Characteristics of Vector Images
Characteristics of Vector Images
CHAPTER 3
Images
NOTE A few weeks of having to repeatedly bring windows to the front, and
then hide them again to see the results of your editing, will probably convince you
to invest in a second monitor.
TIP Your operating system has keyboard shortcuts for moving among win-
dows and applications, accessing your desktop, and for standard commands such
as cut, copy, paste, and undo. Learning to use these commands—and using them
consistently—will enable you to work efficiently.
file formats already use compression within the file itself—for example,
GIF, JPEG, and PNG.
Still images may be the most important element of your multime-
dia project or web site. If you are designing multimedia by yourself, put
yourself in the role of graphic artist and layout designer. Take the time
necessary to discover all the tricks you can learn about your drawing soft-
ware. Competent, computer-literate skills in graphic art and design are
vital to the success of your project. Remember—more than anything else,
the user’s judgment of your work will be heavily influenced by the work’s
visual impact.
Bitmaps
A bit is the simplest element in the digital world, an electronic digit that
is either on or off, black or white, or true (1) or false (0). This is referred to
as binary, since only two states (on or off ) are available. A map is a two-
dimensional matrix of these bits. A bitmap, then, is a simple matrix of the
tiny dots that form an image and are displayed on a computer screen or
printed.
First Person
A few years ago a large corpo- that had a built-in projector and follow-up phone call, we were told
ration asked us and one other sound system with mixers and light by our potential clients that the
multimedia developer to bid on a dimmers—a place where we could competition’s “incredible artwork”
long-term contract for computer- knock the socks off anybody. But had won out over our “excellent
based training. Though busy within 30 seconds, the disaster bells technology demonstration.”
with other active projects, we started tinkling: most of our pre-
To cover our disappointment, we
didn’t want this possibly lucrative sentation was going way over their
mumbled something to ourselves
opportunity to slip by, so we spent heads. Afterward, there were one
about not wanting to work with
a few days hastily putting together or two vague questions and some
computer illiterates, anyway—
a demonstration of our technical thank-you’s.
people who could be taken to the
skills for building nifty databases,
Our competitor’s presentation, on cleaners by fresh paint. But we
designing tricky telecommunica-
the other hand, provided a slick knew we’d missed a hefty piece of
tions systems, and integrating live
series of finely rendered bitmapped contract work because we hadn’t
video. We even “wire-framed” a bit
screen images and elegant visuals. It invested serious graphic art talent
of a working multimedia database
was heavy on pretty menu screens in our demonstration. We decided
with real data we got from the
and very light on how-it-is-done that’s why the real peas in the can
corporation.
technology. We later learned that are never the same bright green as
We showed our demo to about a one of their graphic artists had the ones on the label. So we learned
dozen management and training worked for two solid weeks on the a marketing lesson.
executives, in a fancy boardroom color bitmaps for that demo. In the
72 Multimedia: Making It Work
Together, the state of all the pixels on a computer screen make up the
image seen by the viewer, whether in combinations of black and white or
colored pixels in a line of text, a photograph-like picture, or a simple back-
ground pattern. Figure 3-2 demonstrates various color depths and com-
pression formats. Image 1 is 24 bits deep (millions of colors); Image 2 is
dithered to 8 bits using an adaptive palette (the best 256 colors to represent
the image); Image 3 is also dithered to 8 bits, but uses the Macintosh system
palette (an optimized standard mix of 256 colors). Image 4 is dithered to 4
bits (any 16 colors); Image 5 is dithered to 8-bit gray-scale (256 shades of
gray); Image 6 is dithered to 4-bit gray-scale (16 shades of gray); and Image
7 is dithered to 1 bit (two colors—in this case, black and white).
Chapter 3 Images 73
Figure 3-2 These images show the color depth of bitmaps as described in Figure 3-1.
Note that Images 4 and 6 require the same memory (same file size), but the gray-scale
image is superior. If file size (download time) is important, you can dither GIF bitmap files
to the lowest color depth that will still provide an acceptable image.
74 Multimedia: Making It Work
Bitmap Sources
Where do bitmaps come from? How are they made? You can do the
following:
■■ Make a bitmap from scratch with a paint or drawing program.
■■ Grab a bitmap from an active computer screen with a screen capture
program, and then paste it into a paint program or your application.
■■ Capture a bitmap from a photo or other artwork using a scanner to
digitize the image.
■■ Once made, a bitmap can be copied, altered, e-mailed, and otherwise
used in many creative ways.
If you do not want to make your own, you can get bitmaps from suppliers
of clip art, and from photograph suppliers who have already digitized the
images for you. Libraries of clip art are available on CD-ROMs and down-
loadable through online services. Many graphics applications are shipped
with clip art and useful graphics. A clip art collection may contain a random
assortment of images, or it may contain a series of graphics, photographs,
sound, and video related to a single topic. Some 3-D modeling programs
incorporate libraries of pre-made 3-D models into the application, allowing
you to drag and drop common objects into a scene.
You can also download an image bitmap from a web site: in most
browsers right-click over the image to see a menu of options. Choose
“Download image to disk,” “Copy Image,” or “Save picture as….” Regard-
less of the source of the image, you should be aware of who owns the
copyright to the image you wish to use and what is required to reproduce
the image legally.
Legal rights protecting use of images from clip libraries fall into three
basic groupings. Public domain images were either never protected by a
copyright or their copyright protection has ended. Generally these can be
freely used without obtaining permission or paying a license fee, though
there still may be an ownership issue for a particular work of art (such as a
painting owned by an art gallery). Royalty-free images are purchased and
then used without paying additional license fees. Rights-managed images
require that you negotiate with the rights holder regarding terms for using
the image and how much you will pay for that use.
