Understanding the Basics
Let's say you want to take a picture and e-mail it to a friend. To do this,
you need the image to be represented in the language that computers recognize
-- bits and bytes. Essentially, a digital image is just a long string of 1s
and 0s that represent all the tiny colored dots -- or pixels -- that collectively
make up the image. o3q7qq
If you want to get a picture into this form, you have two options:
• You can take a photograph using a conventional film camera, process
the film chemically, print it onto photographic paper and then use a digital
scanner to sample the print (record the pattern of light as a series of pixel
values).
• You can directly sample the original light that bounces off your subject,
immediately breaking that light pattern down into a series of pixel values --
in other words, you can use a digital camera.
At its most basic level, this is all there is to a digital camera. Just like
a conventional camera, it has a series of lenses that focus light to create
an image of a scene. But instead of focusing this light onto a piece of film,
it focuses it onto a semiconductor device that records light electronically.
A computer then breaks this electronic information down into digital data. All
the fun and interesting features of digital cameras come as a direct result
of this process.
The key difference between a digital camera and a film-based camera is that
the digital camera has no film. Instead, it has a sensor that converts light
into electrical charges.
The image sensor employed by most digital cameras is a charge coupled device
(CCD). Some low-end cameras use complementary metal oxide semiconductor (CMOS)
technology. While CMOS sensors will almost certainly improve and become more
popular in the future, they probably won't replace CCD sensors in higher-end
digital cameras. Throughout the rest of this article, we will mostly focus on
CCD. For the purpose of understanding how a digital camera works, you can think
of them as nearly identical devices. Most of what you learn will also apply
to CMOS cameras.
The CCD is a collection of tiny light-sensitive diodes, which convert photons
(light) into electrons (electrical charge). These diodes are called photosites.
In a nutshell, each photosite is sensitive to light -- the brighter the light
that hits a single photosite, the greater the electrical charge that will accumulate
at that site.
One of the drivers behind the falling prices of digital cameras has been the
introduction of CMOS image sensors. CMOS sensors are much less expensive to
manufacture than CCD sensors. Both CCD and CMOS image sensors start at the same
point -- they have to convert light into electrons at the photosites. If you've
read the article How Solar Cells Work, you already understand one of the pieces
of technology used to perform the conversion. A simplified way to think about
the sensor used in a digital camera (or camcorder) is to think of it as having
a 2-D array of thousands or millions of tiny solar cells, each of which transforms
the light from one small portion of the image into electrons. Both CCD and CMOS
devices perform this task using a variety of technologies.
The next step is to read the value (accumulated charge) of each cell in the
image. In a CCD device, the charge is actually transported across the chip and
read at one corner of the array. An analog-to-digital converter turns each pixel's
value into a digital value. In most CMOS devices, there are several transistors
at each pixel that amplify and move the charge using more traditional wires.
The CMOS approach is more flexible because each pixel can be read individually.
CCDs use a special manufacturing process to create the ability to transport
charge across the chip without distortion. This process leads to very high-quality
sensors in terms of fidelity and light sensitivity. CMOS chips, on the other
hand, use completely standard manufacturing processes to create the chip --
the same processes used to make most microprocessors. Because of the manufacturing
differences, there are several noticeable differences between CCD and CMOS sensors.
• CCD sensors, as mentioned above, create high-quality, low-noise images.
CMOS sensors, traditionally, are more susceptible to noise.
• Because each pixel on a CMOS sensor has several transistors located
next to it, the light sensitivity of a CMOS chip is lower. Many of the photons
hitting the chip hit the transistors instead of the photodiode.
• CMOS sensors traditionally consume little power. Implementing a sensor
in CMOS yields a low-power sensor. CCDs, on the other hand, use a process that
consumes lots of power. CCDs consume as much as 100 times more power than an
equivalent CMOS sensor.
• CMOS chips can be fabricated on just about any standard silicon production
line, so they tend to be extremely inexpensive compared to CCD sensors.
• CCD sensors have been mass produced for a longer period of time, so
they are more mature. They tend to have higher quality pixels, and more of them.
Based on these differences, you can see that CCDs tend to be used in cameras
that focus on high-quality images with lots of pixels and excellent light sensitivity.
CMOS sensors usually have lower quality, lower resolution and lower sensitivity.
However, CMOS cameras are less expensive and have great battery life.
Resolution
The amount of detail that the camera can capture is called the resolution,
and it is measured in pixels. The more pixels your camera has, the more detail
it can capture. The more detail you have, the more you can blow up a picture
before it becomes "grainy" and starts to look out-of-focus.
Some typical resolutions that you find in digital cameras today include:
• 256x256 pixels - You find this resolution on very cheap cameras. This
resolution is so low that the picture quality is almost always unacceptable.
This is 65,000 total pixels.
• 640x480 pixels - This is the low end on most "real" cameras.
This resolution is great if you plan to e-mail most of your pictures to friends
or post them on a Web site. This is 307,000 total pixels.
• 1216x912 pixels - If you are planning to print your images, this is
a good resolution. This is a "megapixel" image size -- 1,109,000 total
pixels.
• 1600x1200 pixels - This is "high resolution." Images taken
with this resolution can be printed in larger sizes, such as 8x10 inches, with
good results. This is almost 2 million total pixels. You can find cameras today
with up to 10.2 million pixels.
You may or may not need lots of resolution, depending on what you want to do
with your pictures. If you are planning to do nothing more than display images
on a Web page or send them in e-mail, then using 640x480 resolution has several
advantages:
• Your camera's memory will hold more images at this low resolution than
at higher resolutions.
• It will take less time to move the images from the camera to your computer.
• The images will take up less space on your computer.
On the other hand, if your goal is to print large images, you definitely want
to take high-resolution shots and need a camera with lots of pixels.
