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Pixel Inventor Goes Back To the Drawing Board

lawpoop writes "Russell Kirsch, inventor of the square pixel, goes back to the drawing board. In the 1950s, he was part of a team that developed the square pixel. '"Squares was the logical thing to do," Kirsch says. "Of course, the logical thing was not the only possibility but we used squares. It was something very foolish that everyone in the world has been suffering from ever since.' Now retired and living in Portland, Oregon, Kirsch recently set out to make amends. Inspired by the mosaic builders of antiquity who constructed scenes of stunning detail with bits of tile, Kirsch has written a program that turns the chunky, clunky squares of a digital image into a smoother picture made of variably shaped pixels.'"

304 comments

  1. Suffering ? by Soilworker · · Score: 0, Flamebait

    Why are we suffering from it since so ?

    I did not read the article, so I don't know if it's answered there.

    1. Re:Suffering ? by qoncept · · Score: 2, Insightful

      RTFA.

      --
      Whale
    2. Re:Suffering ? by swanzilla · · Score: 2, Insightful

      Why are we suffering from it since so ?

      I did not read the article, so I don't know if it's answered there.

      +1 blatant

    3. Re:Suffering ? by eldavojohn · · Score: 4, Interesting

      Why are we suffering from it since so ?

      I did not read the article, so I don't know if it's answered there.

      It is now apparent that for a comparable amount of information stored, a more complex algorithm (with maybe even N passes required) could be employed to produce better results to the human eye. To me, this article seems to miss the beauty of keeping it simple and going with the square. I would also bet that all of his examples are done by starting out on a square based pixel image. How would one scan an image in one pass with his new suggested method? This might become a better standard but I would wager it would make a lot of things computationally more expensive and displaying the images more complex. Not to mention manipulation of the image gets a bit trickier and probably throws a monkey wrench in a lot of our widely implemented compression technologies that already produce this sort of "creative blocks" of multiple pixels.

      I'm not an expert in this field and I find his further research neat and mildly innovative but I would bet that when it comes down to weighing the practicality of implementation that squares remain.

      --
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    4. Re:Suffering ? by nospam007 · · Score: 3, Funny

      "Why are we suffering from it since so ?

      I did not read the article, so.."

      You couldn't have read it with your square pixel screen, anyway.

    5. Re:Suffering ? by cryoman23 · · Score: 0

      i read it... and mainly says that less pixals is better and make each pixal bigger if it is similar enough to the surrounding pixals, it lowers the resolution by then deleting the surrounding pixals and replacing them with that one big pixal, basically were not suffering if u ask me

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    6. Re:Suffering ? by Anonymous Coward · · Score: 0, Informative

      From looking at the two pictures, however, I'm thinking the guy just might have discovered a new way of compressing images.

    7. Re:Suffering ? by Anonymous Coward · · Score: 0

      pixal = picture ailment (because we've been suffering from them for so long).

    8. Re:Suffering ? by Animaether · · Score: 3, Informative

      blatant as it may be, I read the article three times now - and Soilworker, you did well not to bother. I'm pretty sure the answer is not in there.

      This doesn't seem to be about square pixels in terms of display technology (where hexagonal pixels may indeed be superior).
      It also doesn't seem to be about picture acquisition.
      On the face of it, it seems to be talking about mapping rudimentary shapes to pixels so that they conform to a most-likely contrast-matching scenario with regard to surrounding pixels. Which some other posters here already pointed out with posts about JPEG and the like - but it's not really comparable to that either. Not in technique and not in performance.

      At best, as far as I can take away from it, it could be a different way to display an image when zoomed in / a technique that could be used when enlarging an image to provide greater apparent detail (although you wouldn't want to enlarge it - you'd want to store the masks found with the original image for display).

      The results in the news blurb look pretty decent and if nothing else 'different' from other 'smart scaling' methods, so it's worth exploring. But what this has to do with square pixels as we're mostly familiar with them, I have no idea.

      Now, about those hexagonal display pixels...

    9. Re:Suffering ? by Locke2005 · · Score: 1

      Or fractal images could be used to produce even better pictures that would scale well. Sounds like he is trying to invent a half-assed fractal (which admittedly would take less processing to produce).

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    10. Re:Suffering ? by Smidge204 · · Score: 1

      ...and not to mention that in nearly every case the final image will be rendered on or captured with a device that uses uniformly sized pixels.

      =Smidge=

    11. Re:Suffering ? by EdZ · · Score: 2

      Nope, he's just described a limited form of the commonly used image (and video) compression technique known as a Macroblock.

    12. Re:Suffering ? by Loether · · Score: 1

      I know this is getting off topic but the summary was really offtopic for the article...

      Anyway after reading the summary I had the same thought about hexagonal pixels possibly being superior for some applications. However I think the biggest drawback or issue to contend with would be for text display. At best fonts would need to be recreated with a hex display in mind and at worst dithered. Maybe with pixel size approaching the eyes visual limits it won't be as much of an issue.

      --
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    13. Re:Suffering ? by flowwolf · · Score: 2, Informative

      There are plenty of screens in consumer devices this very day that only give an effective pixel measurement. Many times they are actually made up of tiny dots or rectangles layered offset from each other. A cluster of 3 or 4 different colored dots could be considered 1 pixel. The commonly used method of sub pixel rendering for font smoothing uses this sub structure of a pixel to produce a better edge.
      If this guy's format of storing color information takes off, we could use the data within his files to create a better image across the substructure of a screen. I don't see what the problem is. With the proper software, photographs could be rendered better on almost any modern LCD by using the substructure of a screen pixel combined with his variably shaped pixel format.
      The improvement may not be all that great, but new screen technologies are using effective pixel measurements more and more. We could see benefits on todays technology and lay the software ground work for display manufacturers to stop cramming their technology into some square box which can only ever be an effective measurement.

    14. Re:Suffering ? by flowwolf · · Score: 1

      I think what Kirsch is trying to do is create a file format which can store a better approximation of what's going on in any 1 grid coordinate. Using this new form of digitally recording an image, you can render it more accurately on different forms of displays. This is an improvement in recording visual information so that it is separate from the display technology it will end up on. I think.

    15. Re:Suffering ? by flowwolf · · Score: 1

      Most font's are vectors. An equation representing a line. They would be rendered just as smooth, if not smoother. The rendering algorithm would be changed to graph the line across a hexagonal grid. I imagine that sub pixel rendering would still be used as well.

      As a graphic artist, I recognize that bitmap/pixel fonts are niche use formats and serve a limited need. They are a supplemental format that are only beneficial in a few circumstances. 99% of the fonts you see are vector paths.

    16. Re:Suffering ? by Anonymous Coward · · Score: 0

      The information at the bottom of the article clearly tells us that he started with the blocky image on the left and transformed it to the much more pleasing image on the right. I figured reading comprehension was pretty bad here on /. but clearly worse than I imagined.

    17. Re:Suffering ? by ZosX · · Score: 1

      Genuine fractals already does this. The results are amazing, but you aren't going to make a 100x100 pixel image look good on a billboard.

    18. Re:Suffering ? by Beardydog · · Score: 2, Funny

      My $50 eyeClops projector seems to have hexagonal pixels. It seems to be incredibly bad for fonts... but the projector itself is so bad at everything it does that it's hard to tell which of its many failings is most to blame.

      Blurry, hexagonal pixels are also not optimal for structured light experiments.

  2. Invented the pixel? by gstoddart · · Score: 0

    Jeebus!! Invented the pixel. I'll be damned. :-P

    --
    Lost at C:>. Found at C.
    1. Re:Invented the pixel? by MillionthMonkey · · Score: 3, Funny

      Jeebus needed a single-pixel transparent GIF to do the walking on water miracle.

    2. Re:Invented the pixel? by Anonymous Coward · · Score: 0

      Jeebus!! Invented the pixel. I'll be damned. :-P

      That's nothing. What about the guy back in the 40s that invented the color blue!

    3. Re:Invented the pixel? by Tetsujin · · Score: 5, Funny

      Jeebus!! Invented the pixel. I'll be damned. :-P

      That's nothing. What about the guy back in the 40s that invented the color blue!

      No, no... They didn't have color in the 1940s. Just look at the movies from back then...

      --
      Bow-ties are cool.
    4. Re:Invented the pixel? by JustOK · · Score: 0

      Well, there's Picasso's Blue Period, which might be prior art. It sure is gross, 'tho. I mean Picasso was a guy so why did he have periods? And why were they blue?

      --
      rewriting history since 2109
    5. Re:Invented the pixel? by gstoddart · · Score: 4, Informative

      No, no... They didn't have color in the 1940s. Just look at the movies from back then...

      Actually, you jest, but I remember the first time I saw footage from WWII that was in colour and being stunned, because it was so vivid.

      And, then there was the Russian guy who created colour photos in 1909 using techniques he created himself.

      There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy.

      --
      Lost at C:>. Found at C.
    6. Re:Invented the pixel? by Yvan256 · · Score: 1

      That's not water, it's just single-pixel #00C PNGs.

    7. Re:Invented the pixel? by Volante3192 · · Score: 2, Interesting

      Most of the great artists were mad.

    8. Re:Invented the pixel? by jgagnon · · Score: 1

      Answer: Aunt Flo was rigid.

      --
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    9. Re:Invented the pixel? by gstoddart · · Score: 1

      Answer: Aunt Flo was rigid.

      Rigid, or frigid? :-P

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      Lost at C:>. Found at C.
    10. Re:Invented the pixel? by jgagnon · · Score: 1

      Your imagination is your own... ;)

      --
      Remember to maintain your supply of /facepalm oil to prevent chafing.
    11. Re:Invented the pixel? by Anonymous Coward · · Score: 0

      I invented a new color. It's a combination of blue and yellow. I call it "Blellow."

    12. Re:Invented the pixel? by Anonymous Coward · · Score: 0

      I invented a new color. It's a combination of blue and yellow. I call it "Blellow."

      Most of us just call it green. ;-)

    13. Re:Invented the pixel? by Anonymous Coward · · Score: 4, Funny

      No, no... They didn't have color in the 1940s. Just look at the movies from back then...

      Actually, you jest, but I remember the first time I saw footage from WWII that was in colour and being stunned, because it was so vivid.

      And, then there was the Russian guy who created colour photos in 1909 using techniques he created himself.

      There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy.

      Nonsense!

      I looked at the embedded exif data of the pictures on the site you link to.
      The images are from early 2010.

    14. Re:Invented the pixel? by Tetsujin · · Score: 1

      No, no... They didn't have color in the 1940s. Just look at the movies from back then...

      Actually, you jest, but I remember the first time I saw footage from WWII that was in colour and being stunned, because it was so vivid.

      Yeah, I know there actually was color photography in the 1940s. I mean Wizard of Oz came out in the 1930s... I thought about whether to add a footnote indicating that the joke wasn't factually correct, but decided against it.

      --
      Bow-ties are cool.
    15. Re:Invented the pixel? by larry+bagina · · Score: 1

      In 1880~1900, black/white photographs could be sent to Germany (the China of the time) to be hand colorized. Of course, they didn't always get the colors right due to cultural differences.

      --
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    16. Re:Invented the pixel? by hivebrain · · Score: 2, Informative

      Bravo,
      my favorite C&H ever.

    17. Re:Invented the pixel? by gstoddart · · Score: 2, Insightful

      In 1880~1900, black/white photographs could be sent to Germany (the China of the time) to be hand colorized. Of course, they didn't always get the colors right due to cultural differences.

      Yeah, but that was hand tinting, which was (mostly) more like painting.

      The Russian guy actually did it with light filters and three separate images. Way ahead of his time.

      --
      Lost at C:>. Found at C.
    18. Re:Invented the pixel? by gstoddart · · Score: 1

      *laugh* No worries, I knew you were joking, and acknowledged it in my reply.

      But some of the kids on the lawn might not have known that. ;-)

      --
      Lost at C:>. Found at C.
    19. Re:Invented the pixel? by Unkyjar · · Score: 1

      For a more detailed explanation of why there wasn't color in the old days just listen to Calvin's dad: http://multifamilyinvestor.com/wp-content/uploads/2010/03/calvin-hobbes-world-black-white-color.jpg

    20. Re:Invented the pixel? by Monkey-Man2000 · · Score: 1

      Actually, you jest, but I remember the first time I saw footage from WWII that was in colour and being stunned, because it was so vivid.

      Any link to color WWII footage because I would like to see this. I've seen color pics from Civil War era but not video from before 50's... Just don't tell me it's in Disney's vault.

      --
      This post was generated by a Cadre of Uber Monkeys for Monkey-Man2000 (603495).
    21. Re:Invented the pixel? by commodore64_love · · Score: 2, Insightful

      I'm surprised you've never seen "The Color of War" on History Channel or PBS. Anyway youtube has lots of footage. And oh yeah, they didn't use video. It was film

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    22. Re:Invented the pixel? by camperdave · · Score: 2, Interesting

      I mean Wizard of Oz came out in the 1930s...

      True. And you'll notice that all of the parts of the story that were filmed on Earth are in black and white. It's only after Dorothy drops through the wormhole and they start filming the parallel world called the Land of Oz that the film shows color.

