Thursday, September 19, 2013

2D Digital animation for Computer games

2D Digital animation for Computer games

Animation is the projection of several images that changes quickly over a certain amount of time to convey the illusion of motion. There are many types of 2D and 3D animation, from the traditional to digital, and many pioneers who invented these types. The traditional ways range from paper animation, cut-out animation, rotoscoping, the use of a zoetrope, a phenakitoscope, a praxionoscope and a kinetoscope. Through these traditional methods many stars have risen to become well known developers within the animation complex. Such developers include Walt Disney, Hannah Barbera, Warner Bros, Norman McLaren and Len Lye.
Whereas the Digital side of animation, use application software such as Flash, After effects, Toon Boom Studio, to make their animations come to life. The types of digital graphics used in these animations does vary across a variety of digital graphics including raster Imaging through to vector imaging.
One of the first animations is paper animation, a typical use of paper animation is the flip-book. Flip-book animation consists of many pictures placed in chronological order which are meant to be flipped over to give an illusion of movement and create an animated succession.
The phenakitoscope, is an early device used for animation, invented by Joseph Plateau in 1832. Joseph Plateau was born in 1801 and was the first person to authenticate the idolism of a moving image. The phenakitoscope, uses disks with drawn images on, which are in accession with each other. The device’s disks would have slits within the wheel and was generally mounted facing a mirror, so that, when the viewer’s peer through the slits they would see the fast sequence of these images and create the illusion of motion.
William Horner had invented what he called the daedalum, which possibly from the Greek myth Daedalus. The daedalum is a type of zoetrope, which had first been created in AD180 in China by Ting Huan. It however failed to become popular until the 1860 when it was patented by American and English makers. An American inventor then named the daedalem the zoetrope. The zoetrope is a device that creates the illusion of motion from a fast succession of static pictures.
What followed on from the zoetrope, in 1877, was the praxinoscope, like the zoetrope is a device that creates an illusion of motion from a rapid succession of static pictures. It uses a strip of pictures placed around a cylinder which spins. However unlike the zoetrope, the praxinoscope uses an inner circle of mirrors that were placed to reflect the pictures to make them appear more of less stationary in position as the wheel span around. The view would then see the succession of images producing an illusion of motion. It was invented by Emile Reynaud who was responsible for the first animated cartoon films which were projected.
The Kinetoscope was invented by Thomas Edison in 1888, it was an early motion picture display device. It was designed for films to be watched individually through the window of a cabinet placed within the kinetoscope. It was the invention that gave the basic approach to the invention of future film projectors.
Edward Muybridge was the inventor of the zoopraxiscope, a device for projecting motion pictures that pre-dates the flexible perforated film strip which was used in cinematography. The zoopraxiscope projected images from a rotating glass disk in fast succession that gave the impression of motion. The stop-motion images were first painted onto the glass, as silhouettes. A second disk, made in 1892–94, used outline drawings painted onto the discs photographically, then was coloured by hand. Some of these animated images are very intricate, featuring many combinations of sequences of animal and human movement.
In the late 1800s, the Lumière brothers, Auguste and Louis, were the first film makers to come about. They developed a new “dry Plate” that was called the Etiquette Bleue, this was used to demonstrate the use of Edison’s Kinetoscope.
Another process is called Cel-animation, this form of animation is a process that was thought up by Winsor McCay in 1915. The process was made to save money and time. Instead of drawing each frame one by one, McCay came up with the idea to draw the animation in parts on celluloid acetate then place the layers on top of each other, an example of this is the background is drawn on the first layer, the body of the character on the next, the head on the next and the expression on the next.  This would save time drawing each part out again and again.
Rotoscoping is an animation process that was originally accomplished in the early 1900s, by projecting a live action movie frame onto a frosted glass easel, from which an illustrator would trace and redraw the image. The rotoscoping process can be used to make actual cartoons or to make cartoon like movies in which the actors within the movies are recognisable and all the scenery looks realistic, but the entire movie gives off a cartoon like quality.
There has also been many famous developers over the years, the most famous of these being Walt Disney, who is the founder of world famous Walt Disney Company, Warner Brothers, four brothers who founded the Warner Bros Entertainment Inc. who brought fame to the Looney Tunes and Tom & Jerry, and Hanna-Barbera productions, who brought fame to Scooby-doo and the Flintstones.