What picture resolution will give the best quality prints my inkjet printer
There are many different technologies used in inkjet printers. In general,
printer manufacturers will advertise the printer resolution in dots per inch
(dpi). However, all dots are not created equal. One printer may place more drops
of ink (black, cyan, magenta or yellow) per dot than another.
For instance, printers made by Hewlett Packard that use PhotoREt III technology
can layer a combination of up to 29 drops of ink per dot, yielding about 3,500
possible colors per dot. This may sound like a lot, but most cameras can capture
16.8 million colors per pixel. So these printers cannot replicate the exact
color of a pixel with a single dot. Instead, they must create a grouping of
dots that when viewed from a distance blend together to form the color of a
single pixel. The rule of thumb is that you divide your printer's color resolution
by about four to get the actual maximum picture quality of your printer. So
for a 1200 dpi printer, a resolution of 300 pixels per inch would be just about
the best quality that printer is capable of. This means that with a 1200x900
pixel image, you could print a 4-inch by 3-inch print. In practice, though,
lower resolutions than this usually provide adequate quality. To make a reasonable
print that comes close to the quality of a traditionally developed photograph,
you need about 150 to 200 pixels per inch of print size.
Kodak recommends:
Print Size Megapixels Image Resolution
Wallet 0.3 640x480 pixels
4x5 inches 0.4 768x512 pixels
5x7 inches 0.8 1152x768 pixels
8x10 inches 1.6 1536x1024 pixels
Capturing Color
Unfortunately, each photosite is colorblind. It only keeps track of the total
intensity of the light that strikes its surface. In order to get a full color
image, most sensors use filtering to look at the light in its three primary
colors. Once all three colors have been recorded, they can be added together
to create the full spectrum of colors that you've grown accustomed to seeing
on computer monitors and color printers.
How the three basic colors combin to form other colors
There are several ways of recording the three colors in a digital camera. The
highest quality cameras use three separate sensors, each with a different filter
over it. Light is directed to the different sensors by placing a beam splitter
in the camera. Think of the light entering the camera as water flowing through
a pipe. Using a beam splitter would be like dividing an identical amount of
water into three different pipes. Each sensor gets an identical look at the
image; but because of the filters, each sensor only responds to one of the primary
colors.
The advantage of this method is that the camera records each of the three colors
at each pixel location. Unfortunately, cameras that use this method tend to
be bulky and expensive.
A second method is to rotate a series of red, blue and green filters in front
of a single sensor. The sensor records three separate images in rapid succession.
This method also provides information on all three colors at each pixel location;
but since the three images aren't taken at precisely the same moment, both the
camera and the target of the photo must remain stationary for all three readings.
This isn't practical for candid photography or handheld cameras.
A more economical and practical way to record the three primary colors from
a single image is to permanently place a filter over each individual photosite.
By breaking up the sensor into a variety of red, blue and green pixels, it is
possible to get enough information in the general vicinity of each sensor to
make very accurate guesses about the true color at that location. This process
of looking at the other pixels in the neighborhood of a sensor and making an
educated guess is called interpolation.
The most common pattern of filters is the Bayer filter pattern. This pattern
alternates a row of red and green filters with a row of blue and green filters.
The pixels are not evenly divided -- there are as many green pixels as there
are blue and red combined. This is because the human eye is not equally sensitive
to all three colors. It's necessary to include more information from the green
pixels in order to create an image that the eye will perceive as a "true
color."
There are other ways of handling color in a digital camera. Some single-sensor
cameras use alternatives to the Bayer filter pattern. A company called Foveon
has developed a sensor that captures all three colors by embedding red, green
and blue photodetectors in silicon. This X3 technology works because red, green
and blue light each penetrate silicon to a different depth. There is even a
method that uses two sensors. Some of the more advanced cameras don't add up
the different values of red, green and blue, but instead subtract values using
the typesetting colors cyan, yellow, green and magenta. However, most consumer
cameras on the market today use a single sensor with alternating rows of green/red
and green/blue filters.
Fovenon X3 Tehnology
Until now, you haven't been getting the picture. At least not the complete
picture. That's because revolutionary Foveon X3 technology features the first
and only image sensors that capture red, green and blue light at each and every
pixel location. All other image sensors record just one color per pixel location
—that's why Foveon's direct image sensors deliver increased sharpness,
better color detail and resistance to unpredictable color artifacts. From point-and-shoot
digital cameras to high-end professional equipment, Foveon X3 technology offers
a wealth of benefits to consumers and manufacturers alike. At the same time,
it paves the way for other innovations, such as new kinds of cameras that record
both video and still images without compromising the image quality.
The revolutionary design of Foveon X3 direct image sensors features three layers
of pixel sensors. The layers are embedded in silicon to take advantage of the
fact that red, green, and blue light penetrate silicon to different depths—forming
the world's first direct image sensor.
To capture the color that other image sensors miss, Foveon X3® direct image
sensors use three layers of pixel sensors embedded in silicon. The layers are
positioned to take advantage of the fact that silicon absorbs different wavelengths
of light to different depths, so one layer records red, another layer records
green, and the other layer records blue. This means that for every pixel location
on Foveon X3 direct image sensors, there's actually a stack of three pixel sensors,
forming the first and only direct image sensors.
Until now, all other image sensors have featured just one layer of pixel sensors,
with just one pixel sensor per pixel location. To capture color, pixel sensors
are organized in a grid, or mosaic, resembling a three-color checkerboard. Each
pixel is covered with a filter and records just one color—red, green,
or blue. That approach has inherent drawbacks, no matter how many pixels a mosaic-based
image sensor might contain. Since mosaic-based image sensors capture only one-third
of the color, complex processing is required to interpolate the color they miss.
Interpolation leads to color artifacts and a loss of image detail. Blur filters
are used to reduce color artifacts, but at the expense of sharpness and resolution.