      Calvin's dad explained it all.

      --
      When our name is on the back of your car, we're behind you all the way!
    23. Re:Invented the pixel? by Anonymous Coward · · Score: 0

      2010 != 1910

      Who would know?!

    24. Re:Invented the pixel? by JustOK · · Score: 1

      mad at what?

      --
      rewriting history since 2109
    25. Re:Invented the pixel? by Gilmoure · · Score: 1

      I did this with a b/w scanner had in the school newspaper back in '89. Got some cyan/magenta/yellow gels from the theater department and was churning out color seps for the newspaper. Got an A in intro to desktop publishing. Dropped my intro to DOS class as we were still learning about moving files around and such and decided to get a Mac at that point.

      --
      I drank what? -- Socrates
    26. Re:Invented the pixel? by Gilmoure · · Score: 1

      If it's frigid enough, it'll be rigid.

      But my Rigid tools are orange!

      --
      I drank what? -- Socrates
    27. Re:Invented the pixel? by bronney · · Score: 1

      mad at how reality isn't real enough to represent the real reality.

    28. Re:Invented the pixel? by theArtificial · · Score: 1

      Youtube is a great place to start. High Quality WW2 Color Footage

      --
      Man blir trött av att gå och göra ingenting.
    29. Re:Invented the pixel? by shaitand · · Score: 1

      He didn't claim the photos were digitized in 1909, he claimed the photos were colorized in 1909.

    30. Re:Invented the pixel? by shaitand · · Score: 1

      "In 1909 a remarkable project was initiated by Russian photographer Sergey Mikhaylovich Prokudin-Gorsky. His mission was to record – in full and vibrant color – the vast and diverse Russian Empire."

      Unless you are saying the comment was tongue-in-cheek. Even then, it would be lame tongue-in-cheek and not haha.

    31. Re:Invented the pixel? by Anonymous Coward · · Score: 0

      OK, I just dreamt in my philosophy that some prehistoric apeman or even an amoeba more than 200 billion trillion quadrillion fantasillion lightyears ago (a lightyear, as you might know is much longer than a normal one) created a full system not only for simple pictures, but which would take a 4d model, no matter which size (even universe size or bigger !), create an exact replica, or any modification thereof (for example a 2d picture). When I say 4d, I mean it would also change exactly like the "real" thing, and then made this technology cheaply useable for anyone. Now why didn't your russian manage that ?

  3. Huh? by Locke2005 · · Score: 1

    Just exactly what the fuck is wrong with square pixels? They are the easiest to manipulate algorithmically.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Huh? by decipher_saint · · Score: 4, Insightful

      In a word? Jaggies

      --
      crazy dynamite monkey
    2. Re:Huh? by Grishnakh · · Score: 4, Insightful

      Exactly. Besides, you have to have some kind of regular pixel on a physical display, so it has to be some geometric shape that meshes well with itself: squares, rectangles, triangles, or hexagons. Squares are the easiest. To overcome the blockiness, you just have to decrease the pixel size enough, and increase its density enough, so that the human eye can't perceive the individual pixels. Modern displays have pretty much achieved this.

      It sounds like this guy's trying to invent variable-size pixels, but that doesn't make sense. Sure, you could come up with algorithms for dealing with them efficiently, but making a physical display that shows variable-size pixels is anything but trivial, and pointless since we can already make square pixels so small.

    3. Re:Huh? by Anonymous Coward · · Score: 2, Funny

      From what I could tell, his solution to square pixels is smaller square pixels in certain arrangements... oh, that and not calling them smaller pixels.

    4. Re:Huh? by Locke2005 · · Score: 1

      In a word? Anti-aliasing.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    5. Re:Huh? by Sycraft-fu · · Score: 5, Insightful

      But those are pretty easy to solve. The most complete solution is simply to increase display resolution past what the eye can perceive. Have small enough pixels, no jaggies can be seen. We are working towards that bandwidth of the interconnects and cost being the only hurdles, and those are going away slowly. As a quite effective stopgap, anti-aliasing can be applied. It is very easy to do on modern GPUs for little cost.

      Now, take a variable size, variable geometry pixel grid. Tell me how your process that, how you store it in memory, how you rasterize images to it. Sound like some complex problems? They are, very complex. So solve all that, and in such a way computers can process it in realtime with cheap hardware (if it is even possible). Then you get to tackle the REAL hard part: Building a physical display that can display said pixels.

      So, you can do all this, which I am unconvinced is possible, OR, we can simply work on making displays with more pixels. Get displays up in the 300-400PPI region and none of this is a problem anymore. While that will take more bandwidth than our current interconnects provide, engineering higher bandwidth interconnects is a well understood problem and there are a number of solutions (such as simply running more channels in parallel). It will also require working on ways to bring the cost of high density displays down but again, we've had a great deal of success with that. LCDs went from VGAish resolutions that were quite expensive and small to massive HD displays in about a decade.

      To me, it seems like we have the solution to the problem. This new solution sounds far, far more complex and likely impossible.

    6. Re:Huh? by thodelu · · Score: 5, Insightful

      Pixel was probably loosely used in the article. The link talks about image formats and how they use square pixels; not the physical pixels on display devices - which are rectangular generally.

    7. Re:Huh? by Anonymous Coward · · Score: 1, Insightful

      Agreed that variable pixel sizes sounds like a silly pursuit; the pixel's boundary would require too much information to be useful.

      An alternative regular tessellation does make sense, though. Hexagons can be packed with a greater density than squares (e.g. animal kingdom's genetic algorithm settled on it in many places, including our eyes and honeybee combs). The neighboring scheme for adjacent hexagons is in some ways more sensible. Spatial FFTs on hexagonal images might be nice

      The downside: addressing schemes for hexagonal images would probably be quite tough compared to rectangular, which matches nicely to Cartesian coordinates.

    8. Re:Huh? by mwvdlee · · Score: 3, Insightful

      Anti-aliassing is essentially a form of blurring.
      You eliminate jaggies at the cost of sharpness.

      Using non-square pixels is an interresting (although perhaps not practical) way of tackling this issue.

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    9. Re:Huh? by Yvan256 · · Score: 1

      That's just more square pixels.

    10. Re:Huh? by dsavi · · Score: 1

      And non-square pixels help the general public how? I'm having a hard time imagining a screen that could display non-square pixels, or rather pixels with varying shape, using today's technology. Or technology in the next five or so years.

    11. Re:Huh? by mwvdlee · · Score: 1

      Actually, I know of no color display that actually has square pixels. Even modern LCD displays use non-square pixels. If you combine three subpixels you get a square, but the subpixels can be set individually.

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    12. Re:Huh? by gotpoetry · · Score: 5, Funny

      Would someone tell me how this happened? We were the fucking vanguard of displays in this country. The Sycraft-fu Mach3 was the display to own. Then the other guy came out with a 300 Pixel Per Inch display. Were we scared? Hell, no. Because we hit back with a little thing called the Mach3Turbo. That's 300 PPI and an aloe strip. For moisture. But you know what happened next? Shut up, I'm telling you what happened--the bastards went to 400 PPI. Now we're standing around with our cocks in our hands, selling 300 PPI and a strip. Moisture or no, suddenly we're the chumps. Well, fuck it. We're going to 500 Pixels Per Inch.

      Sure, we could go to 400 PPI next, like the competition. That seems like the logical thing to do. After all, three worked out pretty well, and four is the next number after three. So let's play it safe. Let's make a thicker aloe strip and call it the Mach3SuperTurbo. Why innovate when we can follow? Oh, I know why: Because we're a business, that's why!

      You think it's crazy? It is crazy. But I don't give a shit. From now on, we're the ones who have the edge in the PPI game. Are they the best a man can get? Fuck, no. Sycraft-fu is the best a man can get.

      What part of this don't you understand? If 200 PPI is good, and 300 PPI is better, obviously 500 PPI would make us the best fucking display that ever existed. Comprende? We didn't claw our way to the top of the display game by clinging to the 200 PPI industry standard. We got here by taking chances. Well, 500 PPI is the biggest chance of all.

      Here's the report from Engineering. Someone put it in the bathroom: I want to wipe my ass with it. They don't tell me what to invent--I tell them. And I'm telling them to stick 200 more PPI in there. I don't care how. Make the Pixels so thin they're invisible. Put some on the stand. I don't care if they have to cram the 500th pixel in diagonally to the other four hundred, just do it!

    13. Re:Huh? by Anonymous Coward · · Score: 0

      Jaggies?

      Just yell "enhance!" at your screen for a crystal clear picture.

      Hey, it works for CSI.

    14. Re:Huh? by mosb1000 · · Score: 1

      You could store all your images in a vector format and then have the screen rasterize it prior to display (the same way a printer does). Then you are only limited by the display resolution.

    15. Re:Huh? by Anonymous Coward · · Score: 0

      Storage requirements go up as a square when you make the pixels half as tall/wide. Are we ready to return to vector displays?

    16. Re:Huh? by Warbothong · · Score: 1

      Just exactly what the fuck is wrong with square pixels? They are the easiest to manipulate algorithmically.

      There's no such thing as square pixels: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.79.9093

      That memo basically makes the point that a pixel is an infinitesimally small point, a sample representative of the colour in that area. The sampling can be of any form, for example it may have a Gaussian shape, and thus when displaying an image made of these pixels (samples) we should spread the colour of those points to the surrounding area in a suitable way (eg. with a Gaussian).

      If we're talking about PC monitors then we may presume that the display is made out of little squares, but we must think about the best way to map our sample of image colour (our pixels) onto that surface of squares. Doing a 1:1 mapping might be OK in some cases, but it's a very naive approach, especially if the pixels are further apart than the squares on the display.

    17. Re:Huh? by TD-Linux · · Score: 1

      Bandwidth to the LCD isn't really a problem at all. Making a large quantity of pixels, however, is. The trick is that customers expect a perfect display - therefore, as you get more pixels, your yield drops, as a single dead line makes a display completely unsellable. Then of course, there is existing software that expects a screen to be 72-96 dpi (e.g. LABVIEW I HATE YOU WITH PASSION). Smartphones don't have this problem because they were designed from the ground up for variable resolution and dpi displays.

    18. Re:Huh? by AttillaTheNun · · Score: 1

      Who says a display has to be raster-based? If you eliminate that constraint, then other image encoding schemes may be considered, including vectors, wavelets and, yes, variable-sized pixels (though how one defines a 'pixel' in this context is arbitrary).

    19. Re:Huh? by Grishnakh · · Score: 1

      Storage requirements go up as a square when you make the pixels half as tall/wide.

      So what? Storage space is plentiful, and increasing geometrically. You can buy a 2TB hard drive now for just over $100. More importantly, display pixel density is NOT increasing geometrically; in fact, it's just about stagnant (except on smartphones, but they've just about hit their peak too with Apple's new display). Most displays now are 1920x1080, and it's unlikely they'll go much higher since the human eye can only perceive so much, so there wouldn't be any benefit to it.

    20. Re:Huh? by Locke2005 · · Score: 1

      Get displays up in the 300-400PPI region and none of this is a problem anymore. It is a question of angle of view, not absolute pixel spacing. Specifying the pixels per inch is useless without also specifying the distance between the display and the eye. That being said, a 4000x4000 pixel display it about the point at which the human can no longer perceive individual pixels while simultaneously viewing the entire display. Higher resolutions are required if you want to be able to focus in on a small area of the display without making out individual pixels.

      But this inventor isn't really talking about displays, he is talking about how images are stored in a file. And what he is doing looks more like a cheap way of doing a fractal image. Real fractals would be better, but brute forcing the encoding is currently extremely compute intensive.

      --
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    21. Re:Huh? by Jake+Griffin · · Score: 1

      First comment I've seen that actually looked informed and as if the author already did RTFA... Thanks!

      --
      SIG FAULT: Post index out of bounds.
    22. Re:Huh? by BoberFett · · Score: 1

      When I RTFA, that's the first thing I thought of. He appears to be attempting to create a format somewhere between raster and vector.

      Still, you'd probably be better off just using higher resolutions.

    23. Re:Huh? by BoberFett · · Score: 1

      When you've invented a non-raster display, get back to us.

    24. Re:Huh? by dfghjk · · Score: 1

      It sure is great Apple invented this so that we can now talk about high resolution displays. Wasn't that long ago Apple was saying 100dpi was fine and it was gospel. Meanwhile, 300-400 dpi is not at all required unless you have a viewing distance that's quite close. Pixel density isn't the issue, viewing angle is.

      IBM introduced a 300 dpi, 22" display 9 year ago. It's hardly new.

      What problem do non-square pixels solve when the image will ultimately be displayed on a square-pixel display anyway?

    25. Re:Huh? by shaitand · · Score: 1

      Yeah we are a long way off. I used a web based vision test recently. I have a high resolution 22" display at work and it appears very fine to me. I took the test and saw the tiny little circles with missing space on one of the 8 sides and thought I was doing okay to see them all from my chair.

      However, when looking at the calibration setting my resolution wasn't nearly small enough for what they determined to be a proper vision test. This required me to be further and further from the display.

