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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.
It is possible to use the alpha channel (which may be convenient to store in formats parsed by hardware) for other uses such as specularity. Multiple texture maps (or channels) may be combined for control over specularity, normals, displacement, or subsurface scattering e.g. for skin rendering.
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.
Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.
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.