Fact-checked by Grok 2 weeks ago

Pixel geometry

Pixel geometry refers to the spatial arrangement of color subpixels—typically , , and (RGB)—that form the basic unit of in displays and sensors, influencing color fidelity, , and overall visual performance. In sensors, pixel geometry is achieved through a color filter array (CFA), which overlays microscopic color filters on the sensor's photodiodes to capture wavelength-specific intensity at each pixel site, enabling single-sensor color via subsequent interpolation. The pattern, the most widely adopted CFA geometry, employs a repeating 2×2 mosaic with filters on two diagonally opposite positions, one filter, and one filter, reflecting the human eye's higher to wavelengths for balanced color reproduction and . Alternative geometries, such as RGBE (adding an emerald filter for improved color reproduction, particularly in hues), CMY (using complementary , , and filters for higher ), and CYGM (combining , , , and to enhance ), offer trade-offs in , color accuracy, and computational complexity depending on application needs like professional photography or scientific . In digital displays, including displays (LCDs) and organic (OLED) panels, pixel geometry defines the layout of RGB subpixels to support techniques like , where individual subpixels are addressed separately to boost effective resolution and sharpness, particularly for text and fine details. The conventional RGB stripe arrangement aligns subpixels in vertical or horizontal lines, providing straightforward color mixing but limited benefits without advanced processing. More innovative non-striped geometries, such as the delta pattern (triangular subpixel clustering for smoother diagonal rendering) and the PenTile matrix (an RGBG layout with duplicated green subpixels and shared red/blue elements between adjacent pixels), enable higher manufacturing yields, reduced power consumption, and extended device lifespan in high-density OLEDs by optimizing subpixel density for human perception. These variations in pixel geometry continue to evolve with display technologies, balancing factors like aperture ratio, viewing angle, and compatibility with rendering algorithms to achieve superior image quality in and professional monitors.

Fundamentals

Definition and Origin

A pixel is defined as the smallest addressable element in a raster image or display, representing a single color or intensity value that contributes to the overall visual composition. This fundamental unit forms the basis of , where an array of pixels collectively reconstructs continuous scenes through discrete sampling. The term "pixel," a portmanteau of "picture element," was first published in 1965 by Frederic C. Billingsley, an engineer at NASA's (JPL), in two proceedings of the Society of Photo-Optical Instrumentation Engineers (). Billingsley introduced the word in the context of for scanned photographs from probes, such as those from the missions to the Moon, where it described the quantized points in digitized video signals. Although Billingsley popularized the term, it may have originated slightly earlier from E. McFarland at the Division of General Precision, who used it informally in engineering discussions around 1964. The conceptual roots of the pixel trace back to the , when systems employed raster scanning to build images from sequential lines of discrete picture elements, a technique that discretized continuous light into addressable spots on () displays. Early in the 1960s built on this by incorporating digital processing; for instance, JPL's work on Mariner in 1969 explicitly referenced pixels in scientific reporting, marking the shift toward computational manipulation of these elements. By the 1970s, pixel geometry evolved significantly with the advent of technology, which allowed entire images to be stored and refreshed as digital grids in , moving away from real-time analog scanning toward programmable raster displays. This innovation, exemplified by Shoup's SuperPaint system at PARC in 1973, used memory chips to hold data for interactive editing, laying the groundwork for modern .

Basic Components

In digital imaging, a pixel's basic components encompass luminance, which quantifies the brightness or intensity of light, and chrominance, which encodes the color aspects independent of brightness. These are often separated in color spaces like YUV, where luminance (Y) is derived from a weighted combination of red, green, and blue primaries—specifically Y = 0.299R + 0.587G + 0.114B—to align with human visual sensitivity, while chrominance components (U and V) represent deviations in color from this achromatic reference. This separation facilitates efficient processing, as the human eye perceives luminance changes more acutely than chrominance variations. The precision of these components is governed by , which specifies the number of bits allocated to represent values per or overall per . An 8-bit supports 256 distinct levels (2^8), ranging from to white. In a 24-bit RGB , each of the three s (red, , ) uses 8 bits, enabling 256 possibilities per and thus 16,777,216 total colors (256^3). Higher bit depths, such as 16 bits per , expand this to over 281 colors in 48-bit RGB, reducing visible banding in gradients but increasing storage demands. In memory, a pixel's values are represented as a corresponding to the chosen , with channels stored sequentially in a byte-aligned layout. For RGB, this typically involves three 8-bit integers per —(R, , )—totaling 24 bits, as in the 24bppRGB format where bytes follow the order , , . In the CMYK model, used primarily for , the comprises four 8-bit values—(C, M, Y, K)—occupying 32 bits per in formats like 32bppCMYK, with channels ordered , , , to subtractively mix colors from a white base. On physical displays such as LCD and panels, a is realized through sub-pixels, typically three units dedicated to , , and emissions that combine additively to produce the desired color. In LCDs, these sub-pixels modulate a via liquid crystals, while in s, each sub-pixel is a self-emissive diode, allowing independent control for deeper blacks and higher contrast when turned off. This sub-pixel structure enables the full of perceivable colors by varying the intensity of each unit according to the pixel's digital values.