      Finally, if I calibrated to no less than 6.5 ft viewing distance could I get a viewing resolution fine enough to accurately assess my eyes.

      What surprised me is that I could indeed distinguish the differences in those tiny circles that seemed so small at 18 inches viewing distance when 6.5ft away. After going through all that I also crouched so that my eye was a straight ahead of the screen so the results would be most accurate.

    26. Re:Huh? by dfghjk · · Score: 2, Informative

      Who says a display has to be raster-based? The market did. If you knew your history, you wouldn't ask that question.

    27. Re:Huh? by jacks0n · · Score: 1

      People with pixel level graphic design obsessiveness and Labview definitely do not mix.

    28. Re:Huh? by Anonymous Coward · · Score: 0

      The REAL hard part - building a physical display? Really? Using the existing hardware solutions, it's similar to sub-pixel rendering which is already employed. The sub-pixels are simply grouped however you want to group them to make pixels of the appropriate size and shape. As for the math, I would suppose that sub-pixels rendering algorithms cover most of it, and the rest would probably be about as complex as applying a single filter to an image. If you can run a compositing window manager, it could probably be implemented with no more overhead than you already have.

      Plus, there are existing displays which are FREQUENTLY discussed here that already treat subpixels independently.

      Unfortunately, /. will not let me post a comment as a logged-in user, even though I'm logged in.

    29. Re:Huh? by dsparil · · Score: 3, Informative

      Pixel was completely misused in the article. He's working an image scaling algorithm for photos. That isn't saying that it's not noteworthy, interesting or important; it looks like it works great and I'm not aware of anything that produces results that good on photos. There is the Hqx family of filters, but those were designed for emulators and aren't meant to be used with more than 256 colors.

    30. Re:Huh? by KnownIssues · · Score: 1

      I've read this twice (once when it first appeared and once now), and I admit, I still don't understand what is being said. He keeps saying square pixels were a foolish idea. What would have been better that could have been invented at the time? Round pixels? Triangular? Oblong? How would any of those have been better given an equal size, spacing, etc?

      Or his he apologizing for storing one bit (or equal bits) per pixel rather than something like run-length encoding? And his description of Los Angelos weather reporting; isn't that just run-length encoding? That's already been invented. Is he saying he can make images appear to have more pixels-per-unit than they actually have? In the examples, it just looks like he's using bigger pixels.

      I'm not saying Kirsch is blowing smoke out his ass, I'm just saying the article makes it seem like he is. It really does an injustice to whatever his message really is. Maybe he is just a poor communicater. I'd assume it was just me, but so many comments here and on the original article seem to agree.

    31. Re:Huh? by commodore64_love · · Score: 2, Informative

      (1) If you make the pixels sufficiently small, nobody will notice they are square or triangle or whatever because people won't be able to see anything but a bight point of light.

      (2) Not all pixels are square.

      Those used for TV-compatible computers like Atari 800, Commodore=64, or Amiga used rectangular pixels (more tall than wide) because of the analog NTSC standard (which doesn't use pixels at all but is approximately 704x486 analog resolution). These computers produce rectangular output to be consistent with that. DVDs also use non-square pixels for the same reason.

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    32. Re:Huh? by commodore64_love · · Score: 1

      >>>Get displays up in the 300-400PPI region and none of this is a problem anymore.

      On my 1280x1024 CRT I already can't see the shape of the pixels. As I recall it was advertised as a 150 DPI unit, so apparently that's all I need to eliminate the "jaggies"

      --
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    33. Re:Huh? by Anonymous Coward · · Score: 0

      No, blurring is a form of anti-aliasing, and a piss-poor one at that.

      There are other, much better ways of anti-aliasing - edge-directed interpolation, for one.

    34. Re:Huh? by doublebackslash · · Score: 2, Interesting
      Actually, no, anti-aliasing leads to an image that more closely mimics the way we perceive the world (continuous analog signals, instead of digital samples). Here is a VERY good primer on Anti-Aliasing (with pictures!) http://www.povray.org/documentation/view/3.6.1/223/#s02_01_02_08_04
      Now, that isn't exactly how it works in every system, but the basics are there and the best algorithms for the task are also presented. In case you didn't click, or don't care to read the whole thing here are the basics:
      • Oh no! The pixel next to me is WAY different! I'll bet that we missed something that goes between us!
      • *look in between the pixels*
      • Ah HA! I see that this is an edge of some sort, and human eyes would, if this were real, see this pixel as a mixture of colors
      • *combine the samples taken when looking around in an average mimicking what real life would show*

      So you see, it isn't blurring at all! It's taking more samples, and increasing the accuracy of the image relative to what is being sampled, where it is necessary.
      As I said, this isn't the algorithm that everything uses, some do it for every single pixel, but the end result is about the same except in extreme corner cases.

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    35. Re:Huh? by NeutronCowboy · · Score: 1

      To me, it seems like we have the solution to the problem.

      Yes, it's called sitting farther away from the screen. Works like a charm.

      --
      Those who can, do. Those who can't, sue.
    36. Re:Huh? by AttillaTheNun · · Score: 1

      thank you for enlightening the youngsters.

    37. Re:Huh? by vrt3 · · Score: 2, Informative

      As I understand it, he proposes a system where each pixel (meaning in the image format, not on the physical display) can be subdivided in two areas, with different possible shapes (two rectangles on top of each other, two rectangles next to each other, two triangles) and different sizes of the two shapes. The best way to subdivide is decided for each pixel, in a way that maximizes the contrast between the two areas.

      Or something like that; the text doesn't make it very clear.

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    38. Re:Huh? by kestasjk · · Score: 1

      I thought he'd say hexagons, without anti-aliasing it'd look nasty for straight lines, but it might be better for some things

      --
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    39. Re:Huh? by keeboo · · Score: 1

      Lanczos resampling looks nice too.

    40. Re:Huh? by Grishnakh · · Score: 2, Interesting

      They'd probably be better overall than square pixels (as they'd be more uniform, whereas square pixels look great for straight vertical and horizontal lines, but look terrible for lines that don't match the layout of the pixels) after anti-aliasing.

      However, fabricating LCD panels with hexagonal pixels would probably be a pain.

    41. Re:Huh? by Anonymous Coward · · Score: 0

      you don't _have_ to "have some kind of regular pixel on a physical display", that's just you thinking in pixels because it's all you know.

    42. Re:Huh? by Anonymous Coward · · Score: 0

      Actually, even MORE essentially, anti-aliasing is the act of using a low-pass filter on an image.

      A low-pass filter blocks high frequencies (which occur on sharp edes) and passes low frequencies (gradual shifts), hence low-pass.

    43. Re:Huh? by Grishnakh · · Score: 1

      Um, yes, you do have to have some kind of regular pixel. You certainly can't have irregular pixels. And you have to have pixels of some kind, unless you have some brilliant idea about going back to CRT-based vector displays.

      If you have a truly revolutionary idea that obsoletes pixels, let's hear it. Otherwise, stop wasting time with dumb-ass comments.

    44. Re:Huh? by medv4380 · · Score: 1

      The article didn't help explain what he was doing other then increasing the number of pixels in a photography. If I rescanned an image and turned every pixel I did the first time into 6x6 more pixels then I'd get a better image too, and without his horrible dog bone looking artifacts.

    45. Re:Huh? by Anomalyst · · Score: 1

      Is putting the Cartesian before the bee a good idea?

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    46. Re:Huh? by masterwit · · Score: 1

      They are the easiest to manipulate algorithmically.

      It's killing me because I cannot find an neat article explaining this, but I heard once that might not always be true. Take for example your standard compressed image: a JPEG. At the most basic of sense we have a lot of painful null-spaces and matrix operations here, but what if we instead varied maybe 3/4 of the pixels? We could then use these original (isolated) pixels as a point of reference, sort of like a linked list, with 1/3 donuts pixels surrounding this main pixel. Alternate the initial angles of these donixels "viewing angles", contrast, etc, and we have something that could potentially compete mathematically. When the new image is rendered, it is stored as the main pixel with other pixels stored as almost a "child" of the main pixel only by how they are offset: arbitrary - {X=500,Y=200,R=[0-3]}

      In the end its the same number of pixels, just as a nested array allowing for different shapes/etc.

      Disclaimer: I do not pretend this to be an actual science or applied theory, I just remember hearing it and thought you might find it interesting as I did :)

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    47. Re:Huh? by Gilmoure · · Score: 2, Funny

      *golf clap*

      --
      I drank what? -- Socrates
    48. Re:Huh? by Anonymous Coward · · Score: 0

      So what the fuck is the difference between pixel and subpixel then? You talk about combining three subpixels (non-square) to make a pixel (which you said is square).

      So why the fuck are you saying that you know of no color display that actually has square pixels?

      It's like you forgot the difference between pixel and subpixel right in the middle of your post.

      You fucking pedantic, karma whoring, slashtard.

    49. Re:Huh? by Locke2005 · · Score: 1

      Why is it that every suggested other way of encoding the image data sounds like a fractal to me? Yes, you get better compression if you only completely encode reference points or reference blocks, and then encode only the differences between the reference and other points or blocks. JPEG does this in small macro blocks, whereas wavelet encoding does the entire image at once, but they are both essentially doing the same thing. Fractals add an additional step of allowing a difference in size between the reference and it's children -- which sounds a lot like what is being proposed in the original article.

      --
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    50. Re:Huh? by mattack2 · · Score: 1

      Have you never played the original arcade Asteroids?

    51. Re:Huh? by otuz · · Score: 1

      No, just a little over 200dpi and most GPU's still struggle with the resolution. (I still use one of these every day)
      I have to use two DVI cables for the display to get any kind of acceptable signal, but it's well worth it.

      Anyway, 200dpi is good enough, even with perfect vision one won't be sitting as close to the display to really notice there are any pixels. I just wish someone would still manufacture and sell these, IBM quit the PC and display business in 2005.

    52. Re:Huh? by QuietObserver · · Score: 1

      Well stated. I'm working on making one of my game projects potentially compatible with higher resolution DPI than is presently available; sure, getting that to work properly will be a great deal of work, but since I'm designing the graphic system to be a separate component, I shouldn't need to worry about changing the core elements of other parts of the engine.

    53. Re:Huh? by Anonymous Coward · · Score: 0

      i suppose we could save some processing time if we didnt have to calculate for each small pixel, but only for the small pixels around edges. but, really, nowadays, how much processing time is that?

    54. Re:Huh? by parlancex · · Score: 3, Informative

      Actually, anti-aliasing is nothing like blurring. True anti-aliasing is actually a projection of a higher sample rate to a lower one by combining more than one sample within the area of a single sample at the lower sample rate. While not as accurate as the higher resolution image, it is significantly more accurate than simply selecting one sample from each area. Blurring would be taking selecting one sample within the area of a single sample at the lower rate, and then averaging neighboring samples, which means you actually end up with less information than the un-blurred un-anti-aliased image.

    55. Re:Huh? by SEE · · Score: 1

      There are some tricks you could play with dividing the hexagonal pixel into six equilateral triangle color elements (instead of the modern "square" pixel of three rectangular color elements), too.

    56. Re:Huh? by ceoyoyo · · Score: 1

      Unless the image is uncompressed we don't store square pixels anyway. We store DCT or wavelet coefficients. Both are decidedly not square.

    57. Re:Huh? by mwvdlee · · Score: 1

      Problem is, you DON'T want a display system to closely mimic the way we percieve the world.

      You want a display system to closely mimic what would actually be there in real-life and leave the "way we percieve the world" bit to our own eyes.

      Anti-aliassing is a trade-off between sharpness and jaggies. An anti-aliassing algorithm (especially of the type you describe; super sampling) can be just as annoying visually as jaggies.

      Just imagine a vertical black line one pixel wide halfway between two pixels on a white background; most anti-aliassing algorithms would create a medium gray line two pixels wide; your eyes would percieve this as a medium gray line two pixels wide; not a single pixel black line.

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    58. Re:Huh? by mwvdlee · · Score: 1

      You are correct; technically blurring is low-pass filtering. By using an average you're drowing out the details.

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    59. Re:Huh? by mwvdlee · · Score: 1

      Try taking that "projection of a higher sample rate to a lower one" to it's extreme and you'll see that it IS blurring.

      Depending on the purpose, a nearest-neighbor scaling could be more accurate. One of the things anti-aliassing tends to do is loose color contrast; if you scale down a rainbow far enough, you end up with a grayish drab; using nearest-neighbor you'd retain the saturation.

      On the other hand, the rainbow would not be a nice round curve anymore, but a jagged bunch of squares.

      Hence anti-aliassing is a trade-off; if you anti-alias, you loose details, if you don't, you loose the big picture. Depending on what you need, either one can be good or bad and the middleground can be the best or worst of both worlds. The key thing here is "depending on what you need"; image quality is subjective.

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    60. Re:Huh? by beelsebob · · Score: 1

      Anti-aliassing is essentially a form of blurring.

      No it's not, not at all. Anti-aliassing is a form of more accurately representing the colour that should be in a pixel. Instead of taking the colour at the centre of the pixel, you take the average colour in the pixel.

