Video Phone Concept with Unique Keypad | 2 |
The challenge of the design brief was to create a design solution that enabled greater and easier levels of user interaction. The easy to understand keypad combined with the hand-writing recognition technology provides great information ergonomics for the user. Another of the video phone key selling points is its dual mode functionality. The phones keypad can be locked into place to provide a sturdy stand/rest to allow users to sit back enjoy the video calling experience.
Sony Ericsson Premiere 3 Walkman Phone by KDDI | 0 |
The cell phone market over the years has turned out to be a segment with the least shelf life, thereby a constant process for manufacturers to come up with new models. Today cell phone is not just an instrument to make and receive calls but far beyond that. The new walkman phone Premiere 3 by KDDI for Sony Ericsson, slated for spring release is a powerhouse so to say. It features a 3″ VGA screen, auto focus camera, and a memory of 2GB and weighing a meager 113gms, and quite compact in size. The colors are quite vibrant and with video in demand feature and also remote control for walkman, it sure is a model to look out for. There’s no info on pricing yet.
Sony Ericsson Jalou Cell Phone by Dolce and Gabbana | 0 |
The Jalou phone is the outcome of the latest partnership between designers Dolce and Gabbana and Sony Ericsson which features latest technology along with fashion statement to make others green with desire as well. The unique design of this phone was inspired by the multiple surfaces of a cushion-cut gemstone. The features that must be talked about this phone are its efficient 3.2 megapixel camera that can tag photos with their geographic position, a 2-inch high resolution display, stereo Bluetooth and a built-in-mirror, all these are packed into its compact clamshell which is as small as a lipstick box. Normal versions of this phone are already available in deep amethyst, onyx black and aquamarine shades, and the special D&G edition will be available in Sparkling Rose with 24-karat gold plating along with a special wireless headset.
Sony Ericsson XPERIA X2 with 8.1 Megapixel Camera is Lighter Than X1 | 0 |
The Sony Ericsson XPERIA X2 with its 3.2” touchscreen has been officially unveiled after its sleek-looking predecessor X1. If you consider dimensions, the latest X2 is close to its previous version; however, it’s lighter than the X1. The X2 features a redesigned keypad just like that of a netbook and reveals by sliding out the upper portion. The 8.1 megapixel camera is one of the major upgrades of X2. The custom panel interfaces have been enriched with fourteen preloaded and sixteen more downloadable ones. Besides, it is the debut of Windows Mobile 6.5 operating system as default on a Sony Ericsson handset.
[Press Release]
Live life in the fast lane with the XPERIA™ X2 from Sony Ericsson. Designed for those who always need to be connected, whether it’s for business or personal life, the XPERIA™ X2 blurs the boundary between work and play.
London, UK – September 2, 2009 – Today Sony Ericsson announces the XPERIA™ X2 a new Windows® phone that offers a best in class email and multimedia experience. In the modern world where 24/7 communication is key, users can instantly synchronise their mail and calendar and open and edit Microsoft® Office Mobile documents quickly and efficiently to stay connected with colleagues wherever they are.
The XPERIA™ X2 also includes the unique SlideView feature, which provides quick access to frequently used phone activities. Providing quick interaction with contacts, messages, media and more, SlideView gives an overview of missed incoming activity, notifying the user of any missed calls, e-mails and text messages so users don’t overlook an important contact.
With 14 specially designed preloaded XPERIA™ panels and 16 more to download, users can work with no boundaries with the XPERIA™ X2. From Skype, Mytopia and Google™, to games, CNN and Windows Live™, the panels ensure users are up-to-date with what matters most to them. With an improved touch interface and new 3D signature panel users also benefit from flexible desktop panels designed to categorise business, fun and communication features. Just set favourites to appear during certain times of the day and can get the latest news in the morning, YouTube™ at lunchtime and games for the journey home.
Powered by QWERTY messaging, Windows Mobile® users can even show their presentations on the big screen with the TV out cable – the XPERIA™ X2 makes a day at the office a walk in the park.
“In the fast moving world we live in, the need to stay connected has never been so important.” said Sumit Malhotra, marketing business manager, Sony Ericsson. “We constantly rely on our mobile phones as an extension to the office and the XPERIA™ X2 debuting with Windows Mobile® 6.5, allows users to work quickly and efficiently while on the move. The XPERIA™ X2 also features a new range of interactive panels as well as SlideView, which provides quick access to frequently used phone activities – perfect for those who need to see any missed incoming activity at a glance.”