Figure 3-3 shows a page of thumbnails describing a commercially
available resource of royalty-free images called Photodisc, a part of Getty
Chapter 3 Images 75
Regardless of the source, once you have a bitmap, you can manipulate
and adjust many of its properties (such as brightness, contrast, color depth,
hue, and size). You can also cut and paste among many bitmaps using an
image-editing program. If the clip art image is high resolution (aimed at
300 or 600 dpi printers, not 72 dpi monitors), you may discover that you
can grab just a tiny portion of the high-res image—say, a sheep in the far
corner of a farmyard or a car in a parking lot—and it will look great when
displayed at monitor resolution.
76 Multimedia: Making It Work
Bitmap Software
The abilities and features of painting and image-editing programs range
from simple to complex. The best programs are available in versions that
work the same on both Windows and Mac platforms, and the graphics
files you make can be saved in many formats, readable across platforms.
Macintosh computers do not ship with a painting tool, and Windows
provides only a rudimentary Paint program, so you will need to acquire this
very important software separately. Many multimedia authoring tools offer
built-in bitmap editing features. Director, for example, includes a pow-
erful image editor that provides advanced tools such as “onion-skinning”
and image filtering using common plug-ins. Adobe’s Photoshop, however,
remains the most widely used image-editing tool among designers world-
wide; it is available without some bells and whistles in a less-expensive
version, Photoshop Elements, which may have all the features you need
for your projects.
Many designers also use a vector-based drawing program such as
Adobe’s Illustrator, CorelDRAW, or InDesign to create curvy and com-
plicated looks that they then convert to a bitmap. You can use your image-
editing software to create original images, such as cartoons, symbols,
buttons, bitmapped text, and abstract images that have a refined “graphic”
look, but it is virtually impossible to create a realistic-looking photo
from scratch using an image-editing program. The artistic painting tools
offered by Corel’s Painter ([Link]/painter) include hundreds of
brushes, sprays, watercolors, inks, and textures to mimic the output of
natural media in a bitmap (see Figure 3-4). There are also many open
source and free bitmap editors available—just type “graphics editors” in
a search engine. Regardless of your program of choice, learning to use a
high-powered paint program and image editor is a necessary investment
in your multimedia future.
Capturing and Editing Images The image you see on your monitor is a
digital bitmap stored in video memory, updated about every 1/60 of a sec-
ond. As you assemble images for your multimedia project, you may often
need to capture and store an image directly from your screen. The simplest
way to capture what you see on the screen at any given moment is to press
the proper keys on your computer keyboard. This causes a conversion from
the screen buffer to a format that you can use.
■■ Both the Macintosh and Windows environments have a clipboard—
an area of memory where data such as text and images is temporarily
stored when you cut or copy them within an application. In Windows,
when you press print screen, a copy of your screen’s image goes to the
clipboard. From the clipboard, you can then paste the captured bitmap
into an application (such as Paint, which comes with Windows).
■■ On the Macintosh, the keystroke combination command-shift-3
creates a readable PNG-format file named Picture and places it on
your desktop. You can then import this file’s image into your multime-
dia authoring system or paint program. You can also press command-
control-shift-4 to drag a rectangle on your screen and capture what
is inside the rectangle onto the clipboard, ready for pasting.
The way to get more creative power when manipulating
bitmaps is to use an image-editing program, likely one of the
programs named previously. These are the king-of-the-moun-
tain programs that let you not only retouch the blemishes
and details of photo images, but also do tricks like placing an
image of your own face at the helm of a square-rigger or right
on the sideline at last year’s Super Bowl. Figure 3-5 shows
just such a composite image, made from two photographs.
It was created by graphic artist Frank Zurbano and shows
his fiancée, Brandy Rowell, chasing after wedding gifts on
the lawn where they will be married. Isolating and extracting
parts of an image is an essential skill in multimedia produc-
tion. Most bitmap editors have “lasso” type tools that select
areas by drawing a path. This selection can be “feathered,”
or made to include partially transparent pixels outside the
selected area.
In addition to letting you enhance and make compos-
ite images, image-editing tools allow you to alter and distort
images. A color photograph of a red rose can be changed into
a purple rose, or blue if you prefer. A small child standing
next to her older brother can be “stretched” to tower over him.
Morphing is another effect that can be used to manipulate Figure 3-5 Image-editing programs let you add and
still images or to create interesting and often bizarre animated delete elements in layers.
78 Multimedia: Making It Work
Figure 3-6 Morphing software was used to seamlessly transform the images of 16
kindergartners. When a sound track of music and voices was added to the four-minute
piece, it made a compelling video about how similar children are to each other.