With its revolutionary process for capturing light, Foveon X3 technology never
needs to compromise on quality, so you get sharper pictures, truer colors, and
fewer artifacts. And cameras equipped with Foveon X3 technology do not have
to rely on processing power to fill in missing colors, reducing hardware requirements,
simplifying designs and minimizing lag time between one shot and the next. Dollar
for dollar, pixel for pixel, nothing compares to Foveon X3 technology.
Variable Pixel in X3 Tehnology
Foveon X3® direct image sensors not only lead to better pictures, but better
cameras too, as a result of their powerful full-color variable pixel size (VPS)
capability. VPS opens the door to an entirely new breed of camera, one that
can switch seamlessly between still photography and digital video, without sacrificing
the quality of either.
The VPS capability allows signals from adjacent pixels to be combined into groups
and read as one larger pixel. For example, a 2300 x 1500 image sensor contains
more than 3.4 million pixel locations. But if the VPS capability were used to
group those pixel locations into 4x4 blocks, the image sensor would appear to
have 575 x 375 pixel locations, each of them 16 times larger than the originals.
The size and configuration of a pixel group are variable—2x2, 4x4, 1x2,
etc.—and are controlled through sophisticated circuitry integrated into
Foveon X3 direct image sensors. Because Foveon X3 image sensors capture full
color at every pixel location, pixels that are grouped together form full-color
"super pixels." No other image sensor can do this.
The grouping of pixel locations increases the signal-to-noise ratio, allowing
the camera to take full-color pictures in low-light conditions with reduced
noise. Using the VPS capability to increase pixel size and reduce the resolution
also allows the image sensor to run at higher frame rates, accelerating the
speed at which images can be captured.
This makes it possible to shoot high-quality digital video, enabling the development
of the first cameras with true dual-mode functionality. Without Foveon X3 technology,
cameras attempting to accommodate both still and video functions must sacrifice
performance in one mode to do the other well. And since the sizing of pixels
can be done in an instant, a Foveon X3 direct image sensor can capture a high—resolution
still photo in the midst of recording video—yet another first in digital
photography.
Better Quality
The unique ability of Foveon X3 direct image sensors to capture all the light
at every pixel location results in more than truer color—it also translates
into images of unprecedented sharpness and clarity. All colors, especially green,
carry luminance information that the human visual system uses to discern and
define image detail. Recognizing the importance of green light, manufacturers
of mosaic image sensors dedicate 50% of pixel locations to capturing green light,
with the remaining 50% evenly divided between red and blue. Yet they still capture
only half as much green as Foveon X3 direct image sensors, which capture 100%
of every color for sharper, clearer images.
In many cases, the difference in sharpness and detail is compounded by the use
of blur filters in mosaic-based digital cameras. The blur filters are intended
to minimize luminance and color artifacts. The artifacts are unpredictable byproducts
of the complex processing required to interpolate the information mosaic image
sensors miss. However, blur filters reduce artifacts at the expense of resolution
and sharpness.
These trade-offs are unnecessary with Foveon X3 direct image sensors. There's
no need to rely on interpolation to reconstruct missing information, because
all the information is captured by the revolutionary stacked pixel design of
Foveon X3 technology.
The Effects of Filters
Cameras using mosaic image sensors are forced to compromise between image quality
and sharpness. Images directly sampled with mosaic sensors have better resolution
than those taken using blur filters, but suffer from interpolation artifacts.
Blur filters will alleviate the artifacts, but cause a reduction in overall
resolution and image detail.
Mosaic Without Blur Filter Mosaic With Blur Filter Foveon X3
Visible artifacts without blur filter. Overall image softening with blur filter.
Foveon X3 direct image sensor, no blur filter required.
New technology automatically corrects lighting problems in digital photographs.
X3 Fill Light, a new software feature, dramatically improves the image quality
of digital images affected by challenging lighting conditions. X3 Fill Light
simulates the photographic method of adding extra light to shadow regions, while
preserving highlight detail. It is a powerful yet automatic method for "dodging
and burning" an image, where each pixel is optimally adjusted in relation
to surrounding pixels. The X3 Fill Light feature is included in software designed
to process the X3F files generated by cameras which use Foveon direct image
sensors for capture. The X3 Fill Light feature is simple to apply: moving the
slider in the positive direction from the default setting of 0.0 increases the
affect, as illustrated in the example.
As the X3 Fill Light slider is increased, the relationship between the regions
of an image that contain shadows, midtones, and highlights are altered in relation
to each other. By increasing the amount of X3 Fill Light, the brightness and
contrast of the shadow regions are increased to add visibility into areas that
have been underexposed. Simultaneously, the contrast in highlight regions is
increased and the brightness is adjusted to avoid over saturation.
Examples of images where the use of X3 Fill Light is desirable are those taken
in mixed lighting conditions including shadow and direct sunlight, indoor-outdoor
scenes (such as through a doorway or window), back-lit subjects, or dramatic
sky scenes. The end results are natural looking images that map from a wide-dynamic-range
scene into a narrower dynamic range that can be properly reproduced on a print.
Image Comparison
Foveon X3® technology visibly improves image quality, as these comparisons
demonstrate. In this case, an image taken with a mosaic sensor is compared to
an image taken with Foveon X3 technology.
Mosaic capture Foveon X3
Clarity
Mosaic Foveon X3
As you can see, the camera equipped with Foveon X3 technology takes sharper
pictures. That's because it captures twice as much green as mosaic image sensors,
and the green wavelengths of light are critical in defining image detail.
Color Detail
Mosaic Foveon X3
These pictures demonstrate how Foveon X3 technology improves color detail. The
difference is that Foveon X3 direct image sensors measure full color at each
and every pixel location, while mosaic sensors capture 50% of the green and
just 25% of the red and blue.
Artifacts
Mosaic Foveon X3
As shown here, Foveon X3 technology offers resistance to unpredictable artifacts.