Entertainment is not compromised on XPERIA™ X2. Enjoy amazing multimedia with the 3.2” high resolution touch screen and DVD quality and take advantage of the 8.1 megapixel camera to capture and instantly share experiences with friends and family. Personalise the panels and users can access Facebook™ to upload their party or holiday images and they can chat with friends across the world via Skype. Whether it is music, photography, email, video or gaming the XPERIA™ X2 has it all.
“Windows® phones allow people to manage their whole world – from work to home to play – on a single handset,” said Stephanie Ferguson, general manager, product management, Microsoft Corp. “The XPERIA™ X2 taps the powerful messaging and multimedia capabilities in Windows Mobile® so customers can be in touch, productive and entertained wherever they are.”
With the need to stay connected 24/7 Sony Ericsson has designed XPERIA™ Services, a bespoke and unique after sales package designed to help XPERIA™ X2 users get the most out of their mobile phone. With a specialised technical team standing by to support busy users and talk through the outstanding features the XPERIA™ X2 has to offer users can get help from troubleshooting to how to access their favourite websites. And if their XPERIA™ X2 stops working while they are abroad, XPERIA™ Services can replace the mobile phone via a simple phone call.
XPERIA™ Services really has been devised with the consumer in mind and to help consumers discover more about their XPERIA™ X2.
XPERIA™ Services really has been devised with the consumer in mind and to help consumers discover more about their XPERIA™ X2.
Live life without boundaries
* Windows Mobile® 6.5 – work on the move easier
* Make the most of the day – flexible desktop panels categorised for life: communication and fun, multimedia, business and internet
* Work without boundaries – instant synchronisation of mail, calendar powered by QWERTY keyboard messaging and Windows Mobile®
* Slide view – quick access to frequently used phone activities and overview of missed incoming activity
* Present documents on the big screen – TV out cable
* Never get stranded – XPERIA™ exclusive travel insurance
* Enjoy amazing multimedia – 3.2” high resolution touch screen and DVD quality
* 8.1 mega pixel camera with Photo light – easily upload images to web albums
* Real 3D panel – 3D effects and zoom, music playback controls
* Make the most of the day – flexible desktop panels categorised for life: communication and fun, multimedia, business and internet
* Work without boundaries – instant synchronisation of mail, calendar powered by QWERTY keyboard messaging and Windows Mobile®
* Slide view – quick access to frequently used phone activities and overview of missed incoming activity
* Present documents on the big screen – TV out cable
* Never get stranded – XPERIA™ exclusive travel insurance
* Enjoy amazing multimedia – 3.2” high resolution touch screen and DVD quality
* 8.1 mega pixel camera with Photo light – easily upload images to web albums
* Real 3D panel – 3D effects and zoom, music playback controls
Big business meeting? Arrive charged with the Car Charger AN300 – ultra fast, ultra-safe and ultra-reliable. A perfect accessory for the XPERIA™ X2, it charges 40 per cent faster than most car chargers – just plug into the cigarette lighter and go.
XPERIA™ X2 supports GSM/GPRS/EDGE 850/900/1800/1900 and UMTS/HSPA 850/900/2100. XPERIA™ X2 will be available in selected markets from early Q4 in the colours Elegant Black and Modern Silver.
Sony Ericsson Xperia Play in White | 0 |
Thanks to the increasing hardware and emergence of various mobile application stores such as Google’s Android Market, this has led to the increasing popularity of gaming on mobile phones. However, while the graphics appears to be nice on those giant touch screens, they aren’t the best when it comes to controlling the games. Fortunately, Sony Ericsson has heeded to the woes of all gamers and will unveil its new white Xperia Play. For some reason or the other, it appears that a vestal white is the trendy color for smart phones, which was an inspiration for creating the Sony Ericsson Xperia Play. This new shiny smart phone that hasn’t made its public appearance, will be unveiled soon to play in white. The device features a stereotypical smart phone design along with a slide-out game pad that makes the gamer handle the device with ease. There is no clue on how long this exclusivity would last; however, most are anticipating its appearance in the public arena.
Designer : Sony Ericsson
EAZ Disabled Mobility Device Is An Innovative Mobility Solution For Physically Disabled Person | 0 |
EAZ Disabled Mobility Device concept eliminates the discomfort and disregard of riding a wheelchair that usually physically disabled person experiences. The innovative mobility device actually is a combination of a wheelchair and a walker that revolutionizes the mobility solution of moderately disabled people. Not only disabled person, even the old community can stylishly rely on this concept as their personal transportation solution. This two wheeled mobility device features a self balancing mechanism where users can travel both on a standing and seating configuration which will give users the freedom of moving around.