We have to keep satura-
tion in mind all the time Image-editing programs may, indeed, represent the single most signif-
when doing our web pages... icant advance in computer image processing during the late 1980s, bring-
viewing the graphics on both ing truly amazing power to PC desktops. Such tools are indispensable for
Macs and PCs before actu- excellent multimedia production.
ally using them. For instance,
when doing our Halloween NOTE When you import a color or gray-scale bitmap from the Macintosh to
pages, we used a very cool Windows, the colors will seem darker and richer, even though they have precisely
pumpkin background that the same red, green, and blue (RGB) values. In some cases, this may improve the
was beautifully saturated on look of your image, but in other cases you will want to first lighten (increase the
the Mac side. On Windows, brightness and possibly lower the contrast) of the Macintosh bitmap before bring-
though, it was way too dark, ing it into Windows.
and you couldn’t read the
overlying text. We had to
Scanning Images After poring through countless clip art collections,
lighten the GIF on the Mac
you still haven’t found the unusual background you want for a screen about
side a few times before using
gardening. Sometimes when you search for something too hard, you don’t
it cross-platform.
realize that it’s right in front of you. Everyday objects can be scanned and
Rich Santalesa, Editor, manipulated using image-editing tools, such as those described in the pre-
NetGuide Magazine ceding section, to create unusual, attention-getting effects. For example, to
Chapter 3 Images 79
enliven a screen with a gardening motif, scan a mixture of seeds, some fall
foliage, or grass-stained garden gloves. Open the scan in an image-editing
program and experiment with different filters, the contrast, and various
special effects. Be creative, and don’t be afraid to try strange combina-
tions—sometimes mistakes yield the most intriguing results.
Another alternative to computer-generated graphics is to create art-
work using traditional methods: watercolors, pastels, and even crayons. You
can then scan the image, make necessary alterations, and tweak pixels on
the computer. Too many designers have fallen into the trap of trying to
draw detailed sketches using a mouse or drawing tablet, when a pencil or
pen on paper would have produced better results quicker. In Chapter 10,
Figure 10-7 shows a web page that uses a large image map of a seacoast
village for navigation. The picture of the village was drawn on a large sheet
of paper by artist Carolyn Brown using a fine pen. Then it was digitized
in sections because the original drawing was too large for the scanner top.
Four scans were stitched together into a single image using Photoshop
layers, and the image was resized to fit the web page. Finally, it was color-
ized to look “old” and reduced in color depth to 4 bits so that it would load
quickly on the Internet as a GIF.
Powerful filters and plug-ins are offered by most image-editing pro-
grams (see illustration to right) to manipulate bitmaps in many different
ways. Experiment with your filters and plug-ins. Alien Skin’s Exposure,
for example, brings the creative tools of film photography to the world
of digital editing with presets for many looks: discontinued films, dark-
room tricks, lo-fi camera quirks like Holga and Lomo, vintage looks like
Technicolor movie film and old Kodachrome that are distressed with dust,
scratches, and lens blur, warped vignettes, and funky colors from cross-
processing (see Figure 3-7).
Figure 3-7 Exposure from Alien Skin, offering photography effects, is one of
hundreds of commercial plug-ins and filters available for manipulating bitmapped
images. Here a digital color image has been processed to look like it came from a
photographer’s darkroom.
80 Multimedia: Making It Work
Vector Drawing
Most multimedia authoring systems provide for use of vector-drawn
objects such as lines, rectangles, ovals, polygons, complex drawings created
from those objects, and text.
■■ Computer-aided design (CAD) programs have traditionally used
vector-drawn object systems for creating the highly complex and
geometric renderings needed by architects and engineers.
■■ Graphic artists designing for print media use vector-drawn objects
because the same mathematics that put a rectangle on your screen can
also place that rectangle (or the fancy curves of a good line-art illus-
tration) on paper without jaggies. This requires the higher resolution
of the printer, using a page description format such as Portable Docu-
ment Format (PDF).
■■ Programs for 3-D animation also use vector-drawn graphics. For
example, the various changes of position, rotation, and shading of light
required to spin an extruded corporate logo must be calculated math-
ematically. (Animation is discussed in Chapter 5.)
where x1 and y1 define the starting point (in the upper-left corner of the
viewing box) and x2 and y2 define the end point.
A simple rectangle is computed from starting point and size: your
software will draw a rectangle (rect) starting at the upper-left corner of
your viewing area (0,0) and going 200 pixels horizontally to the right and
100 pixels downward to mark the opposite corner. Add color informa-
tion like
and your software will draw the rectangle with a red boundary line and fill
it with the color white. You can, of course, add other parameters to describe
a fill pattern or the width of the boundary line. Circles are defined by a
location and a radius:
Chapter 3 Images 81
rectangle described in the preceding section is less than 698 bytes of alpha-
numeric data (even less—468 bytes—when the description is tokenized or
compressed as .svgz). On the other hand, the same rectangle saved as a .gif
image with a 64-color palette takes 1,100 bytes.
Because of this file size advantage, web pages that use vector graphics
as SVG files or in plug-ins such as Flash download faster and, when used
for animation, draw faster than pages displaying bitmaps. It is only when
you draw many hundreds of objects on your screen that you may experi-
ence a slowdown while you wait for the screen to be refreshed—the size,
location, and other properties for each of the objects must be computed.
Thus, a single image made up of 500 individual line and rectangle objects,
for example, may take longer for the computer to process and place on the
screen than an image consisting of just a few drawn circle objects.
A vector-drawn object is created “on the fly,” that is, the computer
draws the image from the instructions it has been given, rather than dis-
playing a precreated image. This means that vector objects are easily scal-
able without loss of resolution or image quality. A large drawn image can
be shrunk to the size of a postage stamp, and while it may not look good
on a computer monitor at 72 dpi, it may look great when printed at 300 dpi
to a color printer. Resizing a bitmapped image requires either duplicating
pixels (creating a blocky, jagged look called pixelation) or throwing pixels
away (eliminating details). Because vector images are drawn from instruc-
tions on the fly, a rescaled image retains the quality of the original.
TIP Using a single bitmap for a complicated image may give you faster screen-
refresh performance than using a large number of vector-drawn objects to make
that same screen.