A mosaic image sensor is more vulnerable to artifacts, largely because it must
rely on complex processing to interpolate the colors it missed. No amount of
processing power can completely take the guesswork out of color interpolation.
Digitizing Information
The light is converted to electrical charge; but the electrical charges that
build up in the CCD are not digital signals that are ready to be used by your
computer. In order to digitize the information, the signal must be passed through
an analog-to-digital converter (ADC). Interpolation is handled by a microprocessor
after the data has been digitized. Think of each photosite as a bucket or a
well, and think of the photons of light as raindrops. As the raindrops fall
into the bucket, water accumulates (in reality, electrical charge accumulates).
Some buckets have more water and some buckets have less water, representing
brighter and darker sections of the image. Sticking to the analogy, the ADC
measures the depth of the water, which is considered analog information. Then
it converts that information to binary form.
Is the number of photosites the same as the number of pixels?
If you read digital camera claims carefully, you'll notice that the number
of pixels and the maximum resolution numbers don't quite compute. For example,
a camera claims to be a 2.1-megapixel camera and it is capable of producing
images with a resolution of 1600x1200. Let's do the math: a 1600x1200 image
contains 1,920,000 pixels. But "2.1 megapixel" means there ought to
be at least 2,100,000 pixels. This isn't an error from rounding off, and it
isn't binary mathematical trickery. There is a real discrepancy between these
two numbers. If a camera says it has 2.1 megapixels, then there really are approximately
2,100,000 photosites on the CCD. What happens is that some of the photosites
are not being used for imaging. Remember that the CCD is an analog device. It's
necessary to provide some circuitry to the photosites so that the ADC can measure
the amount of charge. This circuitry is dyed black so that it doesn't absorb
any light and distort the image.
How big are the sensors?
The current generation of digital sensors are smaller than film. Typical film
emulsions that are exposed in a film-based camera measure 24mm x 36mm. If you've
look at the specifications of a typical 1.3-megapixel camera, you'll find that
it has a CCD sensor that measures 4.4mm x 6.6mm. As you'll see in a later section,
a smaller sensor means smaller lenses.
Output, Storage and Compression
Most digital cameras on the market today have an LCD screen, which means that
you can view your picture right away. This is one of the great advantages of
a digital camera: You get immediate feedback on what you capture. Once the image
leaves the CCD sensor (by way of the ADC and a microprocessor), it is ready
to be viewed on the LCD.
Of course, that's not the end of the story. Viewing the image on your camera
would lose its charm if that's all you could do. You want to be able to load
the picture into your computer or send it directly to a printer. There are several
ways to store images in a camera and then transfer them to a computer.
Storage
Early generations of digital cameras had fixed storage inside the camera.
You needed to connect the camera directly to a computer by cables to transfer
the images. Although most of today's cameras are capable of connecting to a
serial, parallel, SCSI, and/or USB port, they usually provide you with some
sort of removable storage device.
Creating Fun Photos
With the image-editing software that often comes with your camera you can do
lots of neat things. You can:
• crop the picture to capture just the part you want
• add text to the picture
• make the picture brighter or darker
• change the contrast and sharpness
• apply filters to the picture to make it look blurry, painted, embossed,
etc.
• resize pictures
• rotate pictures
• cut stuff out of one picture and put it into another
• "stitch" together many pictures to create one large panoramic/360-degree
picture
• create a 3-D picture that you can rotate and zoom in on and out of
There are a number of storage systems currently used in digital cameras:
• Built-in memory - Some extremely inexpensive cameras have built-in
Flash memory.
• SmartMedia cards - SmartMedia cards are small Flash memory modules.
• CompactFlash - CompactFlash cards are another form of Flash memory,
similar to but slightly larger than SmartMedia cards.
• Memory Stick - Memory Stick is a proprietary form of Flash memory used
by Sony.
• Floppy disk - Some cameras store images directly onto floppy disks.
• Hard disk - Some higher-end cameras use small built-in hard disks,
or PCMCIA hard-disk cards, for image storage.
• Writeable CD and DVD - Some of the newest cameras are using writeable
CD and DVD drives to store images.
In order to transfer the files from a Flash memory device to your computer without
using cables, you will need to have a drive or reader for your computer. These
devices behave much like floppy drives and are inexpensive to buy.
Think of all these storage devices as reusable digital film. When you fill one
up, either transfer the data or put another one into the camera. The different
types of Flash memory devices are not interchangeable. Each camera manufacturer
has decided on one device or another. Each of the Flash memory devices also
needs some sort of caddy or card reader in order to transfer the data.
What is the image capacity of each type of storage?
Right now, there are two main types of storage media in use today. Some cameras
use 1.44-MB floppy disks, and some use various forms of Flash memory that have
capacities ranging from several megabytes to 1 gigabyte. There are several other
formats, but for now we'll discuss these two.
The main difference between storage media is their capacity: The capacity of
a floppy disk is fixed, and the capacity of Flash memory devices is increasing
all the time. This is fortunate because picture size is also increasing constantly,
as higher resolution cameras become available.
The two main file formats used by digital cameras are TIFF and JPEG. TIFF is
an uncompressed format and JPEG is a compressed format. Most cameras use the
JPEG file format for storing pictures, and they sometimes offer quality settings
(such as medium or high). The following chart will give you an idea of the file
sizes you might expect with different picture sizes.
Image Size TIFF
(uncompressed) JPEG
(high quality) JPEG
(medium quality)
640x480 1.0 MB 300 KB 90 KB
800x600 1.5 MB 500 KB 130 KB
1024x768 2.5 MB 800 KB 200 KB
1600x1200 6.0 MB 1.7 MB 420 KB
One thing that becomes apparent is that a 1.44-MB disk cannot hold very many
pictures. In fact, at some image sizes you can't even fit one picture on the
disk. But the floppy disk does have its uses. For Internet publishing and e-mailing
pictures to friends, you almost never need a picture bigger than 640x480, and
you will almost always save it in JPEG form. In this case, you might be able
to fit 16 or so pictures on each disk.