      Using non-square pixels is an interresting (although perhaps not practical) way of tackling this issue.

      Personally, I don't see how non-square pixels are in any way going to be able to help make a smoother image –they have to have edges somewhere, if those edges don't match up with the edges in the image you're displaying, you're out of luck. The only way to get any better at this is to increase the number of edges you can display – preferably beyond the number of edges your eye can detect.

    61. Re:Huh? by oliverthered · · Score: 1

      Just imagine a vertical black line one pixel wide halfway between two pixels on a white background; most anti-aliassing algorithms would create a medium gray line two pixels wide; your eyes would percieve this as a medium gray line two pixels wide; not a single pixel black line.

      1: That's why what he's done is really good, it's basically like sub-pixel shading where there is no half way.

      2: in analogue systems, it would be really really weird for something to fall exactly half way between and be exactly one pixel wide.
      supersample until you get more info.

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      thank God the internet isn't a human right.
    62. Re:Huh? by Anonymous Coward · · Score: 0

      Anti-Aliasing is a form of representing multiple underlying samples of information with a single sample. Blurring an aliased image does not create anti-aliasing.

    63. Re:Huh? by masterwit · · Score: 1

      Your right, I mean honestly the fractals are "not needed". Of course what is sent to a monitor is not in JPEG format, but as many other comments have rightfully pointed out: the pixels on today's monitors are so close does it really matter anymore? Lastly the article seems to be discussing an image manipulation technique more than an actual "lcd display technique".

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    64. Re:Huh? by BoberFett · · Score: 1

      Fantastic. I can see how that would replace modern displays.

    65. Re:Huh? by BoberFett · · Score: 1

      I guess I should clarify "a non-raster display that can compete with today's high quality, full-color high-resolution monitors."

    66. Re:Huh? by Gilmoure · · Score: 1

      And The Invisible Hand of the Market always chooses the best solution. If ya' don' like it, thump it!

      --
      I drank what? -- Socrates
    67. Re:Huh? by Gilmoure · · Score: 1

      Why not just get away from bit mapped file formats and go for straight vector graphics image descriptions?

      --
      I drank what? -- Socrates
    68. Re:Huh? by mwvdlee · · Score: 1

      1: That's why what he's done is really good, it's basically like sub-pixel shading where there is no half way.

      I agree. I don't know if his way is the best way, but it's certainly an interresting idea.

      2: in analogue systems, it would be really really weird for something to fall exactly half way between and be exactly one pixel wide.
      supersample until you get more info.

      It is equally unlikely for a line to fall exactly on a pixel, thus most lines will have some level of bluriness when supersampling. The problem gets worse when supersampling over larger areas.

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    69. Re:Huh? by Anonymous Coward · · Score: 0

      You and the grandparent are both right, in a sense. What you describe as blurring is downsampling, then blurring. What the grandparent described is blurring, then downsampling. The latter is anti-aliasing.

    70. Re:Huh? by Anonymous Coward · · Score: 0

      Variable pixel size is easy.
      3-tube, projector CRT.
      Each tube is a solid mask-less field of phosphor. Minimum pixel size is entirely dependent on how sharply you can focus the electron beam onto the phosphor. Everything else depends on how well you can control the movement of the beam. Vector or raster scan or any combination you can think of to get your favorite pixel size or shape.

    71. Re:Huh? by kalirion · · Score: 1

      Personally, I don't see how non-square pixels are in any way going to be able to help make a smoother image -they have to have edges somewhere, if those edges don't match up with the edges in the image you're displaying, you're out of luck.

      But with variable-shaped pixels, you could custom the pixel to fit the edges of the image!

    72. Re:Huh? by beelsebob · · Score: 1

      You could, but how are you going to construct a variable shaped LCD crystal?

    73. Re:Huh? by kalirion · · Score: 1

      Dammit, Bob, I'm a programmer, not a hardware designer!

    74. Re:Huh? by Anonymous Coward · · Score: 0

      Pixel wasn't misused *at all* in the article, since 'pixel' is a term derived from 'picture element'.

      What's misleading in the article is that using arbitrarily shaped pixels is essentially useless unless you have your picture information *first*. You can't create a display with a collection of arbitrarily shaped pixels and expect it to be useful for displaying any arbitrary image. As such, the technique described in the article is only really any good for encoding the data. Of course, all sorts of more traditional compression techniques, optimized for regular grids of square pixels do the job better today, but that's because this is a new technique. It is certainly possible that this technique could lead to better image encoding and compression techniques in the future.

      My biggest complaint about the article is the quad of images used to 'demonstrate' the technique. The left pair is the standard grid version while the right pair are there to demonstrate the end result. The second pair, however, has by my count at roughly 2-6 times the pixel count observable in various portions of the the zoomed section. My guess would be that on average, it contains 4 times the number of pixels as the traditional grid representation next to it, which is equivalent to subdividing each pixel of the grid into a 2x2 sub-grid. I'd be willing to bet that the difference between the two images isn't quite so drastic when you do that. They simply don't compare like-quantities of data.

    75. Re:Huh? by Anonymous Coward · · Score: 0

      That's not exactly novel... there are plenty of vector graphics based systems. I suppose last time it was novel when VGA was a new thing.

      Also all 3D engines (excluding bitmap textures) are already scalable.

    76. Re:Huh? by QuietObserver · · Score: 1

      This isn't for a 3D engine, and it's bitmap based, not vector based. I know it's not novel, but my graphics system will be based more on old NES/SNES bitmap technology, where a near infinite number of multicolor palettes can be applied to a single graphic image, just with far greater flexibility.

  4. April 1st already? by Rockoon · · Score: 1

    I mean seriously..

    In my early days of computing, pixels werent square.. they were rectangles (4:3 display, 320x200 resolution.. do the math)

    Now who wants to write a rasterizer for non-rectangular pixels... any takers?

    --
    "His name was James Damore."
    1. Re:April 1st already? by gnasher719 · · Score: 1

      Now who wants to write a rasterizer for non-rectangular pixels... any takers?

      I don't think that would be particularly difficult. A 3D rasterizer takes 3D triangles and transforms them onto the plane, then produces pixel coordinates within this triangle - that is, it finds pixels (of whatever shape, currently rectangular), assigns real (x, y) coordinates to each pixel, for example the center of each pixel, and transforms those back to 3D coordinates and starts calculating a color value. For hexagonal pixels the only difference is that the coordinates are (n, m) for even n and (n, m + 1/2) for odd n. No problem at all.

    2. Re:April 1st already? by Rockoon · · Score: 1

      The transform from screenspace to object/worldspace isnt the issue. You are ignoring the fundamental (and first) step.

      Design an algorithm to iterate over the pixels within the triangle, when the pixels are hexagons.

      Normally a rasterizer uses something like Bresenham or DDA in order to find the edge pixels, and picks up some anti-aliasing information here by trivially calculating how much of the pixel is covered by the ideal triangle (this information falls right out of either method whether you use it or not), and then simply iterates across each scanline of the triangle from start pixel to end pixel.

      (yes, I have written software rasterizers..)

      You cant even find the edge pixels as easily... and then you have the much more complicated anti-aliasing problem of determining how much of the hexagon pixel is covered by the ideal triangle...

      All the transforming to object/world space isnt even important. You cant do that until you are iterating over the pixels of the triangle.

      --
      "His name was James Damore."
  5. He didn't invent this by Brett+Buck · · Score: 2, Funny

    Somebody addressed this problem a long time ago, I see it on CSI every week.

    1. Re:He didn't invent this by gstoddart · · Score: 1

      Somebody addressed this problem a long time ago, I see it on CSI every week.

      Actually, I think he's making it real. If TFA is any indication, he can smooth an existing image and produce rather spectacular enhancements.

      --
      Lost at C:>. Found at C.
    2. Re:He didn't invent this by Jake+Griffin · · Score: 1

      Did you RTFA? He took a higher resolution image and made two SMALLER images. Every 6x6 block of pixels became a single pixel (or two pixels in the case of his improvement). So he didn't smooth an existing image, he just made a better compression of it than the typical 6x6 -> 1x1 compression.

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    3. Re:He didn't invent this by gstoddart · · Score: 3, Interesting

      Did you RTFA?

      In fact, I did.

      He took a higher resolution image and made two SMALLER images

      Actually, if I understand it, he made a higher resolution image by turning "the chunky, clunky squares of a digital image into a smoother picture made of variably shaped pixels", if I understand correctly, twice a many pixels.

      Kirsch’s method assesses a square-pixel picture with masks that are 6 by 6 pixels each and looks for the best way to divide this larger pixel cleanly into two areas of the greatest contrast

      I think, he has actually upscaled the images and used his technique to actually do the mythical CSI image enhancement.

      Kirsch has also used the program to clean up an MRI scan of his head. The program may find a home in the medical community, he says, where it’s standard to feed images such as X-rays into a computer.

      I don't get the impression at all that he's making smaller images. I get the impression that he's actually pulling detail out of the image with the jaggies, and getting a clearer image. The end result is actually more pixels, not less.

      However, that's just my best interpretation -- I'm entirely willing to concede that I'm wrong. I'm actually trying to figure it out. :-P

      It is entirely possible that he is ending up with the same number of variable pixels which gives more apparent detail, just with better alignment.

      --
      Lost at C:>. Found at C.
    4. Re:He didn't invent this by Jake+Griffin · · Score: 1

      It is not possible to create a better image from one that now has jaggies, unless you also have a higher resolution image. This is because there is no way to know if the original picture actually HAD jaggies, and you don't know whether or not they really need to be removed. For example, Imagine you took a picture of a set of stairs, where each stair became one pixel. If you were to remove the "jaggies" from this picture, you would actually make a less accurate picture.

      --
      SIG FAULT: Post index out of bounds.
    5. Re:He didn't invent this by Anonymous Coward · · Score: 0

      wrong sir. there are already some very impressive algorithms and filters for enhancing images. you obviously can't create new data from nothing, but good extrapolation works quite well for bitmap data.

    6. Re:He didn't invent this by ceoyoyo · · Score: 1

      Yeah, the article kind of suggests that, but if you pull up the actual paper (someone linked to it), he's not. This thing is kind of an amateur compression algorithm. It's NOT an interpolation algorithm.

    7. Re:He didn't invent this by Anonymous Coward · · Score: 0

      No, essentially he reinvented a JPEG-like compression algorithm. Nothing more.
      Instead of using 8x8 blocks like JPEG he uses 6x6 blocks, and instead of sine waves he uses a step function, and wait for it... he uses only the lowest three or so order-equivalents.
      According to a back-of-the-envelope computation, he gets about the same compression ratio as a mediocre JPEG image, or even a good JPEG image if there are large flat-colour areas in the image, but the JPEG will almost always look significantly better.

  6. Hmmm... by msauve · · Score: 1, Funny

    Someone forgot to credit the Onion for this article.

    Really, square pixels are an invention? Meh. And he might want to credit Georges Seurat for his new direction.

    --
    "National Security is the chief cause of national insecurity." - Celine's First Law
    1. Re:Hmmm... by gstoddart · · Score: 1

      Really, square pixels are an invention?

      Ummm ... the guy created the first digital image, on the "only programmable computer" in the US at the time. I would say yes, that's an invention.

      From what TFA says, he might be well on his way to improving digital imaging by a fair bit too, because he's being a little smarter about how he builds the images and breaks it down into sections.

      In effect, he's building a better pixel.

      --
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    2. Re:Hmmm... by MillionthMonkey · · Score: 1

      Really, square pixels are an invention?

      Come on, we all know you're sore from square wheels failing in the marketplace.

    3. Re:Hmmm... by MobileTatsu-NJG · · Score: 1

      After 40 years of hindsight, it's hard to imagine that drawing alpha-numeric challenges on a ray-tube was challenging. Different ball-of-wax with vector displays, too.

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    4. Re:Hmmm... by Anonymous Coward · · Score: 0

      What is it with the idiots on this site who feel it necessary to discount anything anyone else has done? Yes, the guy invented square pixels. And the term pixel. And digital photography. What have you done?

    5. Re:Hmmm... by Volante3192 · · Score: 1

      I think one thing that's key to take away from this is he's talking about image file pixels, as in from PNGs.

      I originally read the subject and went 'ooh, new LCD pixel patterns?!'

      Of course, his funky pixelated images still have to be rendered on the rectangular pixels the screen displaying it uses.

    6. Re:Hmmm... by msauve · · Score: 2, Informative

      Ummm ... the guy created the first digital image, on the "only programmable computer" in the US at the time. I would say yes, that's an invention.

      From "A Brief History of the Pixel":

      Paul Nipkow had filed a German patent application on his mechanical-scanning TV or Elektrisches Teleskop1 in 1884, in which he referred to Bildpunkte--literally picture points but now universally translated as pixels...Alfred Dinsdale had written the very first English book on Television in 1926, but instead of picture element he had used there lots of other colorful language: a mosaic of selenium cells, a great number of small parts, thousands of little squares...

      There's much more, but it suffices to say that Russell Kirsch is only a minor footnote in terms of the history of the pixel. He may have invented something, but it wasn't square pixels. No doubt, someone colored in blocks on a sheet of graph paper to make an image before pixels were ever used in conjunction with an electronic device. And using square pixels on a computer connected raster scanned display is just common sense, not an invention - it makes the math simpler.