The Walt Disney Company was founded in 1932 By Walt Disney and Roland Disney. They were founded as the Disney Brothers Cartoon Studios, and were the leading animation industry in America at the time, before it moved onto television, film and travel. The Walt Disney Company, are famous for bringing about such ideas of Mickey Mouse and making animations of famous Grimm Brothers novels and Hans Christian Andersens novels, such as Snow White and The Little Mermaid.
The Warner Bros. Company was founded in 1918 by the brothers Jack, Harry, Albert and Sam Warner. There first major animation was the Looney Tunes, which is still shown on TV to this day. They are mainly an industry that deals in motion pictures and Television programs.
The Hanna-Barbera Productions Inc. was a leading American animation company that dominated animation in the second half of the 20th century. They were founded in 1957 by William Hanna, Joseph Barbera and George Sidney. They brought “Scooby-doo where are you?”, “The Flintstones” and “Top-cat” to fame.
Two other respective animators were Lin Lye, and Norman McLaren, who came up with several animations films between them. Len made around 25 shorts, and McLaren being awarded for several Oscars are amongst some of their achievements.
There are two main digital techniques for 2D animation, these are 2D bitmap graphics and 2D vector graphics. 2D bitmap and vector graphic animation are virtually both the same, however vector images do not pixelate when they are edited or scaled. 2D animations are made using computer software that use 2D bitmap graphics or 2D vector graphics, such examples of this software that is used are, Flash and PowerPoint.
Adobe After Effects is a motion graphics and composting software. It’s used in the post-production process of making films and television production.
Toon Boom Studio is a storyboard and 2D animation software. It develops the storyboards and animation for film, television, games, web animation, and mobile devices. Famous companies such as Disney and Warnerbros use Toon Boom Studio, and motion pictures such as The Lion King 2 and The Simpsons Movie and has also developed well known Television programs such as American Dad, Family Guy and the Simpsons.

Gaming Cultures

Gaming Cultures

The gaming industry has grown so rapidly and become so widespread over the past years that it has integrated itself into everyday life and become part of our culture. They have thus spread to impact much of our everyday media in today’s society, including television, film, music and even sparked of political and news debated on the subject. They have also spawned a number of fandoms and become a subject to many fads, a short phase of interest, until something else comes along.

Such fads include many iOS games, a good recent fad within the gaming market, is the games called Draw Something by OMGPOP. At the time a good and popular game among the, smart phone population. This game was so popular that Zynga a big rival company of OMGPOP decided to buy out the company for $180million, however literally a few months later, the popularity had completely collapsed. Other games though not fads have been part of everyday culture and sparked of a wider range of the gaming audience, these games include Guitar Hero, which later collapsed spanning a 6 year reign, targeted at music fans, and Wii fit/ Wii Sports, which targeted at sports or people who wanted to get fit. These games not only encouraged a larger audience but encouraged families to get together and have competitions with each other making it a good party based game.

Families are a big part of the gaming cultures we live in today. Aside from the Wii, gaming conventions are a big part of the culture we live in, though not widely accepted within the norm, cosplaying is a widely spread hobby that has both parents and children dressing up as gaming character they aspire to be or they are a fan of. A big member of the gaming and cosplaying culture is the Final Fantasy series, which has gaming fans dress up as their favourite characters from the series, another is World of Warcraft and Pokemon.

World of Warcraft however is also the subject of social gaming, and become a part of a big part of the MMO gaming experience. World of Warcraft is mainly widely known across America whereas another MMO called Starcraft is widely known across Asia particularly South Korea. Though not having played either, you hear this game by spread of mouth through competitions held every once in a while. And particularly in South Korea, where Starcraft is played in Internet cafes where the internet is better than the internet in the players own homes.

From the MMO’s termology and slang has been created that has become part of the norm, such words like “lol” meaning Laugh Out Loud, “gg” and abbreviation of Good Game, and n00b a term meaning new beginner. These words particularly “lol” have become widespread enough that people who don’t generally play games use them. 

Another word “pwned” though a spelling error of the word “owned” has come about to be the subject of fails which have been caught on camera, the word owned meaning to be dominated by a situation or player now a term which results in a painful accident and made to laugh about.

Game Player Identities

Game Player Identities

There are many different experiences with video games which offers a way to explore the nature of a persons identity. It’s not just the playing of the game that determines your identity, but the way you use it. Sure there is a storyline within a game that keeps you playing, and you sometimes get choices to pick between good and evil, right and wrong, however not everything within the game is about the storyline or choices. Within a game, is a world, a world full of amazing scenes which can be explored, and give you a sense of beauty. Though not all games have beautiful scenes or settings which enable you to roam around, I can say that, to me, they are all immersive and you can get lost within them. They then essentially, become an escape from reality, and help us to find our true inner selves, the part of us which is lost in this fantasy realm running around like headless chickens, not knowing what may come down the line, in the next five minutes,   whether it’s climbing another world famous Italian, renaissance period, building, or throwing a dagger into a zombies head to get out of your Hotel room, Without games like these I wouldn’t be able to invent and create my own little escapes from the real world or even know what I would like to do in my future, which is help children and adults alike explore their inner child and escape from reality.

