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A color spectrum image with an alpha channel that falls off to zero at its base, where it is blended with the background color.. In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. [1]
where a is the value of a color channel in the underlying layer, and b is that of the corresponding channel of the upper layer. The result is most typically merged into the bottom layer using "simple" (b over a) alpha compositing (making the actual formula f ( a , b ) = a l p h a ( b , a ) {\displaystyle f(a,b)=alpha(b,a)} ), but other Porter ...
The alpha channel stores transparency information—the higher the value, the more opaque that pixel is. No camera or scanner measures transparency, although physical objects certainly can possess transparency, but the alpha channel is extremely useful for compositing digital images together.
In computer graphics, pixels encoding the RGBA color space information must be stored in computer memory (or in files on disk). In most cases four equal-sized pieces of adjacent memory are used, one for each channel, and a 0 in a channel indicates black color or transparent alpha, while all-1 bits indicates white or fully opaque alpha.
Color channels The set of channels in a bitmap image representing the visible color components, i.e. distinct from the alpha channel or other information. Color resolution Command buffer A region of memory holding a set of instructions for a graphics processing unit for rendering a scene or portion of a scene.
A material property is an intensive property of a material, i.e., a physical property or chemical property that does not depend on the amount of the material. These quantitative properties may be used as a metric by which the benefits of one material versus another can be compared, thereby aiding in materials selection. A property having a ...
Performing alpha blending is an expensive operation if performed on an entire image or 3D scene. If this operation has to be done in real time video games, there is an easy trick to boost performance. c out = α f in + (1 − α) b in c out = α f in + b in − α b in c out = b in + α (f in − b in)
Alpha mapping is used when the given object's transparency is not consistent: when the transparency amount is not the same for the entire object and/or when the object is not entirely transparent. If the object has the same level of transparency everywhere, one can either use a solid-color alpha texture or an integer value.