Designer : Grayson Stopp
i-Gucci Grammy Edition by Frida Giannini | 0 |
Recognizing the joint venture of Gucci and Recording Academy, creative designer Frida Giannini has designed an exceptional collection of new i-Gucci GRAMMY watches. The Recording Academy is now launching GRAMMYS special edition collection of watches and jewelry collection, an exclusive fusion of style and music. Fans of cosmopolitan watches would find Gucci’s brilliantly designed timepiece, the i-Gucci quite eye-catching.
Offering the ultimate in versatility, the broad face of the watch, changes from a 2-time zone dial to a more streamlined version that has 2 discreet digital hands exposing local time. The watch’s double-layout digital display has a special label celebrating the GRAMMY partnership. Emphasizing the partnership, the watch’s stainless-steel case features GRAMMY Awards special edition label. To add a touch of glamor to this special edition model, the designer has outlined the watch face with sparkling diamonds. The gramophone, unique symbol of GRAMMY since its inception has been etched over the dog tag over a yellow 18-kt gold globe. Music lovers who wish to differentiate their style credentials would fine this model very appealing. A finely engraved Gucci logo finishes the overall design.
Designer : Frida Giannini
HTC Slim by Sylvain Gerber | 0 |
Sylvain Gerber, an industrial designer, tried to design a slim smart phone for HTC. The sleek design gives this phone an elegant touch and futuristic look. It’s been designed with magnesium case and back plate in carbon fiber for quality and luxury. The 3 main buttons are big enough for user with big thumb to operate this smart phone. Even though it looks very stylish, this phone has been designed for business users with less multimedia facilities.
Designer : Sylvain Gerber
MITRA Cylindrical Shaped Portable PC Contains A Built-In Projector For Convenient Presentation | 0 |
Whenever attending a meeting, I always have to carry a heavy laptop and an even heavier projector from my office to the venue, so I know very well how it really feels. Wish I could have a MITRA micro pc that features a compact and battery torch shaped look with great functional opportunities. This small PC contains a roll out LCD that actually is a set of solar panels that generates energy from the sunlight and stores the surplus energy in the onboard battery for emergency use. Also, it comprises hand crank charging facility which gives 30 minutes of use through rotating crank for 30 times only. The built-in LED projector is another unique feature of the PC concept that gives convenient presentation alternatives. This PC was specially designed for Indian rural areas where online teaching, online medical treatment or online help for rural farmers can have significant effect on the entire country’s development and MITRA is the most efficient alternative considering the country’s overall aspects.
Designer : Yogesh Kumar Baghel
Click the image below to see bigger version
3D ANIMATION | 1 |
3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.
Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.
3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.
History
William Fetter was credited with coining the term computer graphics in 1960[1][2] to describe his work at Boeing. One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and hand — produced by Ed Catmull and Fred Parke at the University of Utah.
[edit]Overview
The process of creating 3D computer graphics can be sequentially divided into three basic phases: 3D modeling which describes the process of forming the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object.
[edit]Modeling
A 3D rendering with ray tracing and ambient occlusion using Blender and YafaRay
Main article: 3D modeling
The model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.
[edit]Layout and animation
Main article: Computer animation
Before objects are rendered, they must be placed (laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each other. As with modeling, physical simulation is another way of specifying motion.
[edit]Rendering
During the 3D rendering step, the number of reflections “light rays” can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Image created with Cobalt
A 3d model of a Dunkerque class battleship rendered with flat shading.
Main article: 3D rendering
Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions.
[edit]Communities
There are a multitude of websites designed to help educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.
[edit]Distinction from photorealistic 2D graphics
Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters. See also still life.[citation needed]
Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.
3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.
History
William Fetter was credited with coining the term computer graphics in 1960[1][2] to describe his work at Boeing. One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and hand — produced by Ed Catmull and Fred Parke at the University of Utah.
[edit]Overview
The process of creating 3D computer graphics can be sequentially divided into three basic phases: 3D modeling which describes the process of forming the shape of an object, layout and animation which describes the motion and placement of objects within a scene, and 3D rendering which produces an image of an object.
[edit]Modeling
A 3D rendering with ray tracing and ambient occlusion using Blender and YafaRay
Main article: 3D modeling
The model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.