If you are trying to store the biggest, highest quality images you can, then
you will want the highest capacity medium. A 128-MB Flash memory card, for instance,
could store more than 1,400 small compressed images or 21 of the uncompressed
1600x1200 images. You would probably never use the whole 128 MB if you were
just taking small pictures, but if you were taking the big pictures this would
be the only way to go. The large capacity might also come in handy if you were
going on a long trip and wanted to be able to take lots of pictures.
Compression
It takes a lot of memory to store a picture with over 1.2 million pixels. Almost
all digital cameras use some sort of data compression to make the files smaller.
There are two features of digital images that make compression possible. One
is repetition. The other is irrelevancy.
You can imagine that throughout a given photo, certain patterns develop in the
colors. For example, if a blue sky takes up 30 percent of the photograph, you
can be certain that some shades of blue are going to be repeated over and over
again. When compression routines take advantage of patterns that repeat, there
is no loss of information and the image can be reconstructed exactly as it was
recorded. Unfortunately, this doesn't reduce files any more than 50 percent,
and sometimes it doesn't even come close to that level.
Irrelevancy is a trickier issue. A digital camera records more information than
is easily detected by the human eye. Some compression routines take advantage
of this fact to throw away some of the more meaningless data. If you need smaller
files, you need to be willing to throw away more data. Most cameras offer several
different levels of compression, although they may not call it that. More likely
they will offer you different levels of resolution. This is the same thing.
Lower resolution means more compression.
Batteries
Digital cameras, especially those that use a CCD sensor and an LCD display,
tend to use lots of power -- which means they eat batteries. Rechargeable batteries
help to lower the cost of using the digital camera, but rechargeable batteries
are sometimes expensive. Here are some things to consider:
• Does the camera use standard-size rechargeable batteries (e.g., AA),
or does it use special rechargeable batteries made by the manufacturer? If it
uses the special ones, check to see what the price of another battery pack is.
• If the camera takes AA batteries, can you use normal alkaline batteries
in a pinch?
• Are the rechargeable batteries removable, or are they permanently mounted
in the camera? If they are not removable, it means that once the batteries go
dead you can't use the camera again until you can get to a recharger and power
supply. This can be a major pain in the neck if you want to take a lot of pictures
at once.
Aperture and Shutter Speed
It is important to control the amount of light that reaches the sensor. Thinking
back to the water bucket analogy, if too much light hits the sensor, the bucket
will fill up and won't be able to hold any more. If this happens, information
about the intensity of the light is being lost. Even though one photosite may
be exposed to a higher intensity light than another, if both buckets are full,
the camera will not register a difference between them.
The word camera comes from the term camera obscura. Camera means room (or chamber)
and obscura means dark. In other words, a camera is a dark room. This dark room
keeps out all unwanted light. At the click of a button, it allows a controlled
amount of light to enter through an opening and focuses the light onto a sensor
(either film or digital). In this section, you will learn how the aperture and
shutter work together to control the amount of light that enters the camera.
Aperture
The aperture is the size of the opening in the camera. It's located behind
the lens. On a bright sunny day, the light reflected off your image may be very
intense, and it doesn't take very much of it to create a good picture. In this
situation, you want a small aperture. But on a cloudy day, or in twilight, the
light is not so intense and the camera will need more light to create an image.
In order to allow more light, the aperture must be enlarged.
Your eye works the same way. When you are in the dark, the iris of your eye
dilates your pupil (that is, it makes it very large). When you go out into bright
sunlight, your iris contracts and it makes your pupil very small. If you can
find a willing partner and a small flashlight, this is easy to demonstrate (if
you do this, please use a small flashlight, like the ones they use in a doctor's
office). Look at your partner's eyes, then shine the flashlight in and watch
the pupils contract. Move the flashlight away, and the pupils will dilate.
Shutter Speed
Traditionally, the shutter speed is the amount of time that light is allowed
to pass through the aperture. Think of a mechanical shutter as a window shade.
It is placed across the back of the aperture to block out the light. Then, for
a fixed amount of time, it opens and closes. The amount of time it is open is
the shutter speed. One way of getting more light into the camera is to decrease
the shutter speed -- in other words, leave the shutter open for a longer period
of time.
Film-based cameras must have a mechanical shutter. Once you expose film to light,
it can't be wiped clean to start again. Therefore, it must be protected from
unwanted light. But the sensor in a digital camera can be reset electronically
and used over and over again. This is called a digital shutter. Some digital
cameras employ a combination of electrical and mechanical shutters.
Exposing the Sensor
These two aspects of a camera, aperture and shutter speed, work together to
capture the proper amount of light needed to make a good image. In photographic
terms, they set the exposure of the sensor. Most digital cameras automatically
set aperture and shutter speed for optimal exposure, which gives them the appeal
of a point-and-shoot camera.
Some digital cameras also offer the ability to adjust the aperture settings
by using menu options on the LCD panel. More advanced hobbyists and professionals
like to have control over the aperture and shutter speed selections because
it gives them more creative control over the final image. As you climb into
the upper levels of consumer cameras and the realm of professional cameras,
you will be rewarded with controls that have the look, feel and functions common
to film-based cameras.
Lens and Focal Length
A camera lens collects the available light and focuses it on the sensor. Most
digital cameras use automatic focusing techniques, which you can learn more
about in the article How Autofocus Cameras Work.
The important difference between the lens of a digital camera and the lens of
a 35mm camera is the focal length. The focal length is the distance between
the lens and the surface of the sensor. You learned in the section on technical
details that the surface of a film sensor is much larger than the surface of
a CCD sensor. In fact, a typical 1.3-megapixel digital sensor is approximately
one-sixth of the linear dimensions of film. In order to project the image onto
a smaller sensor, it is necessary to shorten the focal length by the same proportion.