For 3-D, the depth (z dimension) of cubes and spheres must be cal-
culated and displayed so that the perspective of the rendered object seems
correct to the eye. As illustrated in Figure 3-9, most 3-D software pack-
ages provide adjustable views so that you can see your work from the top,
bottom, or sides.
Figure 3-9 3-D applications provide x, y, and z axes and adjustable perspective views.
To model an object that you want to place into your scene, you must
start with a shape. You can create a shape from scratch, or you can
import a previously made shape from a library of geometric shapes called
primitives, typically blocks, cylinders, spheres, and cones. In most 3-D
applications, you can create any 2-D shape with a drawing tool or place the
outline of a letter, then extrude or lathe it into the third dimension along
the z axis (see Figure 3-11). When you extrude a plane surface, its shape
extends some distance, either perpendicular to the shape’s outline or along
a defined path. When you lathe a shape, a profile of the shape is rotated
around a defined axis (you can set the direction) to create the 3-D object.
Other methods for creating 3-D objects differ among the various software
packages.
Once you have created a 3-D object, you can apply textures and col-
ors to it to make it seem more realistic, whether rough and coarse or shiny
and smooth. You can also apply a color or pattern, or even a bitmapped
picture, to texture your object. Thus you can build a table, apply an oak fin-
ish, and then stain it purple or blue or iridescent yellow. You can add coffee
cup rings and spilled cheese dip with appropriate coloring and texturing.
To model a scene, you place all of your objects into 3-D space. Some
complex scenes may contain hundreds (if not thousands) of elements. In
modeling your scene, you can also set up one or more lights that will create
diffuse or sharp shades and shadows on your objects and will also reflect,
or flare, where the light is most intense. Then you can add a background
and set a camera view, the location and angle from which you will view the
final rendered scene.
86 Multimedia: Making It Work
NOTE Farms of many computers hooked together may also be called “clusters
of workstations,” or COWs. There is occasionally humorous contention regarding
proper nomenclature: it seems that developers who live and work in cities tend
to prefer the notion of computer farms; developers in rural communities already
familiar with farms prefer to call these beasts COWs.
Chapter 3 Images 87
Panoramas
Media players such as QuickTime and RealPlayer let you view a single
surrounding image as if you were “inside” the picture and able to look up or
down, turn, or zoom in on features. To make this work, you need to stitch
together many images taken from different angles around a circle. Soft-
ware such as ULead COOL 360 ([Link]/cool360) or Panorama
Factory ([Link]) works by importing a sequence of
photos and letting you adjust them precisely into a single seamless bitmap,
where the right edge attaches to the left edge and the color and lighting
differences among the image are smoothed. You should allow some overlap
when you take each photo for a 360-degree panorama, and you may need
to adjust each photo’s contrast, brightness, hue, and saturation while
stitching, if that feature is not provided by your software. Most programs
also allow you to adjust perspective to compensate for different focal
lengths or camera heights.
Color
Color is a vital component of multimedia. The next few sections explain
where color comes from and how colors are displayed on a computer monitor.
Management of color is both a subjective and a technical exercise. Picking
the right colors and combinations of colors for your project can involve
many tries until you feel the result is right. But the technical description of
a color may be expressed in known physical values (humans, for example,
perceive colors with wavelengths ranging from 400 to 600 nanometers on
the electromagnetic spectrum), and several methods and models describe
color space using mathematics and values (see Figure 3-14).
be created and viewed by electronic diodes and sensors, and it is used for
TV and VCR remote controls, for wireless communications among com-
puters, and for night goggles used in the military. Infrared light is radiated
heat. Ultraviolet light, on the other hand, is beyond the higher end of the
visible spectrum and can be damaging to humans.
The color white is a noisy mixture of all the color frequencies in the
visible spectrum. Sunlight and fluorescent tubes produce white light
(though, technically, even they vary in color temperature—sunlight is
affected by the angle at which the light is coming through the atmosphere,
and fluorescent tubes provide spikes in the blue-green parts of the color
spectrum); tungsten lamp filaments produce light with a yellowish cast;
sodium vapor lamps, typically used for low-cost outdoor street lighting,
produce an orange light characteristic of the sodium atom. These are the
most common sources of light in the everyday (or every night) world. The
light these sources produce typically reaches your eye as a reflection of that
light into the lens of your eye.
The cornea of the eye acts as a lens to focus light rays onto the retina.
The light rays stimulate many thousands of specialized nerves, called rods,
which cover the surface of the retina. Receptors in the cones are sensitive
to red, green, and blue light, and all the nerves together transmit the pat-
tern of color information to the brain. The eye can differentiate among
about 80,000 colors, or hues, consisting of combinations of red, green,
and blue.
As color information is sent to the brain, other parts of the mind mas-
sage the data en route to its point of cognitive recognition. Human response
to color is complicated by cultural and experiential filters that cause other-
wise straightforward color frequencies to carry pleasant, unpleasant, sooth-
ing, depressing, and many other special meanings. In Western cultures, for
example, red is the color of anger and danger; in Eastern cultures, red is
the color of happiness. Red is the traditional color for Chinese restaurant
motifs, to make them attractive and happy places; Western restaurants are
often decorated in quieter pastels and earth tones. White, not black, is the
color of funerals in Chinese culture.
Green, blue, yellow, orange, purple, pink, brown, black, gray, and white
are the ten most common color-describing words used in all human lan-
guages and cultures. Komar and Melamid’s interesting tongue-in-cheek
Internet study ([Link]/km/[Link]) has determined that
the favorite color in the world is blue.