[edit]Layout and animation
Main article: Computer animation
Before objects are rendered, they must be placed (laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each other. As with modeling, physical simulation is another way of specifying motion.
[edit]Rendering
During the 3D rendering step, the number of reflections “light rays” can take, as well as various other attributes, can be tailored to achieve a desired visual effect. Image created with Cobalt
A 3d model of a Dunkerque class battleship rendered with flat shading.
Main article: 3D rendering
Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions.
[edit]Communities
There are a multitude of websites designed to help educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.
[edit]Distinction from photorealistic 2D graphics
Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters. See also still life.[citation needed]
2D ANIMATION | 0 |
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves.
Raster graphic sprites (left) and masks (right)
2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).
In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files.
2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field.
2D graphics techniques
2D graphics models may combine geometric models (also called vector graphics), digital images (also called raster graphics), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations, and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation, rotation, scaling. In object-oriented graphics, the image is described indirectly by an object endowed with a self-rendering method—a procedure which assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming.
[edit]Direct painting
A convenient way to create a complex image is to start with a blank "canvas" raster map (an array of pixels, also known as a bitmap) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular, the canvas may be the frame buffer for a computer display.
Some programs will set the pixel colors directly, but most will rely on some 2D graphics library and/or the machine's graphics card, which usually implement the following operations:
paste a given image at a specified offset onto the canvas;
write a string of characters with a specified font, at a given position and angle;
paint a simple geometric shape, such as a triangle defined by three corners, or a circle with given center and radius;
draw a line segment, arc, or simple curve with a virtual pen of given width.
[edit]Extended color models
Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled "checker paint" which used to be available only in cartoons).
Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in fancier ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values. correct
[edit]Layers
Main article: Layers (digital image editing)
The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows, reflection, refraction, etc. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent, or transparent—stacked in a specific order. The ordering is usually defined by a single number (the layer's depth, or distance from the viewer).
Layered models are sometimes called 2½-D computer graphics. They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors. Layered models also allow better anti-aliasing of complex drawings and provide a sound model for certain techniques such as mitered joints and the even-odd rule.
Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads and/or railways from a map, certain process layers from an integrated circuit diagram, or hand annotations from a business letter.
In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e. each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure.
Layers that consist of complex geometric objects (such as text or polylines) may be broken down into simpler elements (characters or line segments, respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap the same pixel.
See also Portable Document Format#Layers.
[edit]2D graphics hardware
Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware. Most graphic hardware has internal support for blitting operations and sprite drawing. A co-processor dedicated to blitting is known as a Blitter chip.
Classic 2D graphics chips of the late 1970s and early 1980s, used in the 8-bit video game consoles and home computers, include:
Atari's ANTIC (actually a 2D GPU), TIA, CTIA, and GTIA
Commodore/MOS Technology's VIC and VIC-II
[edit]2D graphics software
Many graphical user interfaces (GUIs), including Mac OS, Microsoft Windows, or the X Window System, are primarily based on 2D graphical concepts. Such software provides a visual environment for interacting with the computer, and commonly includes some form of window manager to aid the user in conceptually distinguishing between different applications. The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement.
2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc. They were also used in most early video and computer games; and are still used for card and board games such as solitaire, chess, mahjongg, etc.
2D graphics editors or drawing programs are application-level software for the creation of images, diagrams and illustrations by direct manipulation (through the mouse, graphics tablet, or similar device) of 2D computer graphics primitives. These editors generally provide geometric primitives as well as digital images; and some even support procedural models. The illustration is usually represented internally as a layered model, often with a hierarchical structure to make editing more convenient. These editors generally output graphics files where the layers and primitives are separately preserved in their original form. MacDraw, introduced in 1984 with the Macintosh line of computers, was an early example of this class; recent examples are the commercial products Adobe Illustrator and CorelDRAW, and the free editors such as xfig or Inkscape. There are also many 2D graphics editors specialized for certain types of drawings such as electrical, electronic and VLSI diagrams, topographic maps, computer fonts, etc.
Image editors are specialized for the manipulation of digital images, mainly by means of free-hand drawing/painting and signal processing operations. They typically use a direct-painting paradigm, where the user controls virtual pens, brushes, and other free-hand artistic instruments to apply paint to a virtual canvas. Some image editors support a multiple-layer model; however, in order to support signal-processing operations like blurring each layer is normally represented as a digital image. Therefore, any geometric primitives that are provided by the editor are immediately converted to pixels and painted onto the canvas. The name raster graphics editor is sometimes used to contrast this approach to that of general editors which also handle vector graphics. One of the first popular image editors was Apple's MacPaint, companion to MacDraw. Modern examples are the free GIMP editor, and the commercial products Photoshop and Paint Shop Pro. This class too includes many specialized editors — for medicine, remote sensing, digital photography, etc
Raster graphic sprites (left) and masks (right)
2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).