Focal length is also the critical information in determining how much magnification
you get when you look through your camera. In 35mm cameras, a 50mm lens gives
a natural view of the subject. As you increase the focal length, you get greater
magnification, and objects appear to get closer. As you decrease the focal length,
things appear to get farther away, but you can capture a wider field of view
in the camera.
You will find four different types of lenses on digital cameras:
• Fixed-focus, fixed-zoom lenses - These are the kinds of lenses you find
on disposable and inexpensive film cameras -- inexpensive and great for snapshots,
but fairly limited.
• Optical-zoom lenses with automatic focus - Similar to the lens on a
video camcorder, you have "wide" and "telephoto" options
and automatic focus. The camera may or may not let you switch to manual focus.
• Digital-zoom lenses - With digital zoom, the camera takes pixels from
the center of the image sensor and "interpolates" them to make a full-size
image. Depending on the resolution of the image and the sensor, this approach
may create a grainy or fuzzy image. It turns out that you can manually do the
same thing a digital zoom is doing -- simply snap a picture and then cut out
the center of the image using your image processing software.
• Replaceable lens systems - If you are familiar with high-end 35mm cameras,
then you are familiar with the concept of replaceable lenses. High-end digital
cameras can use this same system, and in fact can use lenses from 35mm cameras
in some cases.
Since many photographers that use film-based cameras are familiar with the focal
lengths that project an image onto 35mm film, digital cameras advertise their
focal lengths with "35mm equivalents." This is extremely helpful information
to have.
In the chart below, you can compare the actual focal lengths of a typical 1.3-megapixel
camera and its equivalent in a 35mm camera.
Focal Length 35mm Equivalent View Typical Uses
5.4 mm 35 mm Things look smaller and farther away. Wide-angle shots, landscapes,
large buildings, groups of people
7.7 mm 50 mm Things look about the same as what your eye sees. "Normal"
shots of people and objects
16.2 mm 105 mm Things are magnified and appear closer. Telephoto shots, close-ups
Optical Zoom vs. Digital Zoom
In general terms, a zoom lens is any lens that has an adjustable focal length.
Zoom doesn't always mean a close-up. As you can see in the chart above, the
"normal" view of the world for this particular camera is 7.7 mm. You
can zoom out for a wide-angle view of the world, or you can zoom in for a closer
view of the world. Digital cameras may have an optical zoom, a digital zoom,
or both.
An optical zoom actually changes the focal length of your lens. As a result,
the image is magnified by the lens (sometimes called the optics, hence "optical"
zoom). With greater magnification, the light is spread across the entire CCD
sensor and all of the pixels can be used. You can think of an optical zoom as
a true zoom that will improve the quality of your pictures.
A digital zoom is a computer trick that magnifies a portion of the information
that hits the sensor. Let's say you are shooting a picture with a 2X digital
zoom. The camera will use half of the pixels at the center of the CCD sensor
and ignore all the other pixels. Then it will use interpolation techniques to
add detail to the photo. Although it may look like you are shooting a picture
with twice the magnification, you can get the same results by shooting the photo
without a zoom and blowing up the picture using your computer software.
Macro
If you plan to take close-up images, look for a camera that has a macro focusing
capability. This feature lets you move the camera's lens very close to the subject.
Here is an example of a macro photograph -- this is a picture of part of a small
electric motor, and the white disk is about the size of a U.S. quarter coin.
If your camera is not equipped with a macro setting, there is no way for you
to take an image like this.
Cool Facts
• In the United States, there is roughly one camera for every adult.
• With a 3-megapixel camera, you can take a higher-resolution picture
than most computer monitors can display. .
• The first consumer-oriented digital cameras were sold by Kodak and Apple
in 1994.
• In 1998, Sony inadvertently sold over 700,000 camcorders with a limited
ability to see through clothes.
• You can use various software programs to "stitch" together
a series of digital pictures to create a large panorama
Image Formats
On the Net, luckily, we really only have to deal with three main types of images:
CompuServe GIF, JPEG, and Bitmaps. At the moment, those are the only three that
are roundly supported by the major browsers. But what's the difference between
them? What does it mean if a GIF is interlaced or non-interlaced? Is a JPEG
progressive because it enjoys art deco? Does a Bitmap actually offer directions
somewhere? And the most often asked question:
When do I use a specific image format?
Image or Graphic?
Technically, neither. If you really want to be strict, computer pictures are
files, the same way WORD documents or solitaire games are files. They're all
a bunch of ones and zeros all in a row. But we do have to communicate with one
another so let's decide. Image. We'll use "image". That seems to cover
a wide enough topic range.
"Graphic" is more of an adjective, as in "graphic format."
You see, we denote images on the Internet by their graphic format. GIF is not
the name of the image. GIF is the compression factors used to create the raster
format set up by CompuServe. (More on that in a moment).
So, they're all images unless you're talking about something specific
44 Different Graphic Formats?
It does seem like a big number, doesn't it? In reality, there are not 44 different
graphic format names. Many of the 44 are different versions under the same compression
umbrella, interlaced and non-interlaced GIF, for example.
Before getting into where we get all 44, and there are more than that even,
let us discuss for a moment. There actually are only two basic methods for a
computer to render, or store and display, an image. When you save an image in
a specific format you are creating either a raster or meta/vector graphic format.
Raster
Raster image formats (RIFs) should be the most familiar to Internet users.
A Raster format breaks the image into a series of colored dots called pixels.
The number of ones and zeros (bits) used to create each pixel denotes the depth
of color you can put into your images.
If your pixel is denoted with only one bit-per-pixel then that pixel must be
black or white. Why? Because that pixel can only be a one or a zero, on or off,
black or white. Bump that up to 4 bits-per-pixel and you're able to set that
colored dot to one of 16 colors. If you go even higher to 8 bits-per-pixel,
you can save that colored dot at up to 256 different colors. Does that number,
256 sound familiar to anyone? That's the upper color level of a GIF image. Sure,
you can go with less than 256 colors, but you cannot have over 256. That's why
a GIF image doesn't work overly well for photographs and larger images. There
are a whole lot more than 256 colors in the world. Images can carry millions.
