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Most standard techniques treat color quantization as a problem of clustering points in three-dimensional space, where the points represent colors found in the original image and the three axes represent the three color channels. Almost any three-dimensional clustering algorithm can be applied to color quantization, and vice versa. After the ...
If the new version is too sharp, you can utilize the blur filter or tool to fix this, or use Colors > Levels to mess with the Alpha channel. Once it looks correct, save the image as a PNG. Then, to reduce file size, run it through a program like ImageMagick that supports 8-bit PNGs with alpha transparency, in order to remove any unnecessary ...
Many image file formats use data compression to reduce file size and save storage space. Digital compression of images may take place in the camera, or can be done on the computer with the image editor. When images are stored in JPEG format, compression has already taken place.
This is an accepted version of this page This is the latest accepted revision, reviewed on 26 January 2025. Lossy compression method for reducing the size of digital images For other uses, see JPEG (disambiguation). "JPG" and "Jpg" redirect here. For other uses, see JPG (disambiguation). JPEG A photo of a European wildcat with the compression rate, and associated losses, decreasing from left ...
Scratch space is space on the hard disk drive that is dedicated for storage of temporary user data, by analogy of "scratch paper." [ 1 ] [ 2 ] It is unreliable by intention and has no backup . Scratch disks may occasionally be set to erase all data at regular intervals so that the disk space is left free for future use.
Texture memory is a type of digital storage that makes texture data readily available to video rendering processors (also known as GPUs), typically 3D graphics hardware. It was sometimes implemented as specialized RAM ( TRAM ) that is designed for rapid reading and writing, enabling the graphics hardware increased performance in rendering 3D ...
Video memory was shared with the first 128 KiB of RAM. The exact size of the video memory could be reconfigured by software to meet the needs of the current program. An early hybrid system was the Commodore Amiga which could run as a shared memory system, but would load executable code preferentially into non-shared "fast RAM" if it was available.
Contacts are spaced at 1 mm intervals, however they are arranged in two staggered vertical rows so that there is 2 mm space between pins in each row. Odd-numbered A-side contacts, and even-numbered B-side contacts are in the lower row (1.0 to 3.5 mm from the card edge). The others are in the upper row (3.7 to 6.0 mm from the card edge).