See what an image looks like to someone with glaucoma, cataracts,
macular degeneration, or a color deficit:
[Link]/examples
[Link]
Chapter 3 Images 91
Computerized Color
Because the eye’s receptors are sensitive to red, green, and blue light, by
adjusting combinations of these three colors, the eye and brain will inter-
polate the combinations of colors in between. This is the psychology, not
the physics, of color: what you perceive as orange on a computer monitor
is a combination of two frequencies of green and red light, not the actual
spectral frequency you see when you look at that namesake fruit, an orange,
in sunlight. Various color models are illustrated in Figure 3-14. Although
the eye perceives colors based upon red, green, and blue, there are actually
two basic methods of making color: additive and subtractive.
Additive Color
In the additive color method, a color is created by combining colored
light sources in three primary colors: red, green, and blue (RGB). This is
the process used for cathode ray tube (CRT), liquid crystal (LCD), and
plasma displays. On the back of the glass face of a CRT are thousands of
phosphorescing chemical dots. These dots are each about 0.30mm or less
in diameter (the dot pitch), and are positioned very carefully and very
close together, arranged in triads of red, green, and blue. These dots are
bombarded by electrons that “paint” the screen at high speeds (about 60
times a second). The red, green, and blue dots light up when hit by the
electron beam. Your eye sees the combination of red, green, and blue light
and interpolates it to create all other colors. Like CRTs, LCD and plasma
screens utilize tiny red, green, and blue elements energized through tiny
transparent conductors and organized in a Cartesian grid as illustrated by
Marvin Raaijmakers and Angelo La Spina:
GLASS
LAYERS
COLOR
FILTERS
NEMATIC
MOLECULES
VERTICAL
HORIZONTAL FILTER
FILTER
Subtractive Color
In the subtractive color method, color is created by combining colored
media such as paints or ink that absorb (or subtract) some parts of the
92 Multimedia: Making It Work
color spectrum of light and reflect the others back to the eye. Subtractive
color is the process used to create color in printing. The printed page is
made up of tiny halftone dots of three primary colors: cyan, magenta, and
yellow (designated as CMY). Four-color printing includes black (which is
technically not a color but, rather, the absence of color). Since the letter B is
already used for blue, black is designated with a K (so four-color printing is
designated as CMYK). The color remaining in the reflected part of the light
that reaches your eye from the printed page is the color you perceive.
All these factors make computerized color pretty tricky to manage.
The fact that a paint program uses RGB to create the colors on your moni-
tor, while your printer uses CMYK to print out your image, explains the
problem of matching what you see on the screen with your printout. High-
end image-editing programs such as Photoshop deal with this problem by
allowing you to calibrate your monitor with your printer.
The following chart shows the three primary additive colors and how,
when one of the primary colors is subtracted from this RGB mix, the sub-
tractive primary color is perceived. The numbers in parentheses indicate
the amount of red, green, and blue (in that order) used to create each of
the colors in 24-bit color, which is described in the next section. A zero
indicates a lack of that primary color, while 255 is the maximum amount
of that color.
Other color models include CIE, YIQ, YUV, and YCC. CIE describes
color values in terms of frequency, saturation, and illuminance (blue/yel-
low or red/green, which in turn corresponds to the color receptors in
the cones of the eye). CIE more closely resembles how human beings
perceive color, but certain devices such as scanners are unable to replicate
the process.
YIQ and YUV were developed for broadcast TV (composite NTSC).
They are based on luminance and chrominance expressed as the amplitude
of a wave and the phase of the wave relative to some reference. Detail is
carried by luminance (black and white), so reduction in color does not
result in the loss of image definition detail. This analog process can be
translated to a number value so that the computer can use a palette to
assign a color to a pixel.
The Photo YCC model has been developed by Kodak to provide a def-
inition that enables consistent representation of digital color images from
negatives, slides, and other high-quality input. YCC is used for PhotoCD
images.
Macintosh System
Color Palettes
Palettes are mathematical tables that define the color of a pixel displayed
on the screen. The most common palettes are 1, 4, 8, 16, and 24 bits deep:
GIF files using 256-color palettes are saved in a lossless format. The
PNG format also uses palettes (24-bits or 32 bits if an “alpha” mask is To generate a palette which
included for transparency), and is lossless. It was developed for the Internet is best for representing a
(it supports only the RGB color space) to expand GIF’s limited 256 colors particular image, we support
to millions of colors. Heckbert’s median cut algo-
In 24-bit color systems, your computer works with three channels of rithm. This algorithm first
256 discrete shades of each color (red, green, and blue) represented as the builds a three-dimensional
three axes of a cube. This allows a total of 16,777,216 colors (256 × 256 table (a histogram cube)
× 256). Just as the 44.1 kHz sampled-sound standard for CD music on indicating how popular any
compact discs that is discussed in Chapter 4 covers the range of human given colour in the RGB
hearing, the color range offered by 24-bit systems covers what the human cube is in the image being
eye can sense. converted. It then proceeds
to subdivide this histogram
Dithering cube (by dividing boxes in
If you start out with a 24-bit scanned image that contains millions of half ) until it has created
colors and need to reduce it to an 8-bit, 256-color image, you get the as many boxes as there are
best replication of the original image by dithering the colors in the palette entries.
