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One of the simpler ways of increasing the size, replacing every pixel with a number of pixels of the same color. The resulting image is larger than the original, and preserves all the original detail, but has (possibly undesirable) jaggedness. The diagonal lines of the "W", for example, now show the "stairway" shape characteristic of nearest ...
The simplest form of segmentation is probably Otsu's method which assigns pixels to foreground or background based on grayscale intensity. Another method is the watershed algorithm. Edge detection also often creates a binary image with some pixels assigned to edge pixels, and is also a first step in further segmentation.
In computer graphics, planar is the method of arranging pixel data into several bitplanes of RAM.Each bit in a bitplane is related to one pixel on the screen. Unlike packed, high color, or true color graphics, the whole dataset for an individual pixel is not in one specific location in RAM, but spread across the bitplanes that make up the display.
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Wavelet image format used primarily with geo-referenced aerial and satellite imagery No EMF: Enhanced Metafile Format Microsoft.emf, .emz Microsoft Office: EMF+: Enhanced Metafile Format Plus Extensions Microsoft.emf, .emz ERF: EPSON RAW EPSON TIFF .erf Exif: Exchangeable Image File Format .exif EVA Extended Vector Animation Sharp Corporation.eva
Sixel, short for "six pixels", is a bitmap graphics format supported by terminals and printers from DEC. It consists of a pattern six pixels high and one wide, resulting in 64 possible patterns. Each possible pattern is assigned an ASCII character, making the sixels easy to transmit on 7-bit serial links.
In comparison to the raw pixel information captured by the image sensor, the output pixels could be formatted differently based on the active pixel format. For several digital cameras, this format is a user-configurable feature; the available pixel formats on a particular camera depends on the type and model of the camera. [1] [2]
The mask pixels are 0 (black) wherever the corresponding sprite pixel is to be displayed, and 1 (white) wherever the background needs to be preserved. The sprite must be 0 (black) anywhere where it is supposed to be transparent, but note that black can be used in the non-transparent regions.