Geometric Properties

Shape and Dimensions

In modern systems, pixels are predominantly square, possessing a 1:1 that enables isotropic scaling, where transformations such as and resizing preserve proportions without . This square has become the standard in , , and most contemporary sensors, facilitating uniform handling across devices and software. In contrast, legacy analog-derived video standards employed rectangular pixels to accommodate display constraints, resulting in non-square grids when rendered on square-pixel displays and necessitating corrections to avoid elongation or compression artifacts. Pixel dimensions vary significantly depending on the medium and , often measured in physical units for or abstract units for computational purposes. In image sensors, physical pixel sizes typically range from 1.1 micrometers in compact cameras to 8.4 micrometers in full-frame sensors, influencing light-gathering capacity and noise levels. In abstract representations, such as normalized coordinates in , pixels are treated as 1×1 units within a raster space, where the entire spans from (0,0) to (width, height) in units, decoupling from physical scale. In displays, pixels are composed of subpixels (typically , , and ), which may have rectangular shapes in arrangements like RGB stripes, affecting and rendering techniques such as subpixel anti-aliasing.

Arrangement Patterns

In , pixels are typically arranged in an orthogonal , forming a regular 2D lattice that enables efficient representation and manipulation of images. This rectangular arrangement aligns pixels in rows and columns, where each pixel occupies a position defined by coordinates, facilitating straightforward addressing and rendering processes. The orthogonal serves as the foundational structure for most digital displays and image formats, ensuring uniform spacing and compatibility with hardware scanlines. For memory storage and , pixels are commonly organized in row-major order, where data for each row of the grid is stored contiguously in linear before proceeding to the next row. This ordering optimizes access patterns during raster scans, as it aligns with the sequential filling of lines from left to right and top to bottom, reducing in pipelines. Column-major order, while less prevalent in , appears in certain matrix-oriented computations or legacy systems, storing data by columns to support vertical traversals, though it can introduce inefficiencies in standard scanline workflows. Alternative arrangement patterns, such as , deviate from the orthogonal grid to improve sampling efficiency in specialized applications like . In hexagonal layouts, pixels are positioned at the vertices of a , allowing for denser packing of frequency content in the spatial domain and thereby reducing artifacts compared to square grids with equivalent pixel counts. This pattern has been explored in computed (CT) for enhanced reconstruction quality, where the isotropic nature of hexagonal sampling minimizes directional biases in .

Aspect Ratio and Distortion

Pixel Aspect Ratio

The (PAR) refers to the proportional relationship between the horizontal width and vertical height of an individual in a or video frame. This ratio determines whether pixels are square (PAR of 1:1, where width equals height) or non-square (rectangular), which is essential for ensuring that images display correctly on devices without geometric . In contexts like broadcast video, non-square pixels allow efficient storage of content intended for specific display s, such as 4:3 for . PAR is calculated using the formula PAR = (DAR) / storage aspect ratio (SAR), where DAR is the intended on-screen width-to-height ratio (e.g., 4:3 or 16:9), and SAR is the ratio of the number of horizontal pixels to vertical pixels in the stored frame (e.g., derived from dimensions). For instance, in the (DV) format with a of 720×480 pixels, the SAR is 720:480 or ; while the direct calculation for a 4:3 DAR yields approximately 0.889:1 (8:9), the ITU-R BT.601 standard defines PAR as 0.909:1 (10:11) based on active video sampling rates from timings to ensure correct proportions on display. In anamorphic video encoding, where content (e.g., 16:9 DAR) is compressed into a standard 4:3 frame for storage, the PAR adjusts accordingly—such as to 1.212:1 (40:33) for NTSC DV in common editing workflows (e.g., Adobe Premiere), approximating the active picture area, though the theoretical full-frame value is approximately 1.185:1 (32:27). International standards from the (ITU) define PAR parameters for broadcast applications to ensure . The BT.601 recommendation, which governs standard-definition () digital television encoding for both 525-line () and 625-line (PAL) systems, specifies a 13.5 MHz sampling resulting in 720 horizontal samples per line for both 4:3 and 16:9 ratios, leading to non-square pixels: approximately 0.909:1 (10:11) for NTSC 4:3 and 1.093:1 (59:54) for PAL 4:3. In contrast, the BT.709 standard for high-definition () television uses a with square pixels (PAR of 1:1), simplifying production and display for 16:9 formats without correction needs. These non-square pixels in SD broadcast stem from historical analog-to-digital requirements, where fixed sampling rates accommodated varying regional rates and aspect ratios. To address PAR mismatches—such as converting non-square footage for modern square-pixel workflows—software tools like image resizers and video editors apply scaling adjustments. For example, applications supporting ITU standards can resample by stretching or compressing pixels according to the specified PAR, ensuring accurate representation without altering the overall content. This correction is particularly common in pipelines transitioning legacy broadcast material to digital platforms.