Gaming Parallels

Gaming Parallels

This essay will explore the similarities and differences between computer games and traditional games, looking at the history and development of games through the years. You can state many differences at first glance. For example you can see that computer games are virtual, and do not follow the same specifications as traditional games. However they do have some similarities that are easy to spot.

Games have been around for many years before Computer games came into existence. There are many forms of games that have evolved from traditional into computer games. Good examples are Solitaire, which is a card game that has been implemented into many computerised version of the game. An incredible amount of other traditional games have also been implemented into computerised games.

The game Dungeons and dragons is a traditional game I will be focussing on that hasn’t necessarily been implemented into a computer game however draws many similarities to games that have been made specifically for the computer or consoles. Dungeons and dragons was designed by Gary Gygax and Dave Ameson and published for the first time in 1974. The game has spawned many versions and editions. Dungeons and dragons can be played between 12 people at anyone time, making the game more fun and exciting and longer.

The game does have similarities to the game Champions of Norrath, a game that came out on the PlayStation 2 in 2005. The game follows a fantasy world that spawned from the original game EverQuest which came out in 1999. This game is a narrative game, though is not on rails, though has many quests that’ll keep the character active throughout the game.

How these games draw similarities are the fact they are both set in fantasy worlds. The games also can hold multiple players, however unlike Dungeons and dragons that can support up to 12 players, the Champions of Norrath, can hold up to 4 players, these can play together on the same Console, or over the internet. They also have similar themes and genre, and character types. The games both follow the Elf, Orc, Human and other races. However the games have differences. These differences include the interaction. The game of Dungeons and dragons is based on chance, the rule of Dice, the game uses Dice to determine the outcome of the game. 

However the game Champions of Norrath is based on interaction, you interact with the character and play through as him or her fighting your way through goblins orcs and various other monsters to reach your goal.

The games themselves spawned many fandoms and have both been compared to each other on many occasions. Thse fandoms have been able to come together and form social groups for playing. Though Dungeons and Dragons isn’t a game that can be played on your own, The Champions of Norrath can support single player.


The games themselves share many similarities and I feel that the Champions of Norrath itself is one of the many spawned versions of the Game Dungeons and Dragons itself. I loved playing Champions of Norrath as a Child and would still play it now and though I have never played Dungeons and Dragons I can still say it is popular amongst our generation.

Ludology

Ludology

The word ludology derives from the combination of words, “ludo” which in latin means “to play”, and ology, which means a subject of study. The term altogether means the study of play. There are many computer games in today’s world that use strong elements of ludic behaviour. Such games that focus more on play than other games that follow a narrative are games such as Minecraft, The Sims, and Tetris. These games follow ludic gaming in the sense that they are an off the rails game, this means you can take the game in any direction you wish in order to complete a goal.
Toys are a good example within the study of ludic games, as they have no set rules, in which the player can make up a whole scene from nothing. A good example of a toy used in this way is Lego. Lego can be used to build towns, vehicles and people, and in this way we can relate it to the video game “The Sims.” Lego has no set rules, in which you can build whatever you like, and like this, The Sims, a life simulation game, explores the realms of a land where you can create whatever you like, using your own imagination, creating various people and figures on the way.
With Ludic games, rules don’t exist, however players normally make rules up. For example taking an online game, such as Call of Duty or Battlefield, players run around a battlefield killing opponents within the game with the overall outcome to win, however over the years players have started coming up with their own rules. Such rules that exist may be no vehicles in maps that may have been there before, or a game where you are only equipped with a specific weapon and you can only kill with that weapon. These are just some of the examples of rules that have been set up in the ludic environment, but with the evolution of games these expand over time to develop into more bizarre and strange rules to make the game more interesting.
Ludic games do have several elements to them, such as emergence and gameplay.  The gameplay element is however hard to define as it’s hard to find a game with one hundred percent gameplay. Games generally come with a backstory, aim or narrative, and if any game did come close to being a hundred percent gameplay game it’ll be that of the arcade game genre. Such games as minesweeper, have an aim but have no backstory or narrative, so have essentially become a game that is there to waste time. A good example of a ludic game that can break the boundry, and have a narrative, aim and background, yet still be ludic, is a tower defense game. Tower defence games, sometimes come with narratives, yet at other times they are just there for fun, some settings or rules can be set up to make an endless swarm of enemies, or a kill streak mode in which you kill as many opponents as you can before one of them reach your base.

