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  2. Pixel aspect ratio - Wikipedia

    en.wikipedia.org/wiki/Pixel_aspect_ratio

    The aspect ratio of the pixels themselves is known as the pixel aspect ratio (PAR) – for square pixels this is 1:1 – and these are related by the identity: SAR × PAR = DAR. Rearranging (solving for PAR) yields: PAR = DAR / SAR. For example: A 640 × 480 VGA image has a SAR of 640/480 = 4:3, and if displayed on a 4:3 display (DAR = 4:3) has ...

  3. Aspect ratio (image) - Wikipedia

    en.wikipedia.org/wiki/Aspect_ratio_(image)

    Aspect ratio (image) The aspect ratio of an image is the ratio of its width to its height. It is expressed as two numbers separated by a colon, width:height. Common aspect ratios are 1.85:1 and 2.40:1 in cinematography, 4:3 and 16:9 in television, and 3:2 in still photography.

  4. Image tracing - Wikipedia

    en.wikipedia.org/wiki/Image_tracing

    The bitmap image may need a lot of work to clean it up. Erase stray marks and fill in lines and areas. Corel advice: Put the image on a light table, cover it with vellum (tracing paper), and then manually ink the desired outlines. Then scan the vellum and use an automated raster-to-vector conversion program on that scan.

  5. Image resolution - Wikipedia

    en.wikipedia.org/wiki/Image_resolution

    An image that is 2048 pixels in width and 1536 pixels in height has a total of 2048×1536 = 3,145,728 pixels or 3.1 megapixels. One could refer to it as 2048 by 1536 or a 3.1-megapixel image. The image would be a very low quality image (72ppi) if printed at about 28.5 inches wide, but a very good quality (300ppi) image if printed at about 7 ...

  6. Image scaling - Wikipedia

    en.wikipedia.org/wiki/Image_scaling

    Image scaling. In computer graphics and digital imaging, image scaling refers to the resizing of a digital image. In video technology, the magnification of digital material is known as upscaling or resolution enhancement. When scaling a vector graphic image, the graphic primitives that make up the image can be scaled using geometric ...

  7. Color Graphics Adapter - Wikipedia

    en.wikipedia.org/wiki/Color_Graphics_Adapter

    This used 4 bits per pixel, with a total memory use of (160 * 100 * 4) / 8 = 8 kilobytes. 320 × 200 in 4 colors, chosen from 3 fixed palettes, with high- and low-intensity variants, with color 1 chosen from a 16-color palette. This used 2 bits per pixel, with a total memory use of (320 * 200 * 2) / 8 = 16 kilobytes.

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