper from ACOCG's Technical<br />

Hopgood, F R A<br />

Duce, D A<br />

Johnston, D J<br />

Report Series.<br />

A Primer for PHIGS: C Programmer's Edition. 1992.<br />

Wiley & Sons, Chichester.<br />

Technical desciption <strong>of</strong> the PHIGS standard from a C<br />

programmer's perspective, with full details <strong>of</strong> the C<br />

language binding and example source code.<br />

Jute, André Colour for Pr<strong>of</strong>essional Communicators. 1993.<br />

Batsford, London.<br />

A friendly and colourful 'how to' guide to the use <strong>of</strong><br />

Kay, David C<br />

Levine, John R<br />

colour for communication.<br />

<strong>Graphics</strong> File Formats. 1992. Windcrest/McGraw-Hill,<br />

NY.<br />

Excellent reference on all the graphics file formats in<br />

current use, giving detailed technical information about<br />

each format.<br />

Latham, Roy The Dictionary <strong>of</strong> Computer <strong>Graphics</strong> Technology<br />

and Applications. 1991. Springer-Verlag, NY.<br />

A comprehensive dictionary <strong>of</strong> computer graphics<br />

terminology.<br />

Low, Adrian Introductory Computer Vision and Image<br />

Processing. 1991. McGraw-Hill, Maidenhead.<br />

Mealing, Stuart The Art and Science <strong>of</strong> Computer Animation. 1992.<br />

Intellect Books, Oxford.<br />

Comprehensive and accessible textbook covering all<br />

aspects <strong>of</strong> the field <strong>of</strong> animation.<br />

Peterson, Ivars The Mathematical Tourist. 1988. W H Freeman, NY.<br />

A non-mathematical look at some aspects <strong>of</strong> modern<br />

mathematics, particularly mathematics which can be<br />

expressed graphically, such as fractals.<br />

Pickover, Clifford Computers, Pattern, Chaos and Beauty.1990. St<br />

Martin's Press, New York.<br />

An eclectic work on the images that can be generated on<br />

computers using non-linear mathematical functions .<br />

__________________________________________________________________________________________________________<br />

Understanding IT: Computer <strong>Graphics</strong> 49 University <strong>of</strong> Hull


Annotated Bibliography<br />

_________________________________________________________________________________<br />

Rimmer, Steve Bit-Mapped <strong>Graphics</strong>. 1990. Windcrest Books, Blue<br />

Ridge, PA.<br />

A highly technical book for C and Assembler<br />

programmers on common bitmap formats and how to<br />

display and manipulate them. Contains plenty <strong>of</strong> source<br />

Rogers, D F<br />

Adams, J A<br />

code.<br />

Mathematical Elements for Computer <strong>Graphics</strong>.<br />

1990. McGraw-Hill, NY.<br />

Heavily theoretical mathematical treatment <strong>of</strong> computer<br />

graphics concepts, from simple 2D and 3D<br />

transformations to surfaces and splines.<br />

Rowell, Jan Picture Perfect: Color Output for Computer<br />

<strong>Graphics</strong>. 1991. Tektronix Inc, Beaverton, Oregon.<br />

A glossy, friendly booklet on colour and colour printing<br />

with an unsurprising bias towards Tektronix products.<br />

Well written and informative, though.<br />

Smith, W J<br />

Using Computer Color Effectively: An Illustrated<br />

Thorell, L G<br />

Reference. 1990. Prentice-Hall, New Jersey.<br />

Stonier, Tom Information and the Internal Structure <strong>of</strong> the<br />

Universe. 1990. Springer-Verlag, London.<br />

Subtitled "An Exploration into Information Physics" the<br />

book outlines the author's view that information is an<br />

integral part <strong>of</strong> the natural world.<br />

Warren, Lorraine Understanding IT: Computer-based Presentations.<br />

1994. University <strong>of</strong> Hull.<br />

A highly readable guide to producing presentations with<br />

presentation packages.<br />

Watt, Alan Fundamentals <strong>of</strong> Three-Dimensional Computer<br />

<strong>Graphics</strong>. 1989. Addison-Wesley, Reading, Mass.<br />

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Annotated Bibliography<br />