Another element is emergence, emergence can be found in any type of game whether it has a narrative or not. It is something that the game designer didn’t intend for, and creates an outcome that wasn’t originally imputed, but the computer built itself. These happen often in games and are called “glitches”. A good example of a glitch in the form of emergence is within the game Quake III where the use of rocket jumping takes place, where a player can use their rocket to jump even further. This is a change of rules within the game where you can use an explosion which would otherwise kill you in real life, to reach further ledges, another game that includes a glitch is Deus Ex which includes proximity mines which you can stick to a wall and climb to reach other places. These were not designed by the designers however came to be part of the game following the glitch.

Narrative

Narrative

Narrative is a story that can come in the forms of fiction, or non-fiction. The story within the narrative is a chain of events that are connected to tell a full account of what happens within the story or what will later happen.
Within the game industry many games use strong narrative element that can otherwise create many new genres such as sci-fi historical adventure game Assassins Creed II: Brotherhood. The narrative within the game follows Ezio Auditore across Italy as he learns more about his assassins ancestry and how to better himself as an assassin. This within the game is the linear storyline, however during the game you can head of to various people and places to ask for missions, these missions aren’t necessarily important to the overall narrative however only exist as an optional task or bonus level within the game. This is known as a broken narrative.
The general structure of a narrative will follow a story arc; a basic story arc will consist of a beginning, middle and end. However with gaming, the story arc will be different to that of a film, Television series or novel/book. They will follow the protagonist or hero on his or her journey, however will need a more immersive experience for the player to be more involved or more glued to the screen, as a game would take a lot longer to complete than that of a film.
The hero that you follow would typically go through a change, the change could be either a loss, a change in scene for example a move of house environment, or have grown up. Taking Assassins Creed again, we can take the protagonist and hero, Ezio, who at the start of the game was a typical player who loved chasing women, but as the game progresses he is faced with many losses from loved ones and friends, so grows to become more vengeful and versatile with his aggression. However he also grows more mature over the course of the series learning that revenge is not the best answer for everything. This scenario shows that Ezio had to go through some changes to get where he was at the end of the game and that he had to become more mature and overcome his losses. Another example is Saints Row: The Third, where the protagonist, has a change of scene and has to start all over. The saints famously known for occupying Stilwater, get arrested at the beginning of the game robbing a bank, they escape but end up in a new town, with nothing but themselves. This is also a good example of loss.
The games themselves follow the arc of beginning, middle and end, however have more depth to the arc itself,  a good 8-point arc of games consist of Stasis, Trigger, The quest, surprise, critical choice,  Climax, reversal, resolution.
The game Assassins Creed II follows this arc with stasis, Ezio is getting on with his family and brothers, doing deeds for them, Trigger, Ezio’s brothers and father is captured put on public trial and killed, The Quest, Ezio finds out he’s an assassin and vows to take revenge on his family, surprise, he discovers the artefact the apple of eden, critical choice, he must choose to join the assassins order or walk away, climax, he joins and starts travelling Italy killing off his targets to which he discovers the Pope is one, reversal, the pope is the last target and vulnerable,  and resolution, Ezio decides not to kill the pope as he has grown up and decides death is not the answer.

Following this you can see that the arc is also implemented in many other storylines for games, films television series and novels alike. A game like assassins creed you can see the story arc easily when you look at it carefully and it follows a linear story, with the impression of choice, though the character cannot escape the linear story. However there are such games that are linear and there is no escape or even an impression of choice. These games are known as “on Rails.” Games such as Time Crisis is a game which is On Rails as you are taken through the game with no option to move. The game itself is a time trial where you have to kill or be killed, and get through it as quickly as possible.