Scaling and Interpolation Effects

When images are resized using , the method replicates the value of the closest original for each new position, thereby preserving the original and sharp edges without introducing artificial smoothing. However, this approach often results in jagged edges and artifacts, particularly noticeable along diagonals or curves, as it fails to blend transitions between . To mitigate these issues and achieve smoother resizing, more advanced techniques like bilinear and bicubic interpolation are employed. Bilinear interpolation computes new pixel values by linearly averaging the four nearest neighboring pixels in the original image, creating gradual transitions that reduce jaggedness at the cost of some sharpness. Bicubic interpolation extends this by using a cubic function to weigh contributions from 16 surrounding pixels (a 4x4 neighborhood), yielding even smoother results with better preservation of details during upscaling or downscaling, though it is computationally more intensive. In contexts involving non-square pixel aspect ratios (PAR), such as legacy video formats, scaling can exacerbate geometric distortions. For instance, rendering a circle intended to be geometrically perfect may appear stretched into an when displayed on a medium with non-square PAR, as the horizontal and vertical dimensions differ, altering the perceived unless compensated during . Moiré patterns arise in geometry when mismatched grids are overlaid, such as during image compositing in web graphics where a patterned element (e.g., a striped background or texture) interferes with the underlying raster. This produces unwanted wavy or colorful fringes, stemming from the beat frequency between the two periodic structures, and is particularly evident in rendering of layered elements with sub-pixel misalignments.

Mathematical Modeling

Coordinate Representation

In pixel geometry, pixels are positioned within a that facilitates precise addressing in digital images and graphics. This system typically places the origin at the top-left corner (0,0), with the x-axis extending positively to the right and the y-axis extending positively downward, aligning with the order of display devices and simplifying indexing in two-dimensional arrays. This convention is prevalent in most graphics APIs for 2D rendering and image processing, such as Canvas and libraries like Adafruit GFX, where it supports intuitive mapping from array indices to screen positions. A key distinction in coordinate representation arises between pixel centers and edges when bridging discrete pixel indices to continuous geometric space. For a pixel indexed at integer coordinates (i, j), its geometric extent in the continuous plane is often modeled as spanning the square [i - 0.5, i + 0.5] × [j - 0.5, j + 0.5], positioning the center precisely at (i, j) for symmetry in transformations and filtering operations. This centered representation ensures that the pixel acts as a uniform sampling area, avoiding biases at boundaries during or . In contrast, some contexts define the span as [i, i + 1] × [j, j + 1] with the center at (i + 0.5, j + 0.5), which aligns more directly with integer grid edges but requires offsets for centered computations. Rendering pipelines, such as , employ both and floating-point addressing to balance efficiency and precision. indices are handled as s for discrete storage and rasterization, enabling in framebuffers where each (i, j) maps to a specific location. However, transformations and use floating-point coordinates to accommodate sub-pixel accuracy, as arithmetic would introduce errors in projections and mappings; for instance, 's normalized device coordinates range from -1 to 1 in floating-point, which are then viewport-transformed to window positions. Affine transformations maintain the geometric integrity of pixel arrangements by applying linear mappings that preserve parallelism and ratios of distances, essential for operations like and without distorting the grid structure. These are represented by a matrix in , combining (via diagonal elements), (via off-diagonal sine and cosine terms), and translation, such that a point \mathbf{p} = (x, y, 1)^T transforms to \mathbf{p}' = A \mathbf{p}, where A is the affine . In pixel contexts, this ensures that transformed pixel positions retain , allowing seamless resampling while minimizing artifacts in the discrete grid.