image. Dithering is a process whereby the color value of each pixel is The decision as to where
changed to the closest matching color value in the target palette, using to divide a box is based on
a mathematical algorithm. Often the adjacent pixels are also examined, the distribution of colours
and patterns of different colors are created in the more limited palette within the box. This algo-
to best represent the original colors. Since there are now only 256 colors rithm attempts to create
available to represent the thousands or even millions of colors in the boxes which have approxi-
original image, pixels using the 256 remaining colors are intermixed and mately equal popularity in
the eye perceives a color not in the palette, created by blending the colors the image. Palette entries are
mixed together. Thus any given pixel might not be mapped to its closest then assigned to represent
palette entry, but instead to the average over some area of the image; each box. There are other
this average will be closer to the correct color than a substitute color methods of generating a
would be. How well the dithered image renders a good approximation palette from an image, but
of the original depends upon the algorithm used and whether you allow Heckbert’s algorithm is
the image-editing program to select the best set of 256 colors from the generally regarded as the
original image (called an adaptive palette) or force it to use a prede- best trade-off between speed
termined set of 256 colors (as, for example, with a System palette or and quality.
the browser-safe web palette). Figure 3-15 compares the same scanned
image dithered from millions of colors to 256 colors, 16 colors, 16 grays, Allan Hessenflow of
and black and white. HandMade Software, makers
Dithering concepts are important to understand when you are work- of Image Alchemy, describing
how an 8-bit palette is made
ing with bitmaps derived from RGB information or based upon differ-
ent palettes. The palette for the image of a rose, for example, may contain
mostly shades of red with a number of greens thrown in for the stem and
leaves. The image of your pretty Delft vase, into which you want to elec-
tronically place the rose, may be mostly blues and grays. Your software will
96 Multimedia: Making It Work
First Person
I needed to get about 40 bitmap file, and then saved it in PICT format. files using the network. The 40 new
files from the Macintosh to the The translator program I wanted to files were now on the Macintosh,
Sun SPARCstation. “Piece of cake,” I use to convert Macintosh PICT files mixed in with the original PICTs. I
said. “Give me a few minutes.” The to Sun raster files was an MS-DOS collected the needed raster files into
network hadn’t gone down in three application, so I renamed all the a single folder on the Macintosh and
days, and we were connected at Macintosh files to fit the DOS eight- then sent the whole thing over to
broadband speeds. Well, the files plus-three-character filename con- the Sun.
had been saved in native Photo- vention. Then I cranked up the PC,
A few minutes? The process kept
shop format on the Macintosh. So I launched the translator, and batch-
three chairs warm for about
launched Photoshop, opened each processed all of the files into RAS
two hours.
Chapter 3 Review
n Chapter Summary
For your review, here’s a summary of the important ■■ The image’s bit-depth determines the number of
concepts discussed in this chapter. colors that can be displayed by an individual pixel.
Work out your graphical approach by planning ■■ You can grab a bitmap image from a screen, scan
your approach, organizing your tools, and config- it with a scanner, download it from a web site, or
uring your computer workspace capture it from a video capture device.
■■ What you see on a multimedia computer screen ■■ You can then manipulate and adjust many of its
is the viewer’s primary connection to all of your properties, and cut and paste among many bitmaps
project’s content. using specialized image-editing or “darkroom”
programs.
■■ Work out your graphic approach before you begin,
either in your head or during creative sessions with ■■ Vector images are most appropriate for lines,
your client or colleagues. boxes, circles, polygons, and other graphic shapes
that can be mathematically expressed in angles,
■■ To get a handle on any multimedia project, start
coordinates, and distances.
with pencil, eraser, and paper. Outline your project
and your graphic ideas first: make a flowchart; ■■ A vector object can be filled with color and
storyboard the project using stick figures; use patterns, and you can select it as a single object.
three-by-five index cards and shuffle them until
■■ Vector-drawn objects use a fraction of the
you get it right.
memory space required to describe and store the
■■ Most authoring systems provide simple tools same object in bitmap form.
for creating the graphic objects directly on your
■■ Most drawing programs can export a vector
screen. Most can also import objects from other
drawing as a bitmap.
applications.
■■ Converting bitmaps to vector-drawn objects
■■ Multimedia designers employ a variety of applica-
is difficult; however, autotracing programs can
tions and tools to accomplish many specialized
compute the boundaries of shapes and colors in
tasks.
bitmapped images and then derive the polygon
Differentiate among bitmap, vector, and 3-D object that describes those bounds.
images and describe the capabilities and limita-
■■ For 3-D, the depth (z dimension) of cubes and
tions of all three
spheres must be calculated and displayed so that
■■ Bitmaps are an image type most appropriate for the perspective of the rendered object seems
photo-realistic images and complex drawings correct to the eye.
requiring fine detail.
■■ Objects and elements in 3-D space carry with
■■ Limitations of bitmapped images include large them properties such as shape, color, texture,
files sizes and the inability to scale or resize the shading, and location.
image easily while maintaining quality.
■■ To model an object that you want to place into
■■ A bitmap is a simple information matrix your scene, you must start with a shape.
describing the individual dots of an image, called
■■ When you extrude a plane surface, it extends its
pixels.
shape some distance, either perpendicular to the
shape’s outline or along a defined path.
98
■■ When you lathe a shape, a profile of the shape ■■ If you are using a specialized application to make
is rotated around a defined axis (you can set the bitmaps or drawings, make sure your multimedia
direction) to create the 3-D object. authoring package can import the image files you
produce, and that your application can export such
■■ Rendering is when the computer finally uses
a file.
intricate algorithms to apply the effects you have
specified on the objects you have created. Cite the various file types used in multimedia
Describe the use of colors and palettes in ■■ GIF and PNG images use palettes of colors.
multimedia
■■ Windows uses device-independent bitmaps
■■ Color is the frequency of a light wave within the (DIBs) as its common image file format, usually
narrow band of the electromagnetic spectrum to written as BMP files.
which the human eye responds.