But if you want smaller icon images, GIFs are the way to go.
Raster image formats can also save at 16, 24, and 32 bits-per-pixel. At the
two highest levels, the pixels themselves can carry up to 16,777,216 different
colors. The image looks great! Bitmaps saved at 24 bits-per-pixel are great
quality images, but of course they also run about a megabyte per picture.
The three main Internet formats, GIF, JPEG, and Bitmap, are all Raster formats
Some other Raster formats include the following:
CLP Windows Clipart
DCX ZOFT Paintbrush
DIB OS/2 Warp format
FPX Kodak's FlashPic
IMG GEM Paint format
JIF JPEG Related Image format
MAC MacPaint
MSP MacPaint New Version
PCT Macintosh PICT format
PCX ZSoft Paintbrush
PPM Portable Pixel Map (UNIX)
PSP Paint Shop Pro format
RAW Unencoded image format
RLE Run-Length Encoding
(Used to lower image bit rates)
TIFF Aldus Corporation format
WPG WordPerfect image format
Pixels and the Web
Since I brought up pixels, I thought now might be a pretty good time to talk
about pixels and the Web. How much is too much? How many is too few?
There is a delicate balance between the crispness of a picture and the number
of pixels needed to display it. Let's say you have two images, each is 5 inches
across and 3 inches down. One uses 300 pixels to span that five inches, the
other uses 1500. Obviously, the one with 1500 uses smaller pixels. It is also
the one that offers a more crisp, detailed look. The more pixels, the more detailed
the image will be. Of course, the more pixels the more bytes the image will
take up.
So, how much is enough? That depends on whom you are speaking to, and right
now you're speaking to me. We recomand 100 pixels per inch. That creates a ten-thousand
pixel square inch. This provides a pretty crisp image without going overboard
on the bytes. It also allows some leeway to increase or decrease the size of
the image and not mess it up too much.
The lowest is 72 pixels per inch, the agreed upon low end of the image scale.
In terms of pixels per square inch, it's a whale of a drop to 5184. Try that.
See if you like it, but I think you'll find that lower definition monitors really
play havoc with the image.
Meta/Vector Image Formats
You may not have heard of this type of image formatting, not that you had
heard of Raster, either. This formatting falls into a lot of proprietary formats,
formats made for specific programs. CorelDraw (CDR), Hewlett-Packard Graphics
Language (HGL), and Windows Metafiles (EMF) are a few examples.
Where the Meta/Vector formats have it over Raster is that they are more than
a simple grid of colored dots. They're actual vectors of data stored in mathematical
formats rather than bits of colored dots. This allows for a strange shaping
of colors and images that can be perfectly cropped on an arc. A squared-off
map of dots cannot produce that arc as well. In addition, since the information
is encoded in vectors, Meta/Vector image formats can be blown up or down (a
property known as "scalability") without looking jagged or crowded
(a property known as "pixelating").
So that I do not receive e-mail from those in the computer image know, there
is a difference in Meta and Vector formats. Vector formats can contain only
vector data whereas Meta files, as is implied by the name, can contain multiple
formats. This means there can be a lovely Bitmap plopped right in the middle
of your Windows Meta file. You'll never know or see the difference but, there
it is. I'm just trying to keep everybody happy.
What's A Bitmap?
I get that question a lot. Usually it's followed with "How come it only
works on Microsoft Internet Explorer?" The second question's the easiest.
Microsoft invented the Bitmap format. It would only make sense they would include
it in their browser. Every time you boot up your PC, the majority of the images
used in the process and on the desktop are Bitmaps.
0 0 0 0 0 0 0
0 0 1 1 1 0 0
0 1 1 1 1 1 0
0 1 1 0 1 1 0
0 1 1 0 1 1 0
0 1 1 0 1 1 0
0 1 1 0 1 1 0
0 1 1 1 1 1 0
0 0 1 1 1 0 0
0 0 0 0 0 0 0
Against what I said above, Bitmaps will display on all browsers, just not in
the familiar <IMG SRC="--"> format we're all used to. I see
Bitmaps used mostly as return images from PERL Common Gateway Interfaces (CGIs).
A counter is a perfect example. Page counters that have that "odometer"
effect are Bitmap images created by the server, rather than as an inline image.
Bitmaps are perfect for this process because they're a simple series of colored
dots. There's nothing fancy to building them. It's actually a fairly simple
process. In the script that runs the counter, you "build" each number
for the counter to display. Note the counter is black and white. That's only
a one bit-per-pixel level image. To create the number zero in the counter above,
you would build a grid 7 pixels wide by 10 pixels high. The pixels you want
to remain black, you would denote as zero. Those you wanted white, you'd denote
as one.
See the number zero in the graph above? I made it red so it would stand out
a bit more. You create one of those patterns for the numbers 0 through 9. The
PERL script then returns the Bitmap image representing the numbers and you get
that neat little odometer effect. That's the concept of a Bitmap. A grid of
colored points. The more bits per pixel, the more fancy the Bitmap can be.
Bitmaps are good images, but they're not great. If you've played with Bitmaps
versus any other image formats, you might have noticed that the Bitmap format
creates images that are a little heavy on the bytes. The reason is that the
Bitmap format is not very efficient at storing data. What you see is pretty
much what you get, one series of bits stacked on top of another.
Bitmap Image
Compression
I said above that a Bitmap was a simple series of pixels all stacked up. But
the same image saved in GIF or JPEG format uses less bytes to make up the file.
How? Compression.