Game Demographics

Game Demographics

Games are already widely known for the widespread influence in today’s society, however are widely thought to be an interactive toy, made for children, however studies have shown that the average age for the game player is 30, with 32% being aged under 18, 31% being 18-35 years old, and 37% being 36+ and the average game buyer age is 35 years. Overall surprisingly Male and Female gamers share an almost close share with each other, 47% of gamers are female and 53% are male. Whereas purchasers are 52% Male and 48% Female. Within this statistic comes the type of video game genre that is mostly being sold, by units. 19% of game buyers buy action games with Modern warfare 3 being the most sold game in 2011, and followed by action is shooting games with 18.4%, Sports games with a total of 14.8% of game sales, family games with a total of 11.0% and adventure comes fifth with 9.5%. However with computer games, Strategy, Role Playing Games, and Casual games dominate the market with 27.6%, 21.1% and 20.6% respectively. The Sims 3 became widely the most selling game collectively with all its expansions and add-ons. However Star Wars the Old Republic was the most sold game computer game of 2011. Overall within the Gaming industry a total of $24.75 Billion was spent, with an average of $16.54 was paid on content, and $5.59 spent on Hardware, and $2.62 on accessories.

Part 6. Artistic Styles

Photorealism

Photorealism is an artistic style that renders realistic textures and environments. Photorealism is conveyed through the use of proportions realistically accurate, and textures that are also realistically accurate.
There are games like Far Cry 3 which are photorealistic, more games are LA Noire, Call of Duty, and the FIFA series.
LA Noire is a good example of a photorealistic style used in a game, the game shows photorealistic characters and environments which make you believe you are in LA. The use of textures and lighting within the game looks more believable than games such as Borderlands, a cel-shading style game, or Final Fantasy, an exaggerated style game.

Cel-shading

The cel-shading style is meant to convey a hand drawn image style. The cel-shaded style looks as though playing through a comic book. The style is great for games that have been made from graphic novels or comic books. A good example of this is the Walking Dead game. The game is based on a comic book and television show, but adopts a cel-shaded style.
The cel-shaded style renders 3D models with textures that make the models look 2 dimensional. Some cel-shaded games have thick black lines around the models, the cel-shading technique happens to have a limited amount of shades of light depending on the depth of view.
The game Borderlands 2 is a type of cel-shaded game, the technique of cel-shading fits well with the game style, as Borderlands is a type of comical and strange game. Though not all games follow the cel-shading technique though being comical or strange. 

Abstract

Abstract games follow a different style than photorealistic or cel-shaded. The style consists of powerful colours and shapes that make the visuals bizarre and out of this world. Osmos is a good example of an abstract game, the game is full of wonderful colours, and based around a singular cell organism.
Like photorealism, abstract art styles follow visual styles to make the game stand out more, the more realistic a game the more you can immerse yourself in it but with abstract, the more colours the more you want to explore your environment and gaze at the stunning visuals.

Exaggeration

Exaggerated art styles follow and are influenced by art styles from Japan in particular. Japanese art can be either anime art or manga art. Anime comes from the name animation, and manga is from the Chinese characters which translate into  “whimsical drawings”.
The exaggerated style is very popular within the Japanese games. Titles such as Final Fantasy, Naruto and Dead or Alive are good examples of exaggerated games. The styles of Final Fantasy although follow proportions that are realistic, over emphasize weaponry.

Part 5. Applications

Sprites

Sprites are a form of pixel art. Sprites art can be made using an isometric or non-isometric method to make the illusion of 3D. A good example that uses sprites in an isometric way is Harvest moon: Island of Happiness, whereas Pokemon Diamond is a good example that uses non-isometric sprites. Isometric is the use of using perspective to convey the illusion of a 3D object in a 2D space.

Concept Art

Concept art is a form of art that is usually done by game artists or animation artists. Concept art is generally made to get a basic idea of what an object would look like e.g. environment, character, vehicle, weaponry etc.
Characters, will all be drawn in the same posture and position, however undergo major changes in their clothing, handheld objects or facial features, such as scars. From there the characters will be drawn to convey who they are, and undergo more changes until a final concept is chosen and decided upon. This concept art would then go onto a modeller where they would model and rig it ready to put into a scene.
The same goes for environment, weaponry, and vehicles though unlike character, an overall summary of the scene itself is given. If you take Far Cry 3 for example, the character could have looked different to what he did, because he is just someone lost on an island, however the environment has to be an island setting and not a city scape or urban environment. So concept artists would best design an environment that depicts an island.

Texture Art

Textures are art that fit onto models to make them look more like what they are supposed to. For example, you can take a plain model that is only one poly but applying a texture you can make it look like a letter with loads of text on it, or even a painting done by a world famous artist. Texture art doesn’t need to be made photorealistic however just convey what the model is supposed to be, for example, within the Walking Dead game, the textures are not photorealistic, however make the player tell what each model is.
Texture art doesn’t just entail the texture colours but, it also shares the use with a Bump map, a texture sheet that gives the texture depth and makes the model look like it has creases and bumps in. Another texture is the specular map, a texture sheet that tells the scene where light will bounce and reflect from.