Sampling and Aliasing

In pixel geometry, the discretization of continuous images into a grid of pixels introduces sampling effects that can lead to aliasing artifacts if not properly managed. The Nyquist-Shannon sampling theorem provides the foundational principle for avoiding such issues, stating that to accurately reconstruct a continuous signal from its discrete samples, the sampling frequency f_s must be at least twice the highest frequency component f_{\max} present in the signal, expressed as f_s \geq 2 f_{\max}, where f_s represents the pixel density in pixels per unit length. This theorem, originally formulated for one-dimensional signals, extends to two-dimensional image sampling, ensuring that the pixel grid captures sufficient detail without distortion. Aliasing occurs when this sampling criterion is violated, causing high-frequency components to be misrepresented as lower frequencies in the sampled image. In static images, this manifests as stair-stepping or "jaggies" along diagonal edges, where the finite resolution approximates smooth lines with abrupt, blocky transitions. In dynamic contexts, such as video, produces the , where rotating objects appear to in the opposite direction or stutter due to of motion frequencies relative to the . These artifacts arise geometrically from the periodic nature of the pixel grid, which folds high spatial frequencies into the representable range, distorting the perceived geometry of edges and textures. To mitigate , techniques preprocess or postprocess the image to approximate the ideal sampling conditions. involves rendering the scene at a higher than the final output—typically or more—and then downsampling by averaging values, effectively increasing the sampling density to capture finer details before reduction. (MSAA), an optimization of , samples multiple points (e.g., 4 or 8) only at the edges of polygons during rasterization, blending these subpixel samples to smooth boundaries while reusing computations for interior , thus reducing computational overhead. Both methods leverage the grid's structure to simulate higher-frequency capture, improving geometric fidelity in rendered images. From a geometric , the inherently acts as a during sampling, attenuating high spatial frequencies above the Nyquist limit to prevent in . of the continuous from samples requires convolving the with a , \text{sinc}(x) = \frac{\sin(\pi x)}{\pi x}, which serves as the of a perfect with cutoff at half the sampling frequency. This derivation follows from the sampling theorem: the sinc filter bandlimits the signal by removing replicated spectra in the frequency domain, ensuring that the reconstructed geometry matches the original without folding artifacts, though practical implementations approximate it with finite windows to avoid infinite support.

Applications and Contexts

In Raster Displays

In raster displays, pixel geometry refers to the physical layout of discrete elements that form the image grid on output devices such as monitors and televisions. These geometries vary by technology, influencing color reproduction, resolution perception, and overall display performance. Cathode ray tube (CRT) displays employ a triangular arrangement of phosphor dots for each pixel to enable additive color mixing. In shadow-mask CRTs, three phosphors—red, green, and blue—are positioned in a triad pattern at each pixel site, with an electron beam selectively exciting them to produce color. This triangular geometry optimizes the shadow mask's alignment and minimizes crosstalk between colors. Liquid crystal display (LCD) panels, including those with LED backlights, typically use an RGB stripe sub-pixel layout, where each pixel comprises three vertical sub-pixels aligned in red-green-blue order. Sub-pixel rendering exploits this geometry to improve perceived resolution, particularly for horizontal details like text, by independently addressing sub-pixels and effectively tripling the horizontal sampling rate. Techniques such as those in achieve sharper edges on RGB stripe panels, though they may introduce minor color fringing at high contrasts. Direct-view (LED) displays, used in large-scale applications like video walls, employ discrete RGB LED modules as individual , with geometry defined by LED pitch rather than sub-, allowing for modular scalability but potentially coarser compared to LCDs. standards define the grid in raster displays, with Full HD (1920×1080 ) serving as a widespread for high-definition content. pitch, the center-to-center distance between adjacent (e.g., approximately 0.276 mm in a 24-inch Full HD monitor), directly affects and recommended viewing distance. The Society of Motion Picture and Television Engineers (SMPTE) recommends a viewing distance that subtends a 30-degree horizontal for optimal immersion in HDTV setups, ensuring remain unresolved to the eye. Active-matrix organic light-emitting diode () displays adopt adaptive geometries like the PenTile matrix to balance efficiency and . This RGBG arrangement shares sub-pixels between adjacent pixels, reducing the total sub-pixel count to about two-thirds of a conventional RGB stripe while maintaining comparable perceived quality due to the eye's higher acuity for . The larger individual sub-pixels lower for equivalent brightness, enhancing power efficiency and extending operational lifetime, particularly for blue emitters prone to degradation. As of 2025, advancements in monitors include shifts to RGWB subpixel layouts by manufacturers like and , which rearrange subpixels to improve text rendering and reduce color fringing in subpixel compared to traditional RGB stripes. displays, an emerging technology, utilize monolithic full-color pixels integrating red, green, and blue LEDs without separate subpixel filters, enabling higher densities (e.g., over 300 ) and improved efficiency for near-eye and large-format applications.