      --
      "National Security is the chief cause of national insecurity." - Celine's First Law
    7. Re:Hmmm... by Jake+Griffin · · Score: 1

      Failing? What are you talking about?! Square wheels are even better than circular ones, because you don't even need a parking brake if you're on an incline less than 45 degrees!

      --
      SIG FAULT: Post index out of bounds.
    8. Re:Hmmm... by MillionthMonkey · · Score: 1

      Well of course. They make much better contact with the surface of the road than round wheels do because the coefficient of static friction for square wheels is so incredibly superior to that of round wheels.

      Nevertheless, the winner in this department has to be the triangular wheel.

    9. Re:Hmmm... by msauve · · Score: 1

      ...and the math for square wheels is so much more rational.

      --
      "National Security is the chief cause of national insecurity." - Celine's First Law
    10. Re:Hmmm... by tehcyder · · Score: 1

      Great, now we have fucking Pixel fanboys.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  7. summary by Anonymous Coward · · Score: 0

    he used 36x the number of square pixels

  8. Pixels aren't little squares by Anonymous Coward · · Score: 2, Informative

    Here's a relevant article about it: http://alvyray.com/memos/6_pixel.pdf

    1. Re:Pixels aren't little squares by cowdung · · Score: 1

      The bug in this article is that he's not saying that pixels are squares.. He's saying that we digitize as if they were squares. Instead he'd like to digitize in irregular shape. Its like an adaptive compression algorithm.

      Of course, if we digitize better, the information gathered will be closer to the original so the image should more like the original.

      (What I wonder though, is if there aren't intelligent digitization algorithms that are already doing this.. I'd be surprised if they weren't)

    2. Re:Pixels aren't little squares by UnknownSoldier · · Score: 1

      That's destined to become a classic, much like "Goto considered harmful" !
      http://en.wikipedia.org/wiki/Considered_harmful

      Cheers

    3. Re:Pixels aren't little squares by ArbitraryDescriptor · · Score: 1

      His algorithm steps up pixel density by 36, fusses around with it to enhance contrast, then effectively halves it again (as each pixel is now 2 fixed, if oddly shaped, blocks of solid color). I think this is more effective as an "enhance contrast" algorithm than a compression algo, since it seems you would still need to account for the increased resolution, though adding tracking as RGBA1/RGBA2/Shape/Rotation could streamline the bitmap data.

    4. Re:Pixels aren't little squares by ArbitraryDescriptor · · Score: 1

      IANA Mathematician, but thinking about it more: You wouldn't actually need the shape. If you split a square in half at a given angle, you will get triangles and rectangles he seems to describe. One byte can store 0-180 in 12 15 degree increments, leaving 4 values to alternately mimic the "pixel" above it, to the left, up and to the left, or up and to the right. Then read them as 2 pixel pairs, where the 4 alternate values of subpixel 2 reference to the right, lower-right,down, and lower-left. Given a 36 pixel block you could store as 2 subpixels:


      sx1: 0xR(ot)AARRGGBB
      sx2: 0xR(ot)AARRGGBB

      where sx1 Rotation defines 1 radian from 0-180 and sx2 rot defines a radian from 180-360, and uses them to slice the block into two colored regions (or references an identically shaped and colored neighbor). Slap a compression algorithm on that data structure, and it might actually crunch up nicely.

  9. Still square pixels by Anonymous Coward · · Score: 0

    nevermind that most computer displays were using rectangle pixels, nevermind that the article claims there was only 1 programmable computer in the US in 1950

    look at his closeups, what do you see? SQUARES, putting a bunch of squares in a new shape doesnt change the fact they are squares

  10. Wait... by SpicyBrownMustard · · Score: 3, Insightful

    He just "invented" JPEG too!

    1. Re:Wait... by Anonymous Coward · · Score: 2, Informative

      JPEG is discrete cosine transform-based. You mean JPEG 2000, which is entirely different despite the similar name. Anyway, it seems Mr. Kirsch is 10 years or so late.

    2. Re:Wait... by Anonymous Coward · · Score: 0

      I think he meant like jpeg in the sense that it compresses similar areas more, but detailed areas require more storage.

    3. Re:Wait... by ceoyoyo · · Score: 1

      You mean he just invented something that doesn't work as well as JPEG.

    4. Re:Wait... by Anonymous Coward · · Score: 0

      No, the method described is lossless. So he "invented" GIF.

  11. Another World and Flashback: Prior Art? by Anonymous Coward · · Score: 0

    Another World did something similar to compress images -- building them out of shapes: http://media.giantbomb.com/uploads/0/5052/407468-another_world1_super.jpg

    1. Re:Another World and Flashback: Prior Art? by six · · Score: 1

      Another world just stored vector graphics instead of bitmaps, takes less space, makes it much easier to animate too.

  12. Why? by Anonymous Coward · · Score: 0

    Seems these squares do just fine. And I suspect any issues with grids of squares can be fixed with higher and higher resolution grids. And manufactured sensors and displays will be using grids that will be uniform.

  13. Pixels cut into two pieces by tepples · · Score: 2, Informative

    Now who wants to write a rasterizer for non-rectangular pixels

    From the article: The pixels are still square; they're just cut into two pieces along a line through the pixel, and each piece has a color. (It sort of reminds me of S3TC.) The edge of a polygon would have one piece for the front and one for the back, and any other points along it would have one piece for each of two texture samples.

    1. Re:Pixels cut into two pieces by sjwt · · Score: 1

      he cut each pixal into a 6x6, then the new edge runs though or aroudn the pixle, the sapes are as complecated as 6x6 allows, not just simple stright lines.

      --
      You have 5 Moderator Points!
      Which Helpless Linux zealot/MS basher do you want to mod down today?
  14. I wanted to read the article... by MrEricSir · · Score: 1

    ...but I couldn't get past all the square pixels on the page.

    --
    There's no -1 for "I don't get it."
  15. He's sorry? Why? by Henriok · · Score: 1

    He says that it was the logical thing to do, it still is! Keeping the pixels square makes sense in almost every computer science aspect I can imagine, and this guy have had 50 years of regret and came up with something that's comparably very hard to implement in scanners, memory, screens and software. Triangles and hexagons are two other ways he might have gone that's comparably simple, but squares are more intuitive. I think his contribution in the past was brilliant. He really should have no regrets.

    --

    - Henrik

    - when the Shadows descend -
    1. Re:He's sorry? Why? by sjwt · · Score: 1

      WTF RTF, hes talking about takeing thsoe square pixles and then dividing each into a 6x6 square array. Then he builds new borders between each pixle using the new upsacled image.

      --
      You have 5 Moderator Points!
      Which Helpless Linux zealot/MS basher do you want to mod down today?
  16. Without benefit of square pixels, by GungaDan · · Score: 5, Funny

    I would never have known that the Japanese have blurry genitals.

    --
    Eloi are stupid, throw morlocks at them!
    1. Re:Without benefit of square pixels, by Anonymous Coward · · Score: 0

      It's just your eyes watering up.

  17. Analogue vs Digital by i_ate_god · · Score: 3, Informative

    This sounds like the ongoing debate between analog and digital audio. Everyone likes using images like these during the debate, but given enough resolution (bits), the closer the digital audio will be to its original analogue (electrical) source.

    --
    I'm god, but it's a bit of a drag really...
    1. Re:Analogue vs Digital by thodelu · · Score: 1

      Throw more resolution at it or you could use slightly more complicated but finitely definable set of curves or shapes other than simple squares to better fit the analog signal.

    2. Re:Analogue vs Digital by GonzoPhysicist · · Score: 1

      Just put a low-pass filter on you digital signal, and Blam! you've got curves.

      --
      horror vacui
    3. Re:Analogue vs Digital by Anonymous Coward · · Score: 0

      That image is simply false. That is not the way an audio Digital to Analog converter works. The signal runs through a lowpass filter, which reconstructs the portion of the recorded signal under 2x the sampling rate (usually 44.1kHz / 2 = 22.05kHz) perfectly smoothly. IAAAE.

    4. Re:Analogue vs Digital by AttillaTheNun · · Score: 1

      Unless you're talking vinyl, in which case you need to "improve" upon the original analogue source by adding surface noise, wow, compensating EQ curves and compression.

    5. Re:Analogue vs Digital by john83 · · Score: 1

      ... Everyone likes using images like these during the debate, but given enough resolution (bits), the closer the digital audio will be to its original analogue (electrical) source.

      Ironically, both images are in fact digital. Lossy compression, too.

      --
      Strange women lying in ponds distributing swords is no basis for a system of government.
    6. Re:Analogue vs Digital by Anonymous Coward · · Score: 0

      Yep. Good analogy. Pun intended. And the analogophiles don't want to show you the following three more relevant images (in the audio world): Analog *source* at 17 kHz, typical analog *reproduction* at 17 kHz, and a typical digital reproduction at 17 kHz... even one at the ubiquitous yet now-lame 44 kHz / 16-bit resolution.

      Analogophiles need to age-out. The idea that there's something inherently sterile in digital media smells like nostalgia and mysticism. It's so over.

    7. Re:Analogue vs Digital by catmistake · · Score: 1

      That image is misleading at best. Digital audio does not generally produce a jaggy waveform. That would sound pretty bad. Regardless of how far apart the discrete samples are taken, the resulting waveform will be smooth, and not sound like a jaggy waveform when returned to analog and amplified through the air. The samples are what they are, but the analogue to digital converter (ADC) will complete the waveform by introducing the missing signal between the samples, connecting the dots, and thus the resulting waveform is smooth and regular. What is between the samples can't just be anything; a reasonable estimation is made, and that's the line connecting the samples in the resulting waveform.

    8. Re:Analogue vs Digital by ceoyoyo · · Score: 1

      The ADC doesn't have a choice. The blocky signal illustrated is impossible to produce. Something closely approximating it is very difficult to produce.

  18. I say Hexagons are the next step after Squares. by FatSean · · Score: 1

    And that's not just because Civ5 is coming out soon...

    --
    Blar.
    1. Re:I say Hexagons are the next step after Squares. by gstoddart · · Score: 1

      I say Hexagons are the next step after Squares

      Technically, pentagons are the next step after squares. Hexagons come after that. :-P

      --
      Lost at C:>. Found at C.
    2. Re:I say Hexagons are the next step after Squares. by PhrostyMcByte · · Score: 1

      Think of the new awesome realism this would give Settlers of Catan! Someone get this guy a patent.

    3. Re:I say Hexagons are the next step after Squares. by nhaehnle · · Score: 1

      Except that you cannot tile the plane with pentagons. So the parent post is right, hexagons come after squares, and then it stops. The only regular polygons that tile the plane are regular triangles, squares and hexagons (the proof is fairly simple and goes by ooking at the angles involved). Of course there are many other tiling patterns of the plane based on different polygon shapes, e.g. octagon plus squares. From a theoretical point of view that could even be interesting: you could use different-sized elements for different colors, based on the different perception of the colors. In practice, on the other hand, the ease of producing squares probably wins easily.

    4. Re:I say Hexagons are the next step after Squares. by Hatta · · Score: 1

      Except that you cannot tile the plane with pentagons.

      Perhaps we should switch to Penrose pixels then.

      --
      Give me Classic Slashdot or give me death!
    5. Re:I say Hexagons are the next step after Squares. by Anonymous Coward · · Score: 0

      you can't regularly tile pentagons, however. the next viable step after squares is indeed hexagons.

    6. Re:I say Hexagons are the next step after Squares. by keeboo · · Score: 1

      Except that you cannot tile the plane with pentagons.

      Yes, you can!

    7. Re:I say Hexagons are the next step after Squares. by gstoddart · · Score: 1

      Most informative 'whoosh' ever. :-P

      He never mentioned the tiling problem which you've so kindly schooled me in. I just pointed out that pentagons came after squares and before hexagons.

      There, I've run rings around you. :-P

      --
      Lost at C:>. Found at C.
  19. Don't be such a.... by jerryluc · · Score: 0

    square

  20. See where we're going? by countSudoku() · · Score: 1

    Square pixels are easy to manipulate to be sure, so are single-core CPUs easier to code against, but the world is not perfectly right-angled. I'm now waiting for my flying car; which will use nano-morphing, variable shaped pixel in-car & HUD displays, and all controlled by a hella-core processor system running Hellabuntu. The sky's the limit! Or something like that.

    --
    This is the NSA, we're gonna geet U h@x0r5! Also, what is a h@x0r5?
  21. I always loved hexagons by WillAffleckUW · · Score: 1

    But maybe that's because that's what we used in early games.

    It does translate fairly well to an interlace design for scans, though.

    --
    -- Tigger warning: This post may contain tiggers! --
  22. So he invented image compression? by nthwaver · · Score: 1

    That's what it sounds like to me.

  23. TRS-80 Pixels by Brackney · · Score: 1

    Square? Not on my old Trash-80! Heady days indeed, populating that 128x48 grid of monochromatic pixels. The aspect ratio really screwed with attempts to generate graphics using trigonometry.