Background Graphics

Background graphics can range from 2D images that scroll when moving, to 3D models that are built into the scene. For old games such as Mario, and Sonic, the game background is made with a scrolling 2D image that’s moves with the player, this gives the sense of movement. With newer games 3D models are sometimes used, for example FIFA use 3D models as the stadium stands, and crowd. 3D models however consist of more polys, so will cost render speed, and time, thus is not recommended for scenes that are large.
Within 2D background graphics is also a technique called Paraplex scrolling, Paraplex scrolling is a technique that creates the illusion and feeling of depth. This is done by making the image further back scroll slower than that of the background graphics in the foreground.

Heads up Display

The heads up display or HUD for short, is a type of interface grapic, these graphics can be menus, maps, a health bar, visuals such as achievements, or objectives. The Majority of games come with a built in interface, and HUD though you can choose in some games to get rid of it.

Game Packaging

Game Packaging is a form of print media, Print media can consist of posters, adverts, gaming packaging, and disc printing. The game packaging, sells the game and is printed to make the viewer more interested.

Part 4. Storage of Digital Assets

File Size

File size is an important part of digital graphics. When sent over the internet or stored, a file on a computer would use a certain amount of resources. These resources take up space and have physical limits to their abilities. When looking at the size of the file, the bigger the file size, the longer it’ll take to load or render.
When talking about optical media, storage within the available space given needs to be within a certain limit, taking an Xbox 360 disc which can hold up to 8GB on a dual layer disc, the files within the disc may need to be compressed to allow full use of storage within the disc. Also taking into consideration the types of assets used, the files may be compressed into an allocated space, i.e. textures make up 20% of the disc, models 30% etc.

File Naming Conventions

Within your computer you have hundreds of files, these files are named and arranged in a way that is easily accessible to you. Many files within the gaming industry use file naming conventions, and folders that can easily be found and accessed, a good example for this is textures. Textures for 3D assets within a scene will be named differently compared to the model and what it will be used for, you can use the same model over and over however change the texture to make it appear different. A basic name convention for a texture would be; Texture_House1_Interior_Wooden. The name indicated that the file is a texture sheet, used for the house model interior, and the type of texture, in this case wood.
With this naming convention you can also get folders that branch out folders containing files should also use naming conventions.

This image shows the naming conventions within folders, the folder named Unreal expands into six more folders, containing Textures, which expands into six more folders and a file including the file GatePillar, which expands into two files. This tells me that these two files are textures for the GaterPillar for the Unreal scene.

Assets Management

Within the gaming industry, there is an assets management. This is used for management of assets within a game or another industry within media. Much like naming conventions for the folders, the folders are managed into their own subcategories where they can be easily found and accessed.

Within the games industry particularly there will be members of the production team that will be responsible for certain areas of the game, therefore will only need to access one section or one part of the files. For example texture artists will only need to access the textures folder whereas 3D modellers will only need to access the models folder.

Part 3. Image Optimisation

Target Image Output

The target image output is the output of an image for its target. For example if an image’s target is for a poster the image resolution must be higher than that of a business card.
The Target image output should set aside a certain amount of dpi to minimise the loading times
.

Image bit-depth

Image bit-depth is the number of bits used to show the colour of singular pixels in a bitmap image. The more bits within the image the better the quality in the image. The simplest of bit images, a 1 bit image, can only show 2 colours black and white. That is because the 1 bit can only store one of two values 0 and 1 (black and white). An 8 bit image can store up to 256 colours whereas a 24 bit image can store up to around 16 million colours.
The image bit-depth can also determine the image size along with the image resolution. With the increase of bit depth, the increase in the image size. This is because more colour information has to be stored for each pixel within the image.
Photoshop has a good image depth of 32 bits per pixel, for HDR (high-dynamic-range) images, however most commonly uses 16-bit, meaning the overall quality of the image increases with more depth. A 32-bit image can make use of up to 4.295 million colours.

Image Resolution

The image resolution often refers to the image quality, sharpness and clarity. The term Image resolution is often used to describe monitors and printers. A good example is a printer with a 300-dpi (dots per inch) is capable of printing 300 different dots per line an inch long.
With graphics monitors, the screen resolution is the number of pixels on the entire screen. For example a screen that is 1920x1200 resolution would have 1920 distinctive pixels on each of the 1200 lines. This would mean there is about 2million pixels on the screen at the same time. There are different types of classification for resolutions, high-resolution medium-resolution and low-resolution.