In Image Processing

In image processing, pixel geometry forms the foundational upon which operations are performed to apply filters and transformations. kernels, small matrices that slide over the pixel array, compute weighted sums of neighboring pixel values based on the geometric arrangement of the , ensuring that spatial relationships such as adjacency and are preserved during filtering. This process is essential for operations like blurring and , where the kernel's coefficients reflect the relative positions of pixels in the rectangular . A prominent example is the filter, which uses a derived from the two-dimensional to reduce noise and detail while respecting the uniform spacing of pixels. The is typically discretized into an odd-sized (e.g., 5x5), with weights decreasing radially from the center to simulate isotropic smoothing across the grid; for a standard deviation \sigma, the elements are calculated as G(x, y) = \frac{1}{2\pi\sigma^2} e^{-\frac{x^2 + y^2}{2\sigma^2}}, normalized to sum to 1, and applied via to each 's neighborhood. This geometric fidelity prevents anisotropic distortion in square- images, though adjustments are needed for non-square aspect ratios. The separable nature of the Gaussian allows efficient implementation by convolving 1D horizontally and vertically, exploiting the 's Cartesian structure for computational efficiency. Edge detection algorithms further leverage pixel geometry by analyzing local s through kernel-based approximations of derivatives, capitalizing on the discrete adjacency of pixels in . The , a widely adopted method, employs two 3x3 kernels to estimate horizontal and vertical s: the horizontal kernel \begin{bmatrix} -1 & 0 & 1 \\ -2 & 0 & 2 \\ -1 & 0 & 1 \end{bmatrix} and vertical \begin{bmatrix} -1 & -2 & -1 \\ 0 & 0 & 0 \\ 1 & 2 & 1 \end{bmatrix}, each normalized by dividing by 8 to approximate the magnitude while emphasizing central pixels for robustness to . By convolving these with the and combining the results (e.g., via \sqrt{G_x^2 + G_y^2}), edges are detected where intensity changes rapidly, directly tied to the pixel 's 8-connected neighborhood structure. This approach highlights boundaries aligned with the grid axes, with extensions like the Scharr operator refining for better angular response. Geometric transformations in image processing often involve warping the to correct distortions, such as effects in , by mapping the irregular to a rectified one using projective transformations. correction typically applies a H, a 3x3 that relates points in the distorted image to a frontal view via \begin{bmatrix} x' \\ y' \\ w' \end{bmatrix} = H \begin{bmatrix} x \\ y \\ 1 \end{bmatrix}, followed by inverse warping and (e.g., bilinear) to fill the output while preserving geometric consistency. This process treats the pixel array as a of quadrilaterals, adjusting control points to align vanishing lines and reduce trapezoidal distortions common in document scanning or architectural . Algorithms estimate H from correspondences, ensuring the transformation respects the underlying of the pixel lattice post-correction. Compression techniques like JPEG exploit pixel geometry by dividing the image into fixed 8x8 blocks for discrete cosine transform (DCT) processing, which introduces artifacts directly linked to this block structure. Each block undergoes DCT to concentrate energy in low-frequency coefficients, followed by quantization and entropy coding; however, coarse quantization at block boundaries creates visible discontinuities, such as ringing or blocking artifacts, especially in high-contrast areas where the grid's alignment amplifies seams. These geometry-tied distortions, manifesting as 8-pixel periodic patterns, degrade perceived quality and necessitate post-processing like deblocking filters in modern codecs. The 8x8 choice balances compression efficiency with computational cost, rooted in the power-of-two grid compatibility of early digital imaging hardware.