    1. Re:TRS-80 Pixels by Kamidari · · Score: 1

      It'd be funny if modern computers still came with 1920x1080 (or whatever resolution you have) graph paper you could use to plan out your images, though.

    2. Re:TRS-80 Pixels by Brackney · · Score: 1

      I'd completely forgotten about those pads of paper!

  24. Is he still trying by Ecuador · · Score: 1

    to fit a larger baby image on his 1957 computer?
    From what I get from the article for him it is like a day has not passed since then and things like image compression were never invented.
    Oh, wait, that is what Alzheimer's does to you... I see...
    Anyway, we should thank him for the pixel (and for it being square and not something ridiculous that would give us problems for years to come...).

    --
    Violence is the last refuge of the incompetent. Polar Scope Align for iOS
  25. Favorite graphic designer story by jollyreaper · · Score: 5, Funny

    Working in the web division of a semi-fine jewelry retailer.

    graphic artist: Do you know computers?

    me: I should hope so. Do you have a question?

    graphic artist: Yes. It's with Photoshop.

    me: Ok, I might be able to help. What's the problem?

    graphic artist: Ok, let me zoom in here. You see what I have here? (zoomed in so that the pixels were big blocks on the screen.) Everything is really blocky.

    me: Understandable at this view level.

    graphic artist: Well, it's not working for me. I need to be able to get a smaller shape in here but it's all too blocky.

    me: Let me get this straight. You want to get a shape in the image smaller than a pixel?

    graphic artist: *beaming* Exactly! How do I do that?

    me: I'll look into it. *slowly edged away*

    And she was getting paid three times what I was. Things like this make me want to lock myself in the server room, trip the halon and wait for the blackness to take me.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:Favorite graphic designer story by Krahar · · Score: 2, Insightful

      Sorry to poop on the joke here, but it's a perfectly reasonable request and you do it by increasing the resolution.

    2. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      You sir are a dumbass.

    3. Re:Favorite graphic designer story by grumbel · · Score: 1

      It is not really that far fetched of a feature to request. You could simply have different layers at different resolutions and it would already work, you could also go the next step and simply keep all brush strokes vectorized or use some clever in between. I wrote an app that could do that once, not practical as it wasn't optimized at all and thus got slower with increased image complexity, but fun to toy around with.

    4. Re:Favorite graphic designer story by somaTh · · Score: 1

      Are you honestly suggesting that, by having more pixels on the screen, the picture won't be blocky when they zoom to the pixel level?

      --
      Nostalgia isn't what it used to be.
    5. Re:Favorite graphic designer story by noidentity · · Score: 1

      You should have explained the real solution: use smaller pixels. You can do that by adjusting the resolution in the Image Size dialog. Let's say she was at 100 dpi, she could change it to 200 dpi and have pixels one quarter the area of the originals. For every original pixel, she now has four. If she needs more, up it to 300 or more dpi.

    6. Re:Favorite graphic designer story by Volante3192 · · Score: 1

      Yeah, but it's like advertizing that your PCB has the USS Enterprise on it. No one's going to see it, at least not without an electron scanning microscope.

      I mean, if we're talking Photoshop here, max zoom is what, 1600%? Maybe 2000%?

      Sure, you can make another layer with a DPI of 20,000 or some hugely illogical number...but it's only going to look as well as it gets rendered.

      So, for the car analogy, yes, you can extend the spedometer on your Geo to account for speeds of Mach 1. The engine still won't make it past 100 mph though.

    7. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      ...in exchange for a bj.

    8. Re:Favorite graphic designer story by agent_vee · · Score: 1

      Indeed. Might be a pain in the ass since you would have to redo the design in a higher resolution but certainly possible.

    9. Re:Favorite graphic designer story by Volante3192 · · Score: 1

      And then your marvelous 500dpi work of art gets saved at 72dpi for the website and your little 20x20 widget becomes a solid block shaded oh so slightly different than the area around it.

      Just because you can doesn't mean you should.

    10. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      Perfectly reasonable when your getting paid three time as much as the guy in the server room?! No sorry its not a perfectly reasonable request, it is what is commonly called a "stupid question", and the so called "graphic artist" was a stupid person for asking. What is perfectly reasonable is to expect highly paid professionals to know more about their job than what I can learn from five minute youtube how-to.

    11. Re:Favorite graphic designer story by Krahar · · Score: 2, Insightful

      Are you honestly suggesting that, by having more pixels on the screen, the picture won't be blocky when they zoom to the pixel level?

      No, I'm suggesting that by increasing the resolution the designer will be able to draw smaller shapes. This solves the designer's problem of "I need to be able to get a smaller shape in here but it's all too blocky."

    12. Re:Favorite graphic designer story by Anonymous Coward · · Score: 1, Funny

      Things like this make me want to lock myself in the server room, trip the halon and wait for the blackness to take me.

      You must be new at this. Here's a more appropriate (in a BOfH sense) solution:

      - pull up some tiles in the server room
      - turn off the lights
      - tell the designer there's free latte in there
      - wait for the thump, pull the halon and run

      Cleanup with quicklime optional. :)

    13. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      Taking her seriously, she may have been wanting either a higher resolution, or a vector version of a raster, but didn't know how to articulate it to you.

    14. Re:Favorite graphic designer story by starfishsystems · · Score: 1

      It seems that most people don't understand the difference between discrete and continuous domains. It's a form of innumeracy which I expect will disappear eventually. Meanwhile, profound misunderstandings can be expected.

      Every dramatic depiction of image analysis seems to involve some hero sitting in a darkened room instructing some nameless techie person to process the grainy image from a security camera. "Okay, zoom in on his face. Now enhance. Now zoom in on the license plate number reflected in the eyeglasses. Enhance. There. We got it."

      I know, it's been thoroughly parodied. And that's good. But this idiocy still goes on just the same, and people who should know better evidently still fall for it.

      --
      Parity: What to do when the weekend comes.
    15. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      Would a simple upscale resample explanation taken too much of your holier than thou time?

    16. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      He's saying that if you increase the resolution of an image, any modifications you make can be less blocky than the original was. That does seem to be what the graphic artist was looking for.

    17. Re:Favorite graphic designer story by somaTh · · Score: 1

      The GGP clearly stated that the graphic artist zoomed into the pixel level. That won't be helped by increased resolution.

      --
      Nostalgia isn't what it used to be.
    18. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      "Pixel level" is defined by the resolution, you keep increasing the resolution you can further dive down the rabbit hole.

    19. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      Sorry to poop on the pedantry here, but it's perfectly reasonable to expect that a graphic artist should not have needed to ask that question.

    20. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      It sounds like she wanted to draw something in those squares. You could have just increased the resolution of the image using nearest-neighbour.

    21. Re:Favorite graphic designer story by zcksjdn · · Score: 1

      Until she zooms in all the way again and it looks the same. Increasing the screen resolution doesn't increase the resolution of her image.

    22. Re:Favorite graphic designer story by Krahar · · Score: 1

      The designer zoomed into the level of zoom that the designer needed. That just randomly happened to be the pixel level, and that was precisely the problem he wanted help with.

    23. Re:Favorite graphic designer story by Krahar · · Score: 2, Insightful

      We are not talking about increasing the resolution of the designer's screen. We are talking about increasing the resolution of the image. That won't increase the detail in that image, but it will increase the potential for adding smaller details. The designer will likely need to redo the image completely in the new resolution.

    24. Re:Favorite graphic designer story by raynet · · Score: 1

      This is something I do often when editing images. Take the source image, scale it up 5x or 7x (without any pixel interpolation, so nearest neighbour scaling). Then I can work on the image, draw on it and don't have to worry about antialising etc. In the end I just flatten all the layers and scale the image down to original size, but this time using some nice filter and all the alterations I did blend nicely to the image. Sometimes I wish the image editing app would just allow me to create a layer on top of part of the image and allow me to directly do editing at higher DPI and automagically resample and blend them to the original DPI.

      --
      - Raynet --> .
    25. Re:Favorite graphic designer story by roman_mir · · Score: 1

      I think she was coming onto you by trying to look stupid, she was just trying to get your attention but you had to continue with the business talk. Poor girl.

    26. Re:Favorite graphic designer story by ThrowAwaySociety · · Score: 1

      The GGP clearly stated that the graphic artist zoomed into the pixel level. That won't be helped by increased resolution.

      This was Photoshop, not MS Paint. Photoshop can resample images to just about any resolution.

      In terms you might understand, it breaks the big blocky pixels into smaller pixels.

      Up to a point (around 2x) a serious graphics program like Photoshop will do a decent job of interpolating smaller pixels out of bigger ones. Even above that point, it may be useful, depending on what the artist has in mind.

    27. Re:Favorite graphic designer story by jparker · · Score: 1

      Reminds me of a time I was implementing the HUD for a game. This was about 10 years ago, so back when HUD graphics still meant blting actual bits rather than rendering textured tris. The publisher was a movie company, so very concerned about how an image looks but largely uninformed about how computers function.

      I was working on the HUD layouts for the different resolutions with their art director. Great guy, great eye, great art director, but this was his first time working on a computer-based project. He was happy with how the 640x480 and 1024x768 screens looked, but felt there was something off with 800x600.

      "Could you...", he pauses, searching. "No, that's too much. Could you move it over half a pixel?"

      I chuckle. "You know Roger, there are a lot of times that I say I can't do something, when what I really mean is that it would take too long or consume too many resources to be practical. In this case, I really mean I *can't*."

    28. Re:Favorite graphic designer story by rush2049 · · Score: 1

      I applaud you sir on the halon joke. I always wonder how I am supposed to get out when I must be buzzed out by the security who themselves would be running.

    29. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      Technically, it's not increasing the resolution, but rather the density. Add a 1000 dpi layer over an initial 100 dpi image and you'll be able to fit in 10x10 pixels into each 100 dpi blocky pixel.

    30. Re:Favorite graphic designer story by EdIII · · Score: 1

      That's hilarious. I feel I have to share mine too. I do consulting for a lot of different companies and I recently got into a *little* bit of trouble. Not too much, but that was mostly because of how freakin funny it was.

      There is a manager working for one of these companies that asked me over IM for some contact information, even though I had given it many times before. My emails and correspondence all contain my contact information too. I, jokingly, replied xxx-555-1212.

      A few weeks pass, and they are having some pretty big issues with a database and front-end and he had been frantically calling me at that number. The owner of the company eventually gets hold of me, and he is having problems talking on the phone he is laughing so hard. The only thing he asks me is if I told this guy that was my number. We spent the next few minutes doing nothing but laughing on the phone. I ended up apologizing to the guy, and he is a real nice guy too, and going over my *real* contact information.

    31. Re:Favorite graphic designer story by swilver · · Score: 1

      ...but you would think that a graphics specialist would know this stuff.

    32. Re:Favorite graphic designer story by drinkypoo · · Score: 1

      Sorry to poop on the joke here, but it's a perfectly reasonable request and you do it by increasing the resolution.

      What's not reasonable is that you could get a job as a graphic artist without understanding this. While the true idiot is whoever hired this person, passing yourself off as competent when you don't know shit makes you an asshole.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    33. Re:Favorite graphic designer story by Anonymous Coward · · Score: 0

      ...passing yourself off as competent when you don't know shit makes you an asshole.

      don't you think an asshole would know shit fairly intimately?

      [maybe the heats getting to us]

  26. He's reinventing the wheel by PhrostyMcByte · · Score: 1

    The configuration of the variable-sized "pixels" depends on the image, so you're not going to get a new screen with more detail -- this is for storing images. From what I can tell, he's doing a basic form of an old and well known compression technique ("macroblocks" in JPEG, H.264, and others) and calling it a new form of pixel.

  27. also by nthwaver · · Score: 1

    in one, a seam divides the mask into two rough triangles, and in the other a seam creates two rough rectangles

    My digital alarm clock already invented that.

  28. What?? I don't get it by ZERO1ZERO · · Score: 1
    Can someone explain to me what this is about... The picture in the article looks pretty amazing, wow using these non square shaped pixels sure makes the face look clearer, but on closer inspection, it's made up of square pixels which are in fact smaller than the pixels on the left image. Look at the top left of the picture for example.

    I'm sure if the picture on the left was resized to match the pixel density on the left it would look just as good..

    1. Re:What?? I don't get it by Anonymous Coward · · Score: 0

      Yeah, it's either pixel or vector based. The article example just seems to show a higher rez pic on the right side.

    2. Re:What?? I don't get it by Anonymous Coward · · Score: 0

      Can someone explain to me what this is about... The picture in the article looks pretty amazing, wow using these non square shaped pixels sure makes the face look clearer, but on closer inspection, it's made up of square pixels which are in fact smaller than the pixels on the left image. Look at the top left of the picture for example.

      I'm sure if the picture on the left was resized to match the pixel density on the left it would look just as good..


      No, you don't get it. The image on the right is the output of his algorithm when fed the input from the left. He's essentially created/implemented a version of the TV/movie "enhance picture" command that everyone here always laughs about because it's "impossible"...