In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files.
2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field.
2D graphics techniques
2D graphics models may combine geometric models (also called vector graphics), digital images (also called raster graphics), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations, and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation, rotation, scaling. In object-oriented graphics, the image is described indirectly by an object endowed with a self-rendering method—a procedure which assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming.
[edit]Direct painting
A convenient way to create a complex image is to start with a blank "canvas" raster map (an array of pixels, also known as a bitmap) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular, the canvas may be the frame buffer for a computer display.
Some programs will set the pixel colors directly, but most will rely on some 2D graphics library and/or the machine's graphics card, which usually implement the following operations:
paste a given image at a specified offset onto the canvas;
write a string of characters with a specified font, at a given position and angle;
paint a simple geometric shape, such as a triangle defined by three corners, or a circle with given center and radius;
draw a line segment, arc, or simple curve with a virtual pen of given width.
[edit]Extended color models
Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled "checker paint" which used to be available only in cartoons).
Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in fancier ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values. correct
[edit]Layers
Main article: Layers (digital image editing)
The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows, reflection, refraction, etc. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent, or transparent—stacked in a specific order. The ordering is usually defined by a single number (the layer's depth, or distance from the viewer).
Layered models are sometimes called 2½-D computer graphics. They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors. Layered models also allow better anti-aliasing of complex drawings and provide a sound model for certain techniques such as mitered joints and the even-odd rule.
Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads and/or railways from a map, certain process layers from an integrated circuit diagram, or hand annotations from a business letter.
In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e. each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure.
Layers that consist of complex geometric objects (such as text or polylines) may be broken down into simpler elements (characters or line segments, respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap the same pixel.
See also Portable Document Format#Layers.
[edit]2D graphics hardware
Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware. Most graphic hardware has internal support for blitting operations and sprite drawing. A co-processor dedicated to blitting is known as a Blitter chip.
Classic 2D graphics chips of the late 1970s and early 1980s, used in the 8-bit video game consoles and home computers, include:
Atari's ANTIC (actually a 2D GPU), TIA, CTIA, and GTIA
Commodore/MOS Technology's VIC and VIC-II
[edit]2D graphics software
Many graphical user interfaces (GUIs), including Mac OS, Microsoft Windows, or the X Window System, are primarily based on 2D graphical concepts. Such software provides a visual environment for interacting with the computer, and commonly includes some form of window manager to aid the user in conceptually distinguishing between different applications. The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement.
2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc. They were also used in most early video and computer games; and are still used for card and board games such as solitaire, chess, mahjongg, etc.
2D graphics editors or drawing programs are application-level software for the creation of images, diagrams and illustrations by direct manipulation (through the mouse, graphics tablet, or similar device) of 2D computer graphics primitives. These editors generally provide geometric primitives as well as digital images; and some even support procedural models. The illustration is usually represented internally as a layered model, often with a hierarchical structure to make editing more convenient. These editors generally output graphics files where the layers and primitives are separately preserved in their original form. MacDraw, introduced in 1984 with the Macintosh line of computers, was an early example of this class; recent examples are the commercial products Adobe Illustrator and CorelDRAW, and the free editors such as xfig or Inkscape. There are also many 2D graphics editors specialized for certain types of drawings such as electrical, electronic and VLSI diagrams, topographic maps, computer fonts, etc.
Image editors are specialized for the manipulation of digital images, mainly by means of free-hand drawing/painting and signal processing operations. They typically use a direct-painting paradigm, where the user controls virtual pens, brushes, and other free-hand artistic instruments to apply paint to a virtual canvas. Some image editors support a multiple-layer model; however, in order to support signal-processing operations like blurring each layer is normally represented as a digital image. Therefore, any geometric primitives that are provided by the editor are immediately converted to pixels and painted onto the canvas. The name raster graphics editor is sometimes used to contrast this approach to that of general editors which also handle vector graphics. One of the first popular image editors was Apple's MacPaint, companion to MacDraw. Modern examples are the free GIMP editor, and the commercial products Photoshop and Paint Shop Pro. This class too includes many specialized editors — for medicine, remote sensing, digital photography, etc