Image Dimensions

Image dimensions are the length and width of the digital image. Dimensions can be seen like image resolution however with some software, such as Photoshop, you can scale your work area according to your desire, by inches and centimetres.  Image dimension is good when designing to a specific measurement, such as a CD, DVD or Blu-ray case. These cases are measured out by centimetres or inches. Within Photoshop you can select your document to be those specific dimensions so you can meet the specific criteria.

Image Compression

For your target hardware, it is important to optimise for digital graphics. Higher quality uncompressed images will not render without enough memory.  Images need to be compressed according to hardware, for example, the Xbox 360 only has 512MB so that textures will need to be compressed, whereas a high end PC will have a larger memory so the API will stand in.
The technique is used to reduce file size by taking the original file and compressing it down so it can be made into a more transferable file. This means that when transferring a file the file will be quicker to transfer over the internet and take a shorter time to download. A good example is when using e-mail. E-mails can only attach up to a limit, which therefore means that large files cannot be sent across with e-mail. With compression you can compress the file by up to half its size and send it.
Files can be compressed using some programs such as WinZip, WinZip will compress the folder into a ZP format which will reduce the size however keep the quality the same. This type of compression is the lossless compression type as it compresses the folder and loses none of its quality or any files within the compression.

Part 2. Image Capture

Image Capture

There are several main ways to capture an image, the main examples of these being a scanner, digital camera, or tablet. A scanner is a device that optically scans images, printed text, handwriting or an object, and converts it into a digital image. A digital camera is different to this, the camera captures images electronically rather than on film. The image is captured by an array of CCDs (charge coupled devices), stored within the camera’s random access memory (RAM). Lastly the tablet is a device that is imputed into the computer to hand draw images and graphics, similar to the ways it is drawn with a pencil and paper. These tablets may also be used to capture the data of a handwritten signature.

Scanners

Scanners are a vital part of capturing images. The process of scanning is to analyse the image and process it. Image and text can be captured sing a scanner and imported onto a computer where it can be edited or enhanced. From there the image which is scanned can be printed or placed on a web page for further use. There are different types of scanners which all have distinct uses.
Flatbed scanners are also called desktop scanners, these scanners are the most commonly used scanners in office and work places and are generally used to scan images or text which is on paper.
Sheet-fed Scanners are scanners that are somewhat similar to flatbed scanners, these scanners allow the document to be moved and the scan head is fixed in position to scan the moving document.
Handheld Scanners have the same basic technology uses as that of the flatbed scanner, however rely on the user to move the scanning head instead of motors that do it for you. These aren’t good at making sharp images, however are good for making quick scans of text.
The Drum scanner is greatly used by the publishing industry to capture detailed imagery. The technology drum scanners use is called a photomultiplier tube or PMY for short. The PMT, uses a glass cylinder, that the document is mounted on, which has a sensor that will splits light into three beams into the document. Each beam is sent through a colour filter into the photomultiplier tube where the light is changed into an electric signal.

Digital Cameras

Digital cameras are another vital part of capturing images, digital cameras can capture images that scanners cannot. To view an image taken on a camera, on a digital device, you can either use a conventional film camera. by processing the film chemically, then use a digital scanner to scan the image to view on a digital device or another way, is to take the photo using a digital camera and use a connectable cord which can connect via the USB port, or importing the memory card directly into the computer.
Within digital cameras there is a sensor that converts light into electronic charges. The image sensor used by most digital cameras is the charge coupled device (CCD), however some cameras use a complementary metal oxide semiconductor (CMOS) technology. Both CCD and CMOS convert light into electrons.
The sensor then reads the accumulated charge value of each cell within the image; the CCD transports the charge across the chip and reads it at one corner of the array. Then as analog-to-digital converter (ADC) then turns the pixel’s values into digital values. However CMOS devices use several transistors at each pixel to amplify and move the charge using wires.
CCD sensors create high-quality photos, with low noise, whereas CMOS sensors are more susceptible to noise.

Tablets

Compared with cameras and scanners, the tablet is used and works in an entirely different way. A tablet, otherwise graphics pad, woks like a pen and paper, the tablet is built with a pressure sensor that comes with a special pen to transfer whatever is drawn on the tablet to the computer or digital device you are using.
Tablets are used in conjunction with programs like Photoshop, Painter Pro. Etc. for drawing and creating graphic images, many famous digital artists use tablets to draw on the digital device.
The Tablet can be combined with the use of scanners and cameras. The Tablet and pen can be used to edit the pictures taken on the camera, or scanned in with the scanner.