_________________________________________________________________________________<br />

__________________________________________________________________________________________________________<br />

Understanding IT: Computer <strong>Graphics</strong> 51 University <strong>of</strong> Hull


_________________________________________________________________________________<br />

animation, 36-37<br />

authoring packages, 37-38<br />

bitmapped graphics, 5-7<br />

advantages, 6<br />

colour depth, 5<br />

disadvantages, 6<br />

memory, 5, 6, 13-14<br />

resizing, 6<br />

resolution, 5<br />

brightness, 25<br />

cathode ray tube (CRT), 16<br />

charged coupled device (CCD), 22<br />

Clip Art, 34<br />

colour<br />

additive, 19, 26<br />

definition, 23<br />

depth, 5<br />

dithering, 19<br />

greyscale, 7, 16<br />

perception, 24-25<br />

spectral, 26<br />

subtractive, 19, 26<br />

warm and cool, 30-31<br />

colour models<br />

CIE diagram, 26-27<br />

CMYK, 19, 29<br />

HLS, 27-28<br />

HSI, 29<br />

HSV, 28-29<br />

HVC, 29<br />

RGB, 27<br />

colour printers, 18-21<br />

dot matrix, 20<br />

dye sublimation, 21<br />

inkjet, 20<br />

laser, 21<br />

limitations, 21<br />

plotters, 21<br />

resolution, 19<br />

thermal wax, 21<br />

colour wheel, 30<br />

computer memory (RAM), 15<br />

desktop publishing (DTP), 38-39<br />

dichromatism, 31<br />

direct complements, 30<br />

disk storage, 14-15<br />

Index<br />

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Understanding IT: Computer <strong>Graphics</strong> 52 University <strong>of</strong> Hull


Index<br />

_________________________________________________________________________________<br />

optical media, 14<br />

drawing package, 4<br />

electron guns, 6, 15<br />

eye<br />

colour perception, 24-25<br />

diagram, 24<br />

retina, 24<br />

rods and cones, 24<br />

false colour, 7<br />

file compression, 8-10, 15<br />

fractal, 9<br />

Huffman coding, 9<br />

lossless and lossy, 9<br />

run length encoding (RLE), 8<br />

file formats, 10-13<br />

conversion between, 36<br />

graphics packages<br />

animation, 36-37<br />

desktop publishing, 38-39<br />

photo editing, 35-36<br />

presentation, 34-35<br />

utilities, 36<br />

hue, 27<br />

image processing, 6<br />

image processing, 37<br />

intensity, 25<br />

interlacing, 17<br />

interpolation, 19<br />

liquid crystal display (LCD), 16-17<br />

lookup table, 6<br />

matrix addressing, 16<br />

Micros<strong>of</strong>t Windows, 39<br />

monitors, 15-18<br />

CRT, 16<br />

LCD, 17<br />

object, 3, 13<br />

object linking and embedding (OLE), 39<br />

Pantone, 29<br />

phosphor dot, 15<br />

photographs, digitised, 35<br />

pixel, 5, 14<br />

primitive, 3, 14<br />

saturation, 27<br />

shadow mask, 15<br />

split complements, 30<br />

SVGA, 16<br />

System 7, 39<br />

vector graphics, 3-5<br />

vector graphics<br />

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Understanding IT: Computer <strong>Graphics</strong> 53 University <strong>of</strong> Hull


Index<br />

_________________________________________________________________________________<br />

advantages, 4<br />

disadvantages, 4<br />

memory, 13<br />

uses, 5<br />

video card, 15<br />

video cards, 18<br />

video ram (VRAM), 5, 15, 18<br />

visual system, human, 23-24<br />

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Understanding IT: Computer <strong>Graphics</strong> 54 University <strong>of</strong> Hull

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