■■ TIFF, or Tagged Interchange File Format, was
■■ Different cultures associate certain colors with designed to be a universal bitmapped image
different meanings. format and is also used extensively in desktop
publishing packages.
■■ For 8-bit GIF images, the computer uses a palette
of 256 colors to determine which colors to display. ■■ For handling drawn objects across many
platforms, there are two common formats: DXF
■■ Dithering is a process whereby the color value of
and IGS. JPEG and GIF images are the most
each pixel is changed to the closest matching color
common bitmap formats used on the Web and
value in the target palette, using a mathematical
may be considered cross-platform, as all browsers
algorithm.
will display them.
■■ Key Terms
99
■■ Key Term Quiz
■■ Multiple-Choice Quiz
1. What is the best way to start creating your 4. Vector-drawn objects are used for all of the
project’s interface? following except:
a. Start with pencil, eraser, and paper. a. lines
b. Outline your project and graphic ideas. b. circles
c. Storyboard using stick figures. c. polygons
d. Use three-by-five index cards and shuffle d. photographs
them. e. boxes
e. All of the above
5. “Unlimited use” of stock photography may
2. Which image file type is best for photographs? actually impose a limitation on:
a. vector a. the number of units you can distribute
b. encapsulated PostScript without paying more.
c. bitmap b. the number of changes you can make to the
d. Shockwave image.
e. laser c. converting the image to another file format.
d. the filters you may use to alter the image.
3. A 24-bit image is capable of representing how
e. the price you can charge for your product.
many different colors?
a. 2 6. Name the area of memory where data such as
b. 16 text and images is temporarily stored when you
c. 256 cut or copy within an application.
d. 65,536 a. scrapbook
e. 16,772,216 b. notepad
c. junkyard
d. filedump
e. clipboard
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7. Perhaps the single most significant advance in 11. A GIF image may contain:
computer image processing during the late 1980s a. 8 bits of color information per pixel
was the development of: b. 16 bits of color information per pixel
a. digital cameras c. 24 bits of color information per pixel
b. 3-D modeling programs d. 32 bits of color information per pixel
c. image-editing programs e. 48 bits of color information per pixel
d. scanners
12. Which of these is the correct HTML
e. electronic crayons
hexadecimal representation of magenta (red +
8. When an image created on a Macintosh is blue)?
viewed on a PC: a. 00GGHH
a. it appears darker and richer because the b. #FF00FF
values have changed c. 255,0,255
b. it appears lighter and less saturated because d. %R100-%G0-%B100
the values have changed e. <color = “magenta”>
c. it appears darker and richer even though the
13. Which of the following is not a color specification
values have not changed
format?
d. it appears lighter and less saturated even
a. RGB
though the values have not changed
b. HSB
e. it appears exactly the same
c. GIF
9. Graphic artists designing for print media use d. CMYK
vector-drawn objects because: e. CIE
a. they can contain more subtle variations in
14. Which of the following is not a native Windows
shading than bitmap graphics
graphics file format?
b. printing inks respond better to them
a. BMP
c. they can be converted across platforms more
b. RIFF
easily
c. TIFF
d. they can be scaled to print at any size
d. PCX
e. they can be viewed directly in Web browsers
e. PICT
10. The 3-D process of extending a plane surface
15. TIFF stands for:
some distance, either perpendicular to the shape’s
a. Transitional Image File Format
outline or along a defined path, is called:
b. Total Inclusion File Format
a. lathing
c. Tagged Interchange File Format
b. rendering
d. Temporary Instruction File Format
c. modeling
e. Table Index File Format
d. extruding
e. skinning
■■ Essay Quiz
1. Discuss the difference between bitmap and vector graphics. Describe five different graphic elements you
might use in a project, for example, the background, buttons, icons, or text. Would you use a vector tool or
a bitmap tool for each element? Why?
2. You are assigned to create an interface that will look good across platforms. What is the difference between
images as shown on a Macintosh and PC? How would you deal with this problem?
101
3. List several simple geometric shapes. If you have a 3-D modeling program available, using these shapes,
extrude or lathe them to create various objects, such as a teapot, a tree, a car, a table, or a lamp. Think of
some other objects. How would you use the simple geometric shapes (called “primitives” ) to create the
3-D object?
4. You are a designer given the task of creating a web site for a new division of your company. Start by
defining the characteristics of the customers of the company and the kind of image the company wishes to
present to its customers. Then specify a color palette to be used for the design of the site. Defend your color
choices by discussing the associations people have with the colors and how they relate to your customers
and the company’s image.
Lab Projects
■■ Project 3.1
Select five different web pages, each from a different web site. Select pages that contain lots of colors and images,
both photographs and graphics. View the five different pages on both a Macintosh and PC screen, preferably
side by side, as well as on more than one computer on the same platform (for example, one Mac, two Windows
computers). Note the differences in how each page appears across platforms and across screens. For each page,
write a paragraph describing how they differ in terms of color tone, saturation, and any other characteristics that
you notice.
■■ Project 3.2
Using the capture tool built into the operating system or another dedicated tool, capture and save five different
screens. Use the tools to save the entire screen, areas of the screen, the frontmost window, an image with a menu
pulled down, and an image with the cursor (some capture programs may not be able to capture all these different
types of images). Save the files and print them out.