References

  1. [1]
    Color Filter Array - an overview | ScienceDirect Topics
    A color filter array (CFA) is a mosaic of tiny color filters, typically red, green, and blue, placed over the camera sensor to filter and capture color ...Introduction to Color Filter... · Types and Patterns of Color...
  2. [2]
    Subpixel rendering on nonstriped colour matrix displays - IEEE Xplore
    In this paper we motivate the case of 2D subpixel geometries and suggest an extension to the ID solution. Published in: Proceedings 2003 International ...<|control11|><|separator|>
  3. [3]
    Samsung defends Android Galaxy S3 PenTile display - Phys.org
    May 14, 2012 · With a PenTile layout, the subpixels are arranged RGBG (red, green, blue, green), so they feature more green subpixels and fewer red or blue ...
  4. [4]
    [PDF] A Brief History of 'Pixel' - Richard F. Lyon
    The term pixel, for picture element, was first published in two different SPIE Proceedings in 1965, in articles by Fred C. Billingsley of Caltech's Jet ...Missing: Frederic | Show results with:Frederic
  5. [5]
    A brief history of 'pixel' - Semantic Scholar
    The term pixel, for picture element, was first published in two different SPIE Proceedings in 1965, in articles by Fred C. Billingsley of Caltech's Jet ...Missing: origin Frederic
  6. [6]
  7. [7]
    [PDF] Color Theory
    Luminance & Chrominance. • Color sensation can also be characterized by. – Luminance (brightness). – Chrominance. • Hue (color tone). • Saturation (color purity).
  8. [8]
    [PDF] Color demosaicing by estimating luminance and opponent ...
    We demonstrate that a one-color per pixel image can be written as the sum of luminance and chrominance. In case of a regular arrangement of colors, such as with ...
  9. [9]
    Native pixel formats overview - Win32 apps | Microsoft Learn
    Jan 23, 2024 · This topic introduces the pixel formats provided by the Windows Imaging Component (WIC). A pixel format describes the memory layout of each pixel in a bitmap.
  10. [10]
    [PDF] Characterization of visual stimuli using the standard display model
    Each pixel typically contains three different light sources (subpixels, Figure 7.1). ... The spectral radiance of an LCD ... (2013) Assessment of OLED displays for ...
  11. [11]
    Basic Properties of Digital Images - Evident Scientific
    Many entry-level digital cameras designed to be coupled to an optical microscope contain a image sensor having pixel dimensions around 7.6 square microns, which ...
  12. [12]
    Square and non-square pixels - Lurker's Guide - lurkertech.com
    Square pixels have a 1/1 aspect ratio, while non-square pixels in standard-def video have a different ratio, like 10/11 for 480i. HD pixels are square.
  13. [13]
    Foundations of Display Technology: The Pixel - frame:work
    Square pixels maintain the relationships of the source material in a very ... The ability of the fab based system to scale is a recurring part of this ...
  14. [14]
    Pixel aspect ratio - Ariel Dynamics
    May 19, 1997 · DV has a 4 x 3 frame aspect ratio, a 0.9:1 pixel aspect ratio, and a screen resolution of either 720 x 480 (NTSC) or 720 x 576 (PAL).
  15. [15]
    PAL pixel aspect ratio issue - Adobe Product Community - 13042553
    Jun 30, 2022 · Premier says its PAL pixel aspect ratio is 1.0940; however the correct pixel aspect for this resolution is supposed to be 1.0666. When I export ...Missing: NTSC 0.9:1 1.066:1
  16. [16]
    Complete Guide To Image Sensor Pixel Size - ePHOTOzine
    Aug 2, 2016 · Pixel size ranges from 1.1 microns in the smallest smartphone sensor, to 8.4 microns in a Full-Frame sensor. As an example, the 8 megapixel ...
  17. [17]
    Computing the Pixel Coordinates of a 3D Point - Scratchapixel
    This coordinate system in computer graphics is called the raster coordinate system. A pixel in this coordinate system is one unit long in both x and y.
  18. [18]
    High‐Resolution Inkjet Printing of Quantum Dot Light‐Emitting ...
    Nov 4, 2019 · The quality of printed QLEDs currently is limited by nonuniformities in droplet formation, wetting, and drying during inkjet printing. Here, ...
  19. [19]
    Printer Resolution vs Digital Image Resolution
    Jul 29, 2019 · Printer resolution is a chaotic mess of ink droplets, while digital resolution is based on pixel count (PPI) and is structured, not one-to-one.<|control11|><|separator|>