Part 1. Digital Imaging Theory

Digital Image Theory

Pixels

The name pixel derived from the combination of picture and element. A pixel is a single dot on a digital screen/video display system, and all digital imaging is made up of a collection of pixels, with each pixel being on or off, dark, being off and illuminated, being on, a turned on pixel will possibly be in colour. The number of pixels that can be on a digital image at any one time varies on the resolution of the screen itself. Some common resolutions include, 640x480, 1024x600, 1280x720, 1280x960, 1600x1200 and 1920x1080.

Types of Digital Graphics

Digital graphics comes in many forms and styles, the main types of digital graphics are raster images and vector images.
Raster Images, otherwise known as bit-mapped images, are a data assembly representing generally a square or rectangular grid of pixels, or points of colour, viewable on a screen, paper, or other display medium. The density of the dots on the screen is the image’s resolution, which determines how clear the image appears when it is printed on paper or viewed on a digital display. Resolution is often listed as the image’s dots per inch (dpi). A vector Image is the use of geometrical primitives such as points, lines, curves, and shapes or polygons, which are all built upon mathematical calculations, to signify images in computer graphics.

File Extensions

A file extension is a suffix for the name of a file stored on computers used to show the file format of its contents. Examples of filename extensions are BMP, PNG, GIF, JPG and PSD.
BMP is a bitmap image used in Windows. BMP images store graphics in a format called device-independent bitmap (DIB). The naming of this is because of the independence of the final output device. When a DIB image is output, for example being sent to a printer, the device driver will translate the DIB colours to colours the output device can display.
GIF is Graphics Interchange Format, a graphics imaging format which is supported by the web. With GIF format, you can compress files more as the GIF format only supports 256 colours. Therefore it becomes better than JPG (see below), for images with only a few colours. GIF also can support animation files, and transparency.
JPG or JPEG is Joint Photographic Experts Group, the original name for the group that originally wrote the standard. JPG like the GIF can be supported by the web, and is a lossy compression technique that is designed to compress colour and greyscale images. The information that is discarded within the compression is information that the human eye cannot portray. The JPG format can support up to 16million colours and is best used for photographs, and graphics that are complex.
PNG stands for Portable Network Graphics, is another graphics standard supported by the web. The PNG was developed as a patent-free to the GIF, however it also turned into an improvement for the GIF technique. Images in a lossless PNG can be 5-25% more compressed than a GIF image file of the same image. PNG builds on the idea of opacity in GIF images and allows the use of the degree of opacity. Saving, restoring and re-saving a PNG file image will not change the output or quality of the image, however unlike the GIF file format doesn’t support animation.
PSD is a Photoshop document, a PSD file format can be opened within Photoshop and can be edited and turned into a GIF, BMP, JPG, or PNG. Photoshop can support many layers of images, which can be merged/flattened to make a compete image, or exported individually to make its own image.

Compression

Lossy compression allows big reductions in file size by eradicating some of the data. Lossy compression classically attains far greater compression however reduced quality than lossless compression by shortening the complications of the data. A number of techniques are used to eradicate data with slight reduction in the quality of production. For many everyday listening situations, the loss in data is unnoticeable. The MP3 format is the most well-known example of this, however the AAC (advanced audio coding) format which can be found on the iTunes Music Store is also communal. Most formats offer a range of degrees of compression, usually measured in bit rate. The lesser the rate, the lesser the file and the more vital the quality loss.
Lossless compression is a compression technique in which no data is lost. WinZIP is a form of lossless compression which can compress a file without the loss of any data. Lossless compression can reduce the size of the file/ files by up to 50%. To compress data files and programs lossless compression is the only type of compression that works however lossy compression can compress only certain types of data such as graphics, audio and video.

MIP Maps

MIP mapping means “multim in parverm” which literally translates to “many in few” in Latin. MIP mapping is used in 3D graphics, it is used as textures for objects to give them a sense of realism. It is used to help stop pixilation and when the distance of the object is from the viewer the texture also has to change. Mipmapping carries out a function which uses many bitmap images to texture a map. This in turn means that when an object is further away from view the bitmap changes resolution to a lower resolution. This process was invented by Lance Williams in 1983, during the times when consoles started to appear in homes and video games started becoming more widely acknowledged. The MIP maps each have a several bitmaps which are altered versions of the original image or texture, the detail within each bitmap file will change and so does the image resolution. By using MIP maps the rendering time taken will decrease as unwanted texture pixels will not be needed. Thus MIP mapping makes the map a game is played on for example more efficient and quicker to render.