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en:game_tech:pixel [2024-01-07-22-39] – created 7saturnen:game_tech:pixel [2024-01-07-22-44] 7saturn
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 Computers can process information essentially only in form of numbers. While internally stored as binary numbers, the quantization in this fashion goes for basically **everything** computers process. This makes it necessary to chose one of two approaches to describe image contents: Either the content is describable by some sort of formula (vector graphics), such as defining on point of the surface as the center of a circle, and the image consists of one circle with a given radius and color around that point. This is a rather sharp definition, that also a computer can work with. Or the image is described in form of fixed defined small areas with their color and opacity information. In any case, any location on the surface of an image must also quantized in order to make it possible to have a concept of a location or an area. Usually this is done in a very similar fashion as is done for the well-known game //sinking ships//, in rows and columns of fixed height and width. Computers can process information essentially only in form of numbers. While internally stored as binary numbers, the quantization in this fashion goes for basically **everything** computers process. This makes it necessary to chose one of two approaches to describe image contents: Either the content is describable by some sort of formula (vector graphics), such as defining on point of the surface as the center of a circle, and the image consists of one circle with a given radius and color around that point. This is a rather sharp definition, that also a computer can work with. Or the image is described in form of fixed defined small areas with their color and opacity information. In any case, any location on the surface of an image must also quantized in order to make it possible to have a concept of a location or an area. Usually this is done in a very similar fashion as is done for the well-known game //sinking ships//, in rows and columns of fixed height and width.
  
-This means, the image is partitioned into areas, that can be addressed uniquely, similar to a mathematical coordination system. Usually that means squares, but the partitioning can also be in form of rectangles. Each sub-area resulting from that partitioning has exactly one color and maybe also one transparency value, all over that particular section. The entirety of these sub-areas with their unique colors and transparency values makes up the image. E.g. a simple square shaped image could be partitioned into four sub-squares, 2 in on direction, and 2 in perpendicular direction (usually referred to as x- and y-direction):+This means, the image is partitioned into areas, that can be addressed uniquely, similar to a mathematical coordination system. Usually that means squares, but the partitioning can also be in form of rectangles. Each sub-area resulting from that partitioning has exactly one color and maybe also one transparency value, all over that particular section. The entirety of these sub-areas with their unique colors and transparency values makes up the image. E.g. a simple square shaped image could be partitioned into four sub-squares, 2 in one direction, and 2 in perpendicular direction (usually referred to as x- and y-direction):
  
 {{ :en:game_tech:4_pixels.png?nolink |}} {{ :en:game_tech:4_pixels.png?nolink |}}
en/game_tech/pixel.txt · Last modified: 2024-01-07-23-23 by 7saturn

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