This concept will be reviewed in a separate lesson.įrom a programming point of view, all we need to do, is to create a simple Image class, in which we will store the width and the height of the image, as well as a 1D array of pixels (you can use a two dimensional arrays if you want, but this is not necessarily more practical and is not as efficient). Storing pixel color as floats was originally motivated by the need for high dynamic range images (or HDR images), images capable of storing the wider range of colors and light levels one can observe in the physical world. A high definition image (typically 1920x1080 pixels) requires roughly 24 Mbytes of storage (assuming no compression). This means that a single pixel uses 12 bytes of memory (or 96 bpp). If Truecolor is generally enough for the Internet, most image formats used by professionals in the video or film industry encode pixel color as three single (or half) floating point precision numbers (the type float in C++). The number of bits used for each color component of a single pixel, is known as the color depth or bit depth. In this case the acronym is bpc ( bits per channel) but it is not often used. Sometimes the number of bits used is defined per channel (i.e. The number of bits (not bytes) used per pixel is often abbreviated with the acronym bpp it stands for bits per pixel. If you use three bytes to encode the red, green and blue color of a pixel respectively, you can define up to 16.8 millions different colors. With 1 byte (8 bits) you can encode or represent 256 different values per color. In the old times, when computer memory and disk space were limited, pixels values were often stored using the least possible number of bytes. If you work with an additive color system (which computer screens are using) these colors are red, blue and green (in a subtractive color system these primary colors are cyan, magenta and yellow). A pixel in the digital world is generally defined by three digital values, one for each elementary or primary color. The width (horizontal dimension) and the height (vertical dimension) define the overall resolution of the image. The image resolution defines the dimension of this 2D array. As a quick definition let's just say that an image in the digital world, is stored or represented as a 2D array of pixels. We are familiar with the concept of digital images. The more donation we get the more content you will get and the quicker we will be able to deliver it to you. Donations go directly back into the development of the project. (on Discord) to help us improve the website.Īnd you can also donate). Also looking for at least one experienced full dev stack dev that would be willing to give us a hand with the next design.įeel free to send us your requests, suggestions, etc. If you are interested please get in touch on Discord, in the #scratchapixel3-0 channel. We are looking for native Engxish (yes we know there's a typo here) speakers that will be willing to readproof a few lessons. That's what we are busy with right now and why there won't be a lot of updates in the weeks to come. Then when we publish the site we will translate the Markdown files to HTML. You will also be able to contribute by translating pages to different languages if you want to. In practice, that means you and the rest of the community will be able to edit the content of the pages if you want to contribute (typos and bug fixes, rewording sentences). The idea is to make the project open source by storing the content of the website on GitHub as Markdown files. News (August, 31): We are working on Scratchapixel 3.0 at the moment (current version of 2).
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