Purpose: To familiarize you with...
- PhotoShop - useful for generating and
augmenting maps and visualizations.
- Image File Structure - which will be similar
to many map, image and data file formats.
- Text & Binary Editing - so that you
can manipulate files and images with confidence.
- The aesthetics of visual presentation -
try to make your page look good (more on this later).
Go to An Atlas of Cyberspaces
http://www.cybergeography.org/atlas/atlas.html
- Pick any colorful map
- Right click on the image. Click on
"save as" and save the image.
- Open Adobe PhotoShop - Copy that map, reduce
it to a reasonable size
- if it is a .gif convert it to |Image|mode|RGB|
and save it as "map.jpg"
- Crop it to a 6x6 pixel space that is
colorful and distinctive. Save it as "6by6.jpg"
- Enlarge this small image click |Image|Image
Size| (pick 100x100 pixels and pick" nearest neighbor")
and save it as "100.jpg"
- While still in Adobe PhotoShop
- click |File|Open| and browse to the
file "6by6.jpg" that you previously saved
- click |File|Save As| filename = "6x6.bmp"
save_as "6by6".bmp
- Open SynEdit (in the course folder)
- click |File|Open in HEX editor| and
browse to the file "6by6.bmp"
- click |View|Column Width|One Byte per
Column|
- click |View|Offset Display|Decimal|
- click |View|Line Size|16 bytes per
line|
- Capture the screen to the clipboard by
holding down |ALT| and pressing |Print Scrn|
- Go back to PhotoShop. Click on |File|New|
and accept the defaults.
- Select |Edit|Paste|. This should paste
an image of the SynEdit page in PhotoShop.
- Crop the image. Click on |Layer|Flatten
Image|. Save this as "hexcode.jpg"
- Look up the file format for a color .bmp
image.
- In PhotoShop, annotate the "hexcode.jpg"
hexcode of the file structure showing how it relates to the image
- Identify from 3 to 5 pixels in the
file and their renderings in the image. Convert them from hex BGR
to decimal RGB and show which colored pixels they specify. (|Start|Programs|Accessories|Calculator
and |View|Scientific| will allow you to convert from HEX to DECIMAL.
There is also a chart on the web.
- Identify from 3 to 5 parts of the header
and interpret them in relation to the image.
- You may wish to place the image on
a larger canvas for more annotations (click |Image|Canvas Size|
and define an area 2 to 3 times as large). You can then annotate
and cut and paste other images alongside the hexcode image.
- Put all the above images on one webpage
(use the .jpg images on the web - the .bmp will not render in the browsers),
with a brief explanatory text. Place the pictures and text aesthetically,
as though you were to use it to explain that graphics file format.
|
Below are some examples of the first three
images I'd like you to create and two examples of the fourth image with
some explanatory annotations: |
The entire image, reduced to fit on the screen
The six-by-six pixel segment you chose, shown
actual size
The six-by-six pixel segment blown up to 100
by 100 pixels
One way you could annotate the hexcode.jpg
image:
Another way you could annotate the hexcode.jpg
image:
|
For more information on data
formats (optional browsing).
|
Microsoft Windows Device Independent Bitmap
- format details... (will be handed out in lab on friday)
http://www.sscnet.ucla.edu/geog/gessler/bmpformat.htm
|
Wotsit's Format - The programmer's resource.
http://www.wotsit.org/
|
Every file format in the world.
http://whatis.com/ff.htm |
ASCII Chart and other resources.
http://www.jimprice.com/jim-asc.htm
|
Really advanced stuff (optional
browsing).
|
MapQuest
http://www.mapquest.com/ |
Broadcast Graphics Language - Rob Glidden.
This presentation was made to the OpenGL Architectural Review Board on April
18, 1999:
http://www.opengl.org/News/Special/BGL.html |
Microsoft Games - Flight Simulator 2000
http://www.microsoft.com/games/fs2000/
|