    3. Re:What?? I don't get it by Anonymous Coward · · Score: 0

      After a bit of searching I found the real article: http://nvl.nist.gov/pub/nistpubs/jres/115/3/V115.N03.A03.pdf
      Basically he takes a block of 6x6 square pixels, then stores it as one of his special pixels.
      I must admit it looks better than taking the average of the 6x6 block and storing it as one pixel, but in both cases you lose an incredible amount of detail compared to the original 6x6 block.

      The paper states it's suitable for scientific imaging, which I disagree with.
      If you get a block of 6x6 pixels out of a machine, then you should store it exactly like that, using his "compression" algorithm will only lose detail.

  29. My opinion about this by Lord+Lode · · Score: 3, Informative

    1) A pixel isn't "invented" by anyone. A pixel is just a concept that is so straightforward, like the wheel, language and adding numbers. It's not a question of which single person "invented" it. It's just a question of, once the technology is there, it WILL be used, no matter what.

    2) What kind of screen are you going to use for that? Each pixel can have different types of pixel sizes so no screen could fit that. A square grid is the most uniform division of 2D space into units.

    3) If this would have been about hexagonal pixels, I'd have found this cool.

    4) At best, this is a new compression scheme for storing pictures - but certainly not a way to display them (see 2))

    5) Non square pixels are not a new idea, see for example sensors of cameras.

    1. Re:My opinion about this by noidentity · · Score: 1

      How could anyone gripe about having a square image sampling grid? I think at one point, they were going to make HDTV non-square. Thank FSM's appendages that we got a square grid.

    2. Re:My opinion about this by cdpage · · Score: 1

      1. true
        2. exactly
          3. Thought the same thing... or overlapping circles
            4. Wanted to ask that, is the left image compressed to the same file size as the one on the right? if so thats awesome.
              5. true

    3. Re:My opinion about this by Anonymous Coward · · Score: 0

      the traditional western media has an obsession with the Single Genius Syndrome - some one guy or team or nation or event must be the best or the turning point or the most important thing, etc. The minds of media men in western media are pixelated - to one pixel. Over 200 years after Newton and Liebnitz invented calculus simultaneously and independently, they still want the one guy who did something big.

      Continuums, accumulated infinitesimal changes and collaborative efforts are still not easily understood by the western media. Hence also the obsession with Patents, Copyright, Intellectual Property and other shit like that.

      The west has many things upside down - these are the most glaring.

    4. Re:My opinion about this by moonbender · · Score: 1

      1) A pixel isn't "invented" by anyone. A pixel is just a concept that is so straightforward, like the wheel, language and adding numbers. It's not a question of which single person "invented" it. It's just a question of, once the technology is there, it WILL be used, no matter what.

      Quite apart from the (lack of) significance of the pixel: Terrible examples since those are among the most ground breaking accomplishments in human (pre-)history.

      --
      Switch back to Slashdot's D1 system.
    5. Re:My opinion about this by adisakp · · Score: 1

      4) At best, this is a new compression scheme for storing pictures - but certainly not a way to display them (see 2))

      Yes, basically it's a lossy compressed storage format. In the article he takes a high resolution image and downsamples it to normal square pixels and to variable pixels. For a given amount of "pixel" information, using pixels of various sizes, shapes, and orientations yields an image much closer to the original than the simple square pixels. The variable pixels algorithm does splits across lines of contrasts so it generates edges that more closely follow the contrast curves of the original than the square pixel downsample.

      To display the image, you have to convert from the variable pixels back to an upsampled image where each "stored pixel" is converted into a number of "display pixels".

      So basically this is a way of downsampling images to be later displayed upsampled that reduces the amount of error due to the downsampling-upsampling process over naive square downsampling.

      However, if the storage format is simple enough to allow for on-the-fly hardware decompression (like DXT formats), it may be useful for storing large texture maps with more detail than other available formats.

    6. Re:My opinion about this by Anonymous Coward · · Score: 0

      the problem is that your mind is encased in cement with the concept of pixels, because it's all you've known all your life and you're old. It's like telling a fish that you've invented water and that maybe we should use a different medium. the fish doesn't understand that there could be anything else other than water. Just step aside and let the open minded people do their thing.

    7. Re:My opinion about this by agrif · · Score: 1

      4) At best, this is a new compression scheme for storing pictures - but certainly not a way to display them (see 2))

      I'd be willing to bet that's the point. Despite being better than most, this was not a technical article.

      2) What kind of screen are you going to use for that? Each pixel can have different types of pixel sizes so no screen could fit that. A square grid is the most uniform division of 2D space into units.

      Actually, the most uniform division of 2D space into units is the equilateral triangle grid. See Simplex. Also, in another case of "Guy invents something he'll later regret", see Simplex Noise, Ken Perlin's replacement for the classic Perlin Noise, which used a square grid. Perlin noise wasn't isotropic, so there were weird visual artifacts in some cases. As I recall, there's a similar problem with square-pixel displays: they interact with the human eye in a weird way, and create interesting problems in anti-aliasing. This is why we have algorithms like Poisson disc supersampling, which look much better than square supersampling.

      So no, this is not the most natural thing to do. It is, however, the easiest.

      Give the guy some more credit.

    8. Re:My opinion about this by sjwt · · Score: 1

      1) Yes it was, at some point there was no computer screen display, and no pixel. And be thankful important inventions like the wheel are that old and have all been invented, otherwise could you imagine the royalties? The debate over who created this idea is of course still open.

      2) This would be an algorithm for enhancing an image, like AA.

      3) Why? I think different shaped pixels in reality may be come common when the resolution of screens gets so small that you can then map different shapes onto those tiny pixels. But see your point number 1, then mine.

      4) see my point 2, its not a compression algorithm, its an enhancing one, big difference.

      5) Yup, totally agree. In fact he admits to stealing the idea from mosaic tiles.

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    9. Re:My opinion about this by Anonymous Coward · · Score: 0

      Yeah, except for Leibniz stealing calculus from Newton.

      Not that it really matters, since everyone knows that Archimedes invented calculus.

    10. Re:My opinion about this by Anonymous Coward · · Score: 0

      Funny...you can say that only after you actually know what a pixel is. I wonder who taught you that? And who told them? And so on, to the very discovery of that 'straightforward concept', even if it was by multiple people over a period of time.

      So yeah, I'm pretty sure someone invented the concept, and at the very least, the term 'picture element' and what it denotes.

      Asshole.

    11. Re:My opinion about this by Anonymous Coward · · Score: 0

      1) but it says so right there
      2) just work with some electric currencies at different frequencies and some colored oil and I'm sure in 20 years we've got it figured out
      3) me too!
      4) not yet

  30. Just a de-blocking algorithm at the pixel level? by KonoWatakushi · · Score: 1

    Perhaps it is a clever algorithm, but the summary and article make it sound like he is re-inventing the pixel. I don't think that is correct. The example shown starts with a square-pixel image, and outputs another square-pixel image, just at a finer resolution with less blockiness.

    While it does appear to work, it isn't clear to me how much information can be inferred correctly. Furthermore, cameras often don't use square sensors to begin with, so this isn't directly applicable to the raw image format.

  31. Obligatory paper: A pixel is not a little square by noidentity · · Score: 1
  32. Square pixels is not the real problem by Locke2005 · · Score: 4, Interesting

    The current problem is that on an LCD display, the Red, Green, and Blue pixels are adjacent to each other, not co-located. Coming up with a scheme to make all 3 colors appear to emanate from the exact same point would be a useful development.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Square pixels is not the real problem by Volante3192 · · Score: 1

      This is why I want Mitsubishi's LaserVues to (a) come down in price and (b) get in the 32" - 40" range...

    2. Re:Square pixels is not the real problem by 19thNervousBreakdown · · Score: 1

      They're adjacent on a CRT too.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    3. Re:Square pixels is not the real problem by dkf · · Score: 1

      The current problem is that on an LCD display, the Red, Green, and Blue pixels are adjacent to each other, not co-located. Coming up with a scheme to make all 3 colors appear to emanate from the exact same point would be a useful development.

      OTOH, subpixel rendering of text uses the fact that the individual elements are next to each other in a predictable pattern to enable (effectively) sub-pixel addressing, so that instead of RGB from one pixel being used, say G and B from one pixel are used and R from the next. (Massive simplification, but close to the truth.) It looks great, but only if properly configured.

      --
      "Little does he know, but there is no 'I' in 'Idiot'!"
    4. Re:Square pixels is not the real problem by Anonymous Coward · · Score: 0

      I believe many projection technologies (3 LCD, DLP, Laser) use collocated color components.

    5. Re:Square pixels is not the real problem by Anonymous Coward · · Score: 0

      Like a projector or CRT?

      (Okay, on a CRT, the colors don't come from [i]exactly[/i] the same points. However, the pixels are a lot bigger than the phosphor dots and the centers of the red, green, and blue pixels are in fact coincident.)

    6. Re:Square pixels is not the real problem by Abcd1234 · · Score: 1

      OTOH, subpixel rendering of text uses the fact that the individual elements are next to each other in a predictable pattern to enable (effectively) sub-pixel addressing

      Meh, that's just a trick to abuse the fact that the pixel density of an LCD is three times higher if you make use of each colour element as part of the antialiasing trick. But if the colours were colocated, you could have much higher pixel density to begin with, so you wouldn't need this trick in the first place.

    7. Re:Square pixels is not the real problem by Anonymous Coward · · Score: 0

      If only DLP could do that ....

  33. Reference Implementation? by scorp1us · · Score: 1

    While it describes the algorithm, does anyone know of a reference implementation that I can play with? The results are quite compelling!

    --
    Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
  34. Brilliant! by Unka+Willbur · · Score: 1

    From TFA: "...So one thing you can do is say, I’m going to assume the next pixel is like this one. Don’t talk to me, don’t tell me anything about the image, until you get something different..."
    Brilliant! He's reinvented Run-Length Encoding!

    --
    "Remember when I said I would never lie? Well, that was the first time."
  35. Isn't it a little late to care about pixels? by gig · · Score: 1

    We just got the first 300 plus dpi screen in iPhone 4, and obviously that will come to other devices. At that point, you don't care about the pixels anymore because you can't see them. What is onscreen does not appear to be made out of pixels, it appears to be made out of curves and lines. Most photographic prints are less than 300 dpi. Most people have never seen an image with higher resolution than an iPhone 4 screen. We don't talk about the shape of the pixels in a chemical photo print, we talk about the image that is shown there. We're entering that time in onscreen images now also. As great as pixels are, they are better when you can't see them.

  36. Shifting the problem by raftpeople · · Score: 1

    If you have non-square pixels and want to create horizontal or vertical lines, you will get the exact same problem as we currently have with square pixels and diagonal lines.

    The pixel element simply can't have a shape that naturally supports lines in all different directions.

    1. Re:Shifting the problem by Your.Master · · Score: 1

      That depends on how you link them together. If they are non-uniform in either size or orientation, or if they do not expect optimal packing, you can get a straight line with non-rectangular pixels.

      Consider a rectangle cut diagonally into two triangles -- these obviously can make straight lines because two of them form a rectangle again. Or a mosaic, as mentioned in the article. Or octagonal pixels with dead space in the corners between them (it's not like square pixels are separated only by a planck length). Each has obvious downsides (eg. computational complexity, lower maximum resolution per unit area), but it can be done with many different shapes.

      Now, the obvious alternative is the hexagon. There, you'd have to pick either vertical or horizontal straight lines.

    2. Re:Shifting the problem by oliverthered · · Score: 1

      why on earth would you want a straight line?

      the blocks he's using are line this .... ..xx
      xxxx
      xxxx

      but 6x6 not 4x4,

      so stick them together and you not only get a free AA, but sharper edges.

      if you think of a H | V line being downscaled, then sometimes it will fall across 2 pixels either side and sometimes only 1 pixel along the line.

      that don't look good!

      --
      thank God the internet isn't a human right.
  37. Super-resolution by Sulik · · Score: 2, Interesting

    Many image-enhancement techniques exist that do just this, and this is not really new. In fact this proves that square pixels work just fine to transmit the information, but the image can be enhanced to a larger resolution by non-linear techniques that work better than simple [traditional] upsampling.

    --
    Help! I am a self-aware entity trapped in an abstract function!
  38. Look to print by mveloso · · Score: 1

    The printing industry has dealt with this sort of thing for a while. Read up on Stochastic Screening. Not quite the same, but it gives you a sort of idea of the problem of mapping continuous tone data in a non-continous space.

  39. Square pizels were the right idea by 91degrees · · Score: 1

    Are easy to grasp, and have all sorts of uses. You can produce them on a CRT simply using a scanline technique, they're simple to address logically, and sections can be moved around (albeit by discrete amounts) trivially, and you can apply some simple but useful filters very easily.

    Other representations in addition are also useful. Some people find fourier transforms of the data helpful. Others find it useful to identify lines and discrete shapes.

    It seems that Kirsch has been playing with another representation. Seems to do a rather good job of enhancing certain types of typical real world image. Good stuff, but not a reinvention of the pixel.

