Bit Depth - color precision in raster images


Bit depth diagram

Last time we have been talking about encoding color information in pixels with numbers from a zero-to-one range, where 0 stands for black, 1 for white and numbers in between represent corresponding shades of gray. (RGB model uses 3 numbers like that for storing the brightness of each Red, Green and Blue components and representing a wide range of colors through mixing them). This time let's address the precision of such a representation, which is defined by a number of bits dedicated in a particular file format to describing that 0-1 range, or a bit-depth of a raster image.

Pixel Is Not a Color Square

Rater images contain nothing but numbers in the table cells

Continuing the announced series of my original manuscripts for 3D World magazine.

 
Thinking of images as data containers.

Procedural Clouds

Sample outputs of self-made procedural clouds generators

I've been playing around with generating procedural clouds lately, and this time before turning to the heavy artillery of full scale 3D volumetrics, spent some time with good old fractal noises in the good old Fusion.

On Anatomy of CG Cameras

Diagram of the main anatomical elements of a virtual camera
Anatomy of a CG Camera

The following article has first appeared in issue 180, and was the first in the series of pieces I've been writing for a 3D World magazine for some time now - the later ones should follow at a (very) roughly monthly pace as well. These versions I'm going to be posting here are my initial manuscripts, and typically differ (like having a worse English and more silly pictures) from what makes it to the print after editing. Try to enjoy.

Typography Basics for Artists. Part 2 - Matching the Typeface

Anatomic parts of a glyph according to Wiki
Anatomic parts of a glyph according to Wiki:
1) x-height; 2) ascender line; 3) apex; 4) baseline; 5) ascender; 6) crossbar; 7) stem; 8) serif; 9) leg; 10) bowl; 11) counter; 12) collar; 13) loop; 14) ear; 15) tie; 16) horizontal bar; 17) arm; 18) vertical bar; 19) cap height; 20) descender line.
And here it comes finally - the second part of the typography basics for artists, where we're going to address a very common and practical task of matching a typeface to some pre-existing reference. The first part can be found here, and again, the material of these posts should be considered as no more than a starting point for further investigation – a hopefully useful introduction into the boundless world which typography is, aimed at those who do not necessarily inhabit it full-time.

My article on CG cameras in 3D World magazine

It should be out and on the shelves by now. Unfortunately, few errors sneaked into the printed version of the article. However, the editorial promised me to fix those in digital edition and to put the edited pdf into the online 'Vault', which all print readers have access to when they buy the issue. 

3D World Website

A little preview of the article below.

CTU's Faculty of Mechanical Engineering video

Double no: No, I didn't forget about the next part of a typography article and No, I didn't lie claiming it will take a while... And while a while continues, here is a piece of recent work I accomplished with the guys at DPOST Prague.



Czech Technical University 150th Anniversary from DPOST Prague on Vimeo.

Aside from wearing both Director's and Art-Director's hats, I've spent quite some time with hands on material here, taking the 3D work into Houdini to design the cubes effects, animate and render.