"Compression" is a computer term that represents a variety of mathematical
formats used to compress an image's byte size. Let's say you have an image where
the upper right-hand corner has four pixels all the same color. Why not find
a way to make those four pixels into one? That would cut down the number of
bytes by three-fourths, at least in the one corner. That's a compression factor.
Bitmaps can be compressed to a point. The process is called "run-length
encoding." Runs of pixels that are all the same color are all combined
into one pixel. The longer the run of pixels, the more compression. Bitmaps
with little detail or color variance will really compress. Those with a great
deal of detail don't offer much in the way of compression. Bitmaps that use
the run-length encoding can carry either the common ".bmp" extension
or ".rle". Another difference between the two files is that the common
Bitmap can accept 16 million different colors per pixel. Saving the same image
in run-length encoding knocks the bits-per-pixel down to 8. That locks the level
of color in at no more than 256. That's even more compression of bytes to boot.
So, why not create a single pixel when all of the colors are close? You could
even lower the number of colors available so that you would have a better chance
of the pixels being close in color. Good idea. The people at CompuServe felt
the same way.
JPEG Image Formats
JPEG is a compression algorithm developed by the people the format is named
after, the Joint Photographic Experts Group. JPEG's big selling point is that
its compression factor stores the image on the hard drive in less bytes than
the image is when it actually displays. The Web took to the format straightaway
because not only did the image store in fewer bytes, it transferred in fewer
bytes. As the Internet adage goes, the pipeline isn't getting any bigger so
we need to make what is traveling through it smaller.
For a long while, GIF ruled the Internet roost but when JPEG appeared it was
adopted quickly, even though it brought some problems with it.
JPEG pictures can be saved at different compressions and there are presented
a few exemples below of a picture at 400*336, with 153 kilobiti, the size:
Compression 20% - 37 kb Compression 40% - 25 Kb Compression 60% - 19 kb
Compression 80% - 12 kb Compression 90% - 7 kb Compression 95% - 4 kb
The difference between 1% and 60% is not great, from the quality point of
view, but the picture’s size decreased very much. At 95% the picture looks
horrible, it is not worth it. In some cases you can’t tell what the picture
wants to show, because of high compression.
The GIF Image Formats
GIF, which stands for "Graphic Interchange Format," was first standardized
in 1987 by CompuServe, although the patent for the algorithm (mathematical formula)
used to create GIF compression actually belongs to Unisys. The first format
of GIF used on the Web was called GIF87a, representing its year and version.
It saved images at 8 pits-per-pixel, capping the color level at 256. That 8-bit
level allowed the image to work across multiple server styles, including CompuServe,
TCP/IP, and AOL. It was a graphic for all seasons, so to speak.
CompuServe updated the GIF format in 1989 to include animation, transparency,
and interlacing. They called the new format, you guessed it: GIF89a. There's
no discernable difference between a basic (known as non-interlaced) GIF in 87
and 89 formats.
GIF87a GIF89a
Animation
The concept of GIF89a animation is much the same as a picture book with small
animation cells in each corner. Flip the pages and the images appear to move.
Here, you have the ability to set the cell's (technically called an "animation
frame") movement speed in 1/100ths of a second. An internal clock embedded
right into the GIF keeps count and flips the image when the time comes.
The animation process has been bettered along the way by companies who have
found their own method of compressing the GIFs further. As you watch an animation
you might notice that very little changes from frame to frame. So, why put up
a whole new GIF image if only a small section of the frame needs to be changed?
That's the key to some of the newer compression factors in GIF animation. Less
changing means fewer bytes.
Transparency
The process is best described as similar to the weather forecaster on your
local news. Each night they stand in front of a big green (sometimes blue) screen
and deliver the weather while that blue or green behind them is "keyed"
out and replaced by another source. In the case of the weather forecaster, it's
usually a large map with lots of Ls and Hs.
The process in television is called a "chroma key." A computer is
told to hone in on a specific color, let's say it's green. Chroma key screens
are usually green because it's the color least likely to be found in human skin
tones. You don't want to use a blue screen and then chroma out someone's pretty
blue eyes. That chroma (color) is then "erased" and replaced by another
image.
Think of that in terms of a transparent GIF. There are only 256 colors available
in the GIF. The computer is told to hone in on one of them. It's done by choosing
a particular red/green/blue shade already found in the image and blanking it
out. The color is basically dropped from the palette that makes up the image.
Thus whatever is behind it shows through.
The shape is still there though. Try this: Get an image with a transparent background
and alter its height and width in your HTML code. You'll see what should be
the transparent color seeping through.
Any color that's found in the GIF can be made transparent, not just the color
in the background. If the background of the image is speckled then the transparency
is going to be speckled. If you cut out the color blue in the background, and
that color also appears in the middle of the image, it too will be made transparent.
Interlaced vs. Non-Interlaced GIF
When you do NOT interlace an image, you fill it in from the top to the bottom,
one line after another. Hopefully, you're on a slower connection computer so
you got the full effect of waiting for the image to come in. It can be torture
sometimes. That's where the brilliant Interlaced GIF89a idea came from.
Interlacing is the concept of filling in every other line of data, then going
back to the top and doing it all again, filling in the lines you skipped. Your
television works that way. The effect on a computer monitor is that the graphic
appears blurry at first and then sharpens up as the other lines fill in. That
allows your viewer to at least get an idea of what's coming up rather than waiting
for the entire image, line by line. The example image below is of a spice shop
in the Grand Covered Bazaar, Istanbul. Both interlaced and non-interlaced GIFs
get you to the same destination. They just do it differently. It's up to you
which you feel is better.
Progressive JPEGs
You can almost guess what this is all about. A progressive JPEG works a lot
like the interlaced GIF89a by filling in every other line, then returning to
the top of the image to fill in the remainder. The example is again presented
three times at 1%, 50%, and 99% compression. Obviously, here's where bumping
up the compression does not pay off. Rule of thumb: If you're going to use progressive
JPEG, keep the compression up high, 75% or better.