  20. [20]
    [PDF] CS 351 Computer Graphics, Fall 2011
    Dec 8, 2011 · In raster graphics, the image is represented by a set of pixels. Normally, the pixels are laid out on a grid, such as a regular rectangular grid ...
  21. [21]
    [PDF] An Application of Number Theory to the Organization of Raster ...
    This paper proposes a novel organization of raster-graphics memory that permits all small rectangles to be moved elBciently. The memory organization is based on ...
  22. [22]
    [PDF] Resampling and Super-Resolution of Hexagonally Sampled Images ...
    Oct 29, 2021 · The real benefit of hexagonal sampling is the result of efficient frequency packing and reduced aliasing. Isotropic rectangular sampling ...Missing: tiling | Show results with:tiling
  23. [23]
    [PDF] Optimal Sampling Lattices for High-Fidelity CT Reconstruction
    the coarsest possible sampling pattern without risking (pre-) aliasing. ... The frequency transform of the hexagonal lattice is another hexagonal ... A common task ...<|separator|>
  24. [24]
    Fast reconstruction of 3D volumes from 2D CT projection data with ...
    Aug 30, 2014 · In our implementation, we consider each pixel ... compute each voxel in parallel. Each voxel is independently mapped to the final 3D volume.Missing: arrangement | Show results with:arrangement
  25. [25]
    CT-scan Image Production Procedures - StatPearls - NCBI Bookshelf
    In these techniques, the software uses a mathematical algorithm that manipulates the voxel values for each attenuation profile to display pixel values that ...
  26. [26]
    Pixel Aspect Ratio (PAR) - Glossary
    PAR can be calculated with the following equation: PAR = DAR / SAR. Note that some sources (including Wikipedia) suggest that "PAR is also known as sample ...Missing: calculation | Show results with:calculation
  27. [27]
    mir DMG: Aspect Ratios and Frame Sizes
    Mar 3, 2004 · Standard (non-widescreen) provides a frame size of 720x480 (DV-NTSC) or 720x576 (DV-PAL) using appropriate Rec.601 pixel aspect ratios. Thus, ...
  28. [28]
    [PDF] A Fast Method for Scaling Color Images - EURASIP
    This is called the nearest neighbor method. The nearest neighbor method produces severe aliasing artifacts. The common downscaling methods include antialias ...
  29. [29]
    [PDF] Deep Learning for Image Super-resolution: A Survey - arXiv
    Feb 8, 2020 · The nearest-neighbor interpolation is a simple and intuitive algorithm. It selects the value of the nearest pixel for each position to be inter-.
  30. [30]
    Moire patterns: Or why you shouldn't wear a striped shirt on a video
    Jun 5, 2023 · A moiré pattern is an interference pattern that appears when two overlaid grids or grates are misaligned. The misalignment can take many forms, ...Missing: mismatched | Show results with:mismatched
  31. [31]
    Image Coordinate Systems Explained - ApX Machine Learning
    So, a pixel's location is typically specified by a pair of values ( x , y ) (x, y) (x,y), where x is the horizontal position (column) and y is the vertical ...
  32. [32]
    Coordinate System and Units | Adafruit GFX Graphics Library
    The coordinate system places the origin (0,0) at the top left corner, with positive X increasing to the right and positive Y increasing downward.
  33. [33]
    The Center of the Pixel is (0.5,0.5) - Real-Time Rendering
    Jun 10, 2020 · The average of this random value will be 0.5, at the center of the pixel. Long and short: beware. Get that half pixel right.
  34. [34]
    Bilinear down/upsampling, aligning pixel grids, and that infamous ...
    Feb 15, 2021 · The center of a pixel is always 0.5f from its edge, Sample the center and you actually sample 0.5f of the pixels around (above,below,right ...
  35. [35]
    GL_ARB_fragment_coord_conve...
    Aug 2, 2009 · OpenGL assumes a lower-left origin for window coordinates and assumes pixel centers are located at half-pixel coordinates. This means the XY ...
  36. [36]
    Coordinate Systems - LearnOpenGL
    OpenGL expects all the vertices, that we want to become visible, to be in normalized device coordinates after each vertex shader run.
  37. [37]
    [PDF] The OpenGL Graphics System: A Specification - Khronos Registry
    OpenGL is a graphics system, as described in this specification, with a programmer's view. It is a registered trademark of Silicon Graphics, Inc.
  38. [38]
    Computer Graphics
