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A clipping path (or "deep etch" [1] ) is a closed vector path, or shape, used to cut out a 2D image in image editing software. Anything inside the path will be included after the clipping path is applied; anything outside the path will be omitted from the output. Applying the clipping path results in a hard (aliased) or soft (anti-aliased) edge, depending on the image editor's capabilities
By convention, the inside of the path is defined by its direction. Reversing the direction of a path reverses what is considered inside or outside. An inclusive path is one where what is visually "inside" the path corresponds to what will be preserved; an exclusive path, of opposite direction, contains what is visually "outside" the path. By convention, a clockwise path that is non-self-intersecting is considered inclusive.
A compound path results from the combination of multiple paths (inclusive and exclusive) and the Boolean operations that ultimately determine what the combined path contains. For instance, an inclusive path which contains a smaller exclusive path results in a shape with a "hole" (defined by the exclusive path).
One common use of a clipping path is to cull objects that do not need to be rendered because they are outside the user's viewport or obscured by display elements (such as a HUD).
Clipping planes are used in 3D computer graphics in order to prevent the renderer from calculating surfaces at an extreme distance from the viewer. The plane is perpendicular to the camera, a set distance away (the threshold), and occupies the entire viewport. Used in real-time rendering, clipping planes can help preserve processing for objects within clear sight.
The use of clipping planes can result in a detraction from the realism of a scene, as the viewer may notice that everything at the threshold is not rendered correctly or seems to (dis)appear spontaneously. The addition of fog—a variably transparent region of color or texture just before the clipping plane—can help soften the transition between what should be in plain sight and opaque, and what should be beyond notice and fully transparent, and therefore does not need to be rendered.
Clipping path services are professional offerings provided by companies for extracting objects or people from still imagery, and typically includes other photo editing and manipulation services. Addressees of such services are primarily photography and graphic design studios, advertising agencies, web designers, as well as lithographers and printing companies. Clipping path service companies commonly reside in developing countries such as Bangladesh, Philippine, India, Pakistan and Nepal, which can provide their services at comparatively low cost to developed countries, fostering outsourcing of such activities.
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
In 3-D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
Scalable Vector Graphics (SVG) is an XML-based vector image format for defining two-dimensional graphics, having support for interactivity and animation. The SVG specification is an open standard developed by the World Wide Web Consortium since 1999.
A mirror image is a reflected duplication of an object that appears almost identical, but is reversed in the direction perpendicular to the mirror surface. As an optical effect it results from reflection off from substances such as a mirror or water. It is also a concept in geometry and can be used as a conceptualization process for 3-D structures.
In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001 that approximately solves the rendering equation for integrating light radiance at a given point in space. Rays from the light source and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. The algorithm is used to realistically simulate the interaction of light with different types of objects. Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water, diffuse interreflection between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects caused by particulate matter such as smoke or water vapor. Photon mapping can also be extended to more accurate simulations of light, such as spectral rendering. Progressive photon mapping (PPM) starts with ray tracing and then adds more and more photon mapping passes to provide a progressively more accurate render.
Stereoscopy is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives from Greek στερεός (stereos) 'firm, solid', and σκοπέω (skopeō) 'to look, to see'. Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.
A 3D projection is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane.
In 3D computer graphics, hidden-surface determination is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible.
Transparency in computer graphics is possible in a number of file formats. The term "transparency" is used in various ways by different people, but at its simplest there is "full transparency" i.e. something that is completely invisible. Only part of a graphic should be fully transparent, or there would be nothing to see. More complex is "partial transparency" or "translucency" where the effect is achieved that a graphic is partially transparent in the same way as colored glass. Since ultimately a printed page or computer or television screen can only be one color at a point, partial transparency is always simulated at some level by mixing colors. There are many different ways to mix colors, so in some cases transparency is ambiguous.
The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a fundamental framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, whether it's for a video game or any other form of 3D computer animation, the graphics pipeline becomes instrumental in converting the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D and OpenGL, were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.
In 3D computer graphics, the image plane is that plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered. It is also referred to as screen space. If one makes the analogy of taking a photograph to rendering a 3D image, the surface of the film is the image plane. In this case, the viewing transformation is a projection that maps the world onto the image plane. A rectangular region of this plane, called the viewing window or viewport, maps to the monitor. This establishes the mapping between pixels on the monitor and points in the 3D world. The plane is not usually an actual geometric object in a 3D scene, but instead is usually a collection of target coordinates or dimensions that are used during the rasterization process so the final output can be displayed as intended on the physical screen.
The term composition means "putting together". It can be thought of as the organization of the elements of art according to the principles of art. Composition can apply to any work of art, from music through writing and into photography, that is arranged using conscious thought.
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.
A viewport is a polygon viewing region in computer graphics.
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.
In digital photography and digital video, clipping is a result of capturing or processing an image where the intensity in a certain area falls outside the minimum and maximum intensity which can be represented. It is an instance of signal clipping in the image domain. The clipped area of the image will typically appear as a uniform area of the minimum or maximum brightness, losing any image detail. The amount by which values were clipped, and the extent of the clipped area, affect the degree to which the clipping is visually noticeable or undesirable in the resulting image.
In technical drawing and computer graphics, a multiview projection is a technique of illustration by which a standardized series of orthographic two-dimensional pictures are constructed to represent the form of a three-dimensional object. Up to six pictures of an object are produced, with each projection plane parallel to one of the coordinate axes of the object. The views are positioned relative to each other according to either of two schemes: first-angle or third-angle projection. In each, the appearances of views may be thought of as being projected onto planes that form a six-sided box around the object. Although six different sides can be drawn, usually three views of a drawing give enough information to make a three-dimensional object. These views are known as front view, top view and end view. Other names for these views include plan, elevation and section. When the plane or axis of the object depicted is not parallel to the projection plane, and where multiple sides of an object are visible in the same image, it is called an auxiliary view.
In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related to depth buffer, Z-buffer, Z-buffering, and Z-depth. The "Z" in these latter terms relates to a convention that the central axis of view of a camera is in the direction of the camera's Z axis, and not to the absolute Z axis of a scene.
This is a glossary of terms relating to computer graphics.