  40. The actual NIST paper is here by meta · · Score: 1
    --
    Sometimes they fool you by walking upright.
  41. Exceedingly silly by Virak · · Score: 5, Informative

    First, here's the actual paper, since it clarifies what exactly he's suggesting and doesn't seem to be linked anywhere in the article.

    It's not a suggestion that we start using non-square pixels for displays or cameras or scanners or what not, though he's certainly not being very clear about anything and the reporting on this is just making matters worse. What the paper proposes is a method where:
    1) The image is split into 6x6 blocks
    2) For each block, you go over the four rotations of the two following two-section masks:
    The triangular mask:
    ABBBBB
    AABBBB
    AAABBB
    AAAABB
    AAAAAB
    AAAAAA
    The rectangular(ish) mask:
    BBBBBB
    BBBBBB
    BBBAAA
    AAAAAA
    AAAAAA
    AAAAAA
    for a total of eight effective masks, and average the values under each section, resulting in two values, A and B.
    3) For the mask and rotation that has the largest difference between A and B, you output the mask, the rotation, and the A and B values, resulting in 19 bits from a 6x6 (288 bits) block.

    Though he talks of non-square pixels and whatnot, it's really just a compression algorithm. A really stupid one. Basically it's a bad variation of vector quantization, with lots of baffling details. Why 6x6 blocks? Why those specific masks? Why are you maximizing contrast instead of minimizing error like any sane person would do, WHY? There's no rationale given for any of these choices, not theoretical, not empirical, not even subjective.

    The same sort of rigor extends to his comparison, where he compares his compression algorithm to, instead of, say, another compression algorithm, the image apparently simply downscaled and then scaled back up. And not even with a halfway decent resampling algorithm, but with nearest neighbour. Not to mention that the "non-square pixels" version has 2.375 times as many bits to work with. If he'd done a comparison to a reasonably modern compression algorithm like JPEG, the results would be much less favorable to him.

    tl;dr Some old guy put together his My First Compression Algorithm kit and it's being treated like a revolution in graphics by ignorant reporters. Nothing to see here, move along.

    1. Re:Exceedingly silly by anonicow · · Score: 4, Insightful

      I completely agree with you about the fact that everything in the paper seems to be pulled out of thin air... But I do see two reasons why his compression algorithm might be better than JPEG or other lossy codecs in some situations:
      1) the decompression performs no arithmetic on the pixels, hence you can perform gamma correction or color change losslessly (like in a square-pixel image)
      2) aside from the choice of mask, the compression is entirely deterministic, which is a plus in scientific imaging: when you have a "triangular pixel" with value 200, you know that the average of that zone was exactly 200 (with JPEG, you can't know anything for sure as the compressor could add artefacts or remove detail as it sees fit)

       

      Why are you maximizing contrast instead of minimizing error like any sane person would do, WHY?

      In fact they are equivalent, assuming that the masks are equal-area:

      square of RMS error
      = Variance(residual)
      = Variance(maskedimage1) - average1^2 + Variance(maskedimage2) - average2^2

      Since Variance(maskedimage1) + Variance(maskedimage2) remains constant (we just shuffle pixels between both masked images when we change the mask), minimising the error is equivalent to maximising

      average1^2 + average2^2
      = 1/2 * ( (average1-average2)^2 + (average1+average2)^2 )

      Since average1+average2 also remains constant, this is equivalent to maximising

      (average1-average2)^2

      which gives us the maximum-contrast method.

    2. Re:Exceedingly silly by Cow+Jones · · Score: 1

      Sometimes I wish it were possible to reorder the comments on Slashdot. If yours had been the first comment, I could have skipped the rest and saved myself some time.

      Thanks for the analysis.

      --

      Ah, arrogance and stupidity, all in the same package. How efficient of you. -- Londo Mollari
    3. Re:Exceedingly silly by anonicow · · Score: 1

      Erratum: when I said variance (second central moment) I didn't mean variance but the expected value of X^2 (second moment about 0).

      Also, someone should mod up the post below about wedgelets. The useful properties I was mentioning in the parent are common to all forms of wedgelet approximation.

  42. Pixel in Pixel by dadelbunts · · Score: 1

    So he just drew pixels with even smaller pixels? Can we make something to redraw the pixel pixels with even smaller pixels that split them up. Like some sort of megapixel.

  43. energy by Anonymous Coward · · Score: 0

    Having variable size pixels wouldn't be so bad for low power devices. You could essentially render images with fewer pixels and thus reduce the amount of screen space to refresh. This would save power (and with the right algorithms, cpu time as well).

  44. His algorithm by MobyDisk · · Score: 2, Interesting

    The algorithm he created looks a lot like HQX which is used mostly to scale old video games. His algorithm seems generalized to work on high-color images while the HQX algorithms expect something closer to 16-color or 256-color images. HQX probably deals with dithering better.

    The whole thing about "square pixels" is just the media angle.

  45. Dear Mr. Kirsch: by macraig · · Score: 1

    You're still a square, and the Summer of Love is over!

  46. Back to the what? by PopeRatzo · · Score: 1

    I wonder if anyone at Pixar actually uses a "drawing board", and if they do if there's any benefit to going back to it.

    --
    You are welcome on my lawn.
    1. Re:Back to the what? by SteeldrivingJon · · Score: 1

      Actually I think they have some sort of smart whiteboard type thingy that they designed in-house and is hooked up to their systems to do kewl stuff.

      --
      September 2011: Looking for Cocoa/iOS work in Boston area Cocoa Programmer Quincy, MA
  47. Re:Obligatory paper: A pixel is not a little squar by noidentity · · Score: 1

    Just to elaborate on this, you need to distinguish between a square sampling grid, and a square (box) reconstruction filter. An image is really just a set of samples, the color at a grid of points in the image, not a grid of the average color over a square area (not usually, at least). It's very similar to a PCM sound file, where it's a recording of the instantaneous amplitude at each point, not the average over the sampling period. If you reconstruct the sound wave with a box filter, you get a crappy result. The same with images; a gaussian reconstruction filter is usually better than a box filter. LCDs are actually a step backwards in this regard, at least for images, since they have much more boxy elements than a CRT.

  48. Hexagonal display by spitzak · · Score: 1

    Showing my ancient history, I remember an early presentation inside DEC for what became the DEC 1M pixel terminal that became the basis for most of X11's design, from perhaps 1982. The pixels were only 1 bit each (ie black or white). They were debating a design where the scan lines were .717 as far apart vertically as the pixels were horizontally and each odd numbered line was shifted horizontally (by the CRT scanning circuitry) by 1/2 pixel. The result was a hexagonal layout that also nicely filled the 4x3 screen while the source was a 1024x1024 array of bits.

    Inability to nicely draw vertical lines is what killed this idea. In the end it was more practical to lose 256 lines of there expensive display memory off the bottom and make square pixels. This extra display memory ended up being used for off-screen images, it's availability but limited size also greatly affected the design of X11.

    They also had ethernet cables that were the really thick yellow things with the vampire tap that you screwed onto them to add a new machine to the network. All of this was in a the Dec research department showing the future of computers...

  49. Not image scaling - actual article by pavon · · Score: 1

    That is what it looked like to me as well, but I found the actual paper, and he is creating his "non square-pixel" image from a larger image, not upscaling it from a smaller one. In other words, it is basically just a form of poor-man's compression where you replace each 6x6 block with one of 8 decompositions containing two coefficients each.

  50. It's called needlepoint! by grikdog · · Score: 1

    Really, back to basics is bottomless if you chose to look beyond convenient hype.

    --
    ``Tension, apprehension & dissension have begun!'' - Duffy Wyg&, in Alfred Bester's _The Demolished Man_
  51. Ghetto fractal interpolation by Anonymous Coward · · Score: 0

    His description of the algorithm (and the processed image) reminded me very much of the scalers commonly used in video game emulators such as MAME and almost all (S)NES/Sega emus. They're usually named SaI, Eagle, AdvMame etc.

    They basically look at a 2x2, 3x3 or 4x4 cluster of pixels, figure out any high-contrast boundaries and try to intelligently interpolate according to those details.

    The expensive version of this is known as "fractal interpolation". It is more CPU intensive Mr Kirsch's method but the idea is the same: convert the image into contrast vectors then rasterize back to a higher resolution. His algo and the ones used in emulators are merely pixel-based approximations of the fractal approach.

  52. Favorite Jerkass story by ThrowAwaySociety · · Score: 4, Insightful

    Okay. Minus five points from the "graphic artist" for not knowing how to resample the image. Plus one point for trying to improve her knowledge instead of suffering in silence.

    Minus one point from you for not knowing something that's not directly in your field.
    Minus ten points from you for not even trying to help.
    Minus fifteen more points from you for being a jerkass about it on Slashdot.

    So she's down four, and you're down twenty-six.

    1. Re:Favorite Jerkass story by Anonymous Coward · · Score: 0

      Since you picked points arbitrarily, plus 20 for gp not naming names. That's required for internet sabotage of another person, which is pretty much the closest that sharing a 'Shark Tank' anecdote gets to making one a jerka$$.

      Year not mentioned, so we can't decide if the graphic designer was ok in being ignorant of pixels (1980) or woefully out of date (2010).

      And I can't be the only one that's of two minds about not helping overpaid idiots. One can argue it's better to let them fail, so you can either apply for their job or have a shot at getting better idiots. So that minus 10 could go either way.

      Which leaves us with the first one... hmm... what did GP not know? About rescanning/resampling? Ok, I'll grant that.

      Seriously, I'm still reconciling 'paid three times' and being poorer at graphic design then a web geek that didn't know to suggest resampling. Days like that, I update my resume while whistling a happy tune and thinking about shoving GA into the server room and trippin' the halon.

      "I love this fscking line of work. But this line of work loves fscking me."

  53. how old is this guy? by plurgid · · Score: 1

    81 according to the article, that's how old he is.

    Most of you youngsters in here maybe don't get it, but as I have now blown through my teens, my twenties, and now most of my thirties I have definitely begun to acquire more and more of a distaste for that which I do to make money.

    If I make it to 81 and I still give two craps about technology in general, much less have enough enthusiasm left to try and contribute, then I'll consider myself an extremely lucky man.

    Kudos to this guy for working in tech SINCE THE FIFTIES and not burning out.

    How many of us will be able to say the same?

  54. tiling Re:I say Hexagons are the next step by Anonymous Coward · · Score: 0

    regular pentagons cannot be tiled,unlike equilateral triangles squares and regular hexagons

  55. Re:Obligatory paper: A pixel is not a little squar by ceoyoyo · · Score: 1

    "An image is really just a set of samples, the color at a grid of points in the image, not a grid of the average color over a square area (not usually, at least)"

    No sample, whether a pixel or a sound sample, is EVER a point sample. It's NEVER an instantaneous value. That would require that your sampling function be a delta, and delta functions have nice little features like taking infinite values and having infinite bandwidth.

    A real sample is always an average over some finite time or space (or other dimension), weighted by the sampling function. In many cases that sampling function is indeed designed to be as close as possible to a rectangle (or boxcar) function.

  56. Just looks exactly like smaller pixels by SteeldrivingJon · · Score: 1

    Big deal.

    --
    September 2011: Looking for Cocoa/iOS work in Boston area Cocoa Programmer Quincy, MA
  57. Squares rock! by Anonymous Coward · · Score: 0

    Fuck Russell Kirsch. I love square pixels! I would give anything for all the data I work with to be in square pixels. I have wasted literally years of my life dealing with non-square pixels in the video industry. Fuck that. If there were 2 things in my job I could get rid of at the snap of my fingers, they would be non-square pixels and interlacing.

  58. Re:Exceedingly silly : wedgelets by ksloke · · Score: 1

    The approach looks very much like wedgelet approximations see theory and images at http://ibb.gsf.de/homepage/laurent.demaret/wedgelet/docu/wedgelet_short_guide/node1.html

  59. "A Pixel is NOT a little square, A Pixel is NOT.." by N+Monkey · · Score: 1

    Non square pixels are not a new idea, see for example sensors of cameras.

    Alvy Ray Smith, computer graphics researcher and co-founder of Pixar, will tell you that A Pixel Is Not A Little Square, A Pixel Is Not A Little Square, A Pixel Is Not A Little Square! (And a Voxel is Not a Little Cube). I don't necessarily agree with everything in the article (e.g. coordinate systems) but it is worth a read.

  60. A Pixel Is *Not* A Little Square by tokzic · · Score: 1

    It is probably worth referencing Alvy Ray Smith's (co-founder of Pixar) enlightening memo from 1995 entitled: A Pixel Is Not A Little Square, A Pixel Is Not A Little Square, A Pixel Is Not A Little Square! (And a Voxel is Not a Little Cube)"

  61. Pixels aren't perfect squares? by shmach · · Score: 1

    First world problem...

  62. ONE WORD by Anonymous Coward · · Score: 0

    Hexagons.

  63. Re:"A Pixel is NOT a little square, A Pixel is NOT by Lord+Lode · · Score: 1

    Agreed, but the voronoi diagram of those sample points gives the squares.

  64. Re:"A Pixel is NOT a little square, A Pixel is NOT by Lord+Lode · · Score: 1

    By the way, I forgot to mention the article is very interesting, thanks for the link!