■■ Project 3.3
Download three different images from a web site. One should be photographic, one should be a graphic (solid
colors or gradients), and one should be a mix. Convert the images to 256 colors. Use the tools available to use
different dithering patterns and palettes. Print out the files before and after reducing to 256 colors. Write the
file sizes on each one. Use an image-editing program to compare the effects of applying different palettes and
compression methods to the original images.
■■ Project 3.4
Visit different web sites. Describe the use of colors for each in subjective terms. Is each site vibrant? childish?
muted? subtle? Why? What cultural or other factors determined the color selection? Print out a page from each
site, and write a paragraph describing the colors and images used in each one.
102
■■ Project 3.5
Open an image in an image-editing program capable of identifying colors. Select three different pixels in the
image. Sample the color and write down its value in RGB, HSB, CMYK, and web (hexadecimal) color.
103
Different software applications play a critical role in shaping the workflow and final outcomes of multimedia design projects by offering varied functionalities that cater to specific creative needs. Specialized tools allow designers to create, edit, and integrate various types of media elements seamlessly, such as vector graphics, animations, and 3-D models, and perform tasks like authoring, rendering, or special effects application. Additionally, these applications facilitate collaboration through customizable interfaces and media sharing capabilities. As designers switch between software, they harness the unique advantages of each, combining them to produce more sophisticated, polished, and artistically coherent final products, ultimately enhancing the creative potential and efficiency in multimedia design .
One of the primary challenges in matching colors between digital displays and printed media stems from the different color models they use: digital displays typically employ the additive RGB model, while printed media utilizes the subtractive CMYK model. These fundamental differences often lead to discrepancies between what is seen on screen and what is printed. Advanced image-editing programs, such as Photoshop, address these challenges by offering calibration features that align the color output of monitors with printers, allowing designers to preview how colors will print and adjust them accordingly to achieve desired matching .
The additive color model creates colors by combining light in the three primary colors: red, green, and blue (RGB). This model is used in technologies such as CRT, LCD, and plasma displays, where tiny red, green, and blue elements are energized to create the full spectrum of colors perceived by the human eye. In contrast, the subtractive color model generates colors from media like paints and inks that subtract some light wavelengths and reflect others. This model is predominantly used in printing, using cyan, magenta, yellow, and black (CMYK) to create the necessary colors. High-end editing software can calibrate displays with printers to accommodate differences between these models to ensure that printed outputs visually match on-screen designs .
Multimedia designers employ a variety of applications and tools because different software is specialized for specific tasks, such as creating vector images, editing bitmaps, or rendering 3-D models. This practice allows designers to leverage the strengths of each tool, ultimately enhancing the versatility and quality of the final product. For instance, using different tools can enable more complex special effects, refined images, and specialized animations that a single platform might not support alone. Employing a diverse set of tools ensures that the project can incorporate the highest quality multimedia elements available .
Human response to color complexity varies significantly between additive and subtractive color methods due to their distinct ways of combining colors. The additive method, using RGB, allows for a wide range of color combinations by directly manipulating light, which aligns closely with the way the human eye perceives color through red, green, and blue receptors. This results in vibrant and diverse color displays in digital media. In contrast, the subtractive method, employing CMYK, relies on filtering colors through pigment absorption, which can limit brightness and color range. This difference has significant implications for media production, especially in ensuring consistency and accuracy in color reproduction across digital and print formats. Producers must carefully manage these color systems to maintain visual integrity and meet audience expectations .
The human eye perceives colors based on the sensitivity of receptors called cones, which respond to red, green, and blue light. Multimedia displays mimic this perception by using the RGB color model, where colored light sources are combined to produce the wide range of colors perceived by the eye. This understanding of human color perception informs the design of display technologies, ensuring colors are represented accurately and pleasingly. Additionally, the physiological process of light focusing through the cornea to stimulate the retina is mirrored in how displays organize their colored light elements to achieve precise color interpolation, thereby optimizing viewer experience .
Bitmaps are advantageous in multimedia design for realistic and complex imagery with intricate details, such as photographs, due to their pixel-based nature which captures subtle variations in color and tone. However, they consume large amounts of memory and do not scale well, leading to pixelation or loss of detail when resized. Vector images, on the other hand, are ideal for designs involving lines and shapes because they are defined by mathematical equations, allowing them to be resized without losing quality, and generally require less storage space. Their limitation lies in their inability to capture complex imagery with photo-realistic details as effectively as bitmaps .
Vector images have the advantage of being easily scalable without losing resolution or image quality, as they are created from mathematical instructions that the computer interprets to draw the image. In contrast, scaling bitmap images can lead to a blocky and jagged appearance known as pixelation, which occurs because pixel-based images either duplicate or discard pixels when resized. This scalability feature makes vector images particularly useful in multimedia projects where resizing images is necessary, ensuring consistent quality across different display sizes .
The recommended initial step in planning a multimedia project involves outlining the project and graphic ideas using pencil, eraser, and paper before any digital work begins. This foundational step is crucial because it allows for detailed planning and helps ensure that the creative process is guided by well-thought-out ideas, rather than being overwhelmed by digital tools and colors. It facilitates the creation of flowcharts, storyboards, and other planning tools that help structure the project methodically .
Human perception of color is influenced both culturally and psychologically, leading to significant variation in color interpretation. Culturally, colors can hold contrasting meanings: in Western societies, red is often associated with anger and danger, whereas in Eastern cultures, red symbolizes happiness and celebration. This cultural significance affects how colors are used in various contexts, such as red being the traditional color of Chinese restaurant decorations due to its association with joy and luck. Psychologically, colors evoke different emotions based on individual experiences; for example, the color blue is commonly favored worldwide as per studies, possibly due to its calming and serene associations .