    The scaling transformation is a special case of general affine transformations, in which the Jacobian matrix is a constant matrix. Affine transformations i.~--.
  39. [39]
    20 Image Sampling and Aliasing - Foundations of Computer Vision
    The sampling theorem (also known as Nyquist theorem) states that for a signal to be perfectly reconstructed from a set of samples (under the slow and smooth ...
  40. [40]
  41. [41]
    Aliasing
    Aliasing. A major problem when synthesizing an image on a digital computer is that a computer monitor cannot represent a continuous (analog) signal.
  42. [42]
    The Wagon Wheel Effect - Computer Science | UC Davis Engineering
    Dec 30, 2024 · The wagon-wheel effect (also called the stroboscopic effect) is an optical illusion in which a wheel appears to rotate differently from its true rotation.
  43. [43]
    Circles Sines and Signals - The Wagon Wheel Effect
    This phenomenon is known as the Wagon Wheel Effect, and it's caused by undersampling and aliasing. A movie camera samples the light entering its lens 24 times ...
  44. [44]
    Anti Aliasing - LearnOpenGL
    MSAA then uses a larger depth/stencil buffer to determine subsample coverage. The number of subsamples covered determines how much the pixel color contributes ...
  45. [45]
    7.8 Image Reconstruction
    The windowed sinc filter also does extremely well at reconstructing the sinusoidal function until prealiasing begins. Figure 7.46: Results of Using the ...Box Filter · Gaussian Filter · Mitchell Filter
  46. [46]
  47. [47]
    [PDF] Reconstruction Filters in Computer Graphics
    A continuous signal is converted to a discrete one by sampling, and according to the sampling theorem [SHA49], all the information in the continuous signal is ...
  48. [48]
    [PDF] Overview of Graphics Systems - UT Computer Science
    Aug 8, 2003 · High-quality raster-graphics systems have 24 bits per pixel in the frame buffer, allowing 256 voltage settings for each electron gun and ...
  49. [49]
    [PDF] VIZA 654 / CPSC 646 – The Digital Image Course Notes
    Sep 2, 2002 · Figure 3.4 shows the most typical triangular pattern or triad arrange- ment of phosphors on the back of the glass screen of color CRT screens.<|separator|>
  50. [50]
    Color LCD Panel Subpixel Rendering
    Dec 15, 1998 · A 300% improvement in image quality for text on color LCD displays by using subpixel rendering. This potential improvement is based on the fact that ...
  51. [51]
    Increasing image resolution on portable displays by subpixel ...
    Aug 28, 2012 · In this paper, we discuss a novel way to improve the apparent resolution of down-sampled image/video using a technique called subpixel rendering.I. Subpixel Arrangements In... · Ii. Subpixel-Based... · B) Subpixel Rendering For...<|separator|>
  52. [52]
    What Is Pixel Density And Pixels Per Inch (PPI)? - DisplayNinja
    Apr 1, 2025 · Pixel Density & Viewing Distance ; 24″, 1920×1080, 92 PPI, 37″ (94cm) ; 24″, 2560×1440, 122 PPI, 28″ (71cm) ; 24″, 3840×2160, 184 PPI, 19″ (48cm).
  53. [53]
    Viewing Distance Calculator
    -Maximum SMPTE recommended viewing distance: SMPTE standard EG-18-1994 recommends a minimum viewing angle of 30 degrees for movie theaters. This seems to be ...Missing: 1920x1080 | Show results with:1920x1080
  54. [54]
    Nouvoyance explains why PenTile OLEDs last longer | OLED-Info
    ### Summary of PenTile OLED Longevity and Efficiency, Subpixel Reduction
  55. [55]
    [PDF] A Survey of Gaussian Convolution Algorithms - IPOL Journal
    Gaussian convolution is a building-block operation used in many signal and image processing algorithms. To name a few prominent examples, Gaussian convolution ...Missing: seminal | Show results with:seminal
  56. [56]
    [PDF] Edge detection - Stanford University
    Edge detection uses gradient-based operators like Prewitt, Sobel, and Roberts, and Laplacian zero-crossings, where local gradient magnitude indicates edge ...
  57. [57]
    [PDF] Perspective Correction Methods for Camera-Based Document ...
    In this paper, we describe a spectrum of algorithms for rectification of document images for camera-based analy- sis and recognition.
  58. [58]
    [PDF] The JPEG Still Picture Compression Standard
    The JPEG Still Picture Compression Standard. Gregory K. Wallace. Multimedia Engineering. Digital Equipment Corporation. Maynard, Massachusetts. Submitted in ...