Abstract :
Presents a new approach to representing a pixel in raster graphics. New technologies make this new approach possible. The author discusses issues concerning the optical resolution of the human eye. Some technical solutions are proposed, which are currently being worked out and which can radically change the approach to raster graphics. In the simulator creation process and in virtual reality, the quality of a picture is of great importance. Hitherto prevailing solutions have many disadvantages. The solution suggested in this paper is based on the so-called H-pixels. Traditional pixels in raster-graphic solutions are put into grid-plate knots. The suggested solution is based on a grid with regular hexagons as the main element. The paper includes an analysis of how such a shape can help in the reproduction fidelity of a set of shapes. Traditional algorithms for quadric pixels have also been prepared and checked. The presented approach to raster graphics can be used in systems where a picture is created, in a similar way to typography, from a very good raster, but in three (RGB) or four (CMYK) colours. Accepting the usefulness of H-pixels results in a re-analysis of all picture-creating algorithms, e.g. drawing segments, circles, etc. Algorithms such as raster picture compression or algorithms based on quadtrees (covering invisible lines) will also need adaptation. Currently, it is difficult to state to what extent this solution will be applied in the future, but it is so likely and interesting that, in the author´s opinion, it seems worth working on
Keywords :
computer graphics; H-pixel representation; computer graphics; drawing; grid-plate knots; hexagonal raster; human eye; invisible lines; optical resolution; picture compression; picture quality; picture-creating algorithms; quadric pixels; quadtrees; raster graphics; regular hexagons; shape reproduction fidelity; simulator creation process; virtual reality; Algorithm design and analysis; Computer displays; Computer graphics; Diffraction; Humans; Lamps; Liquid crystal displays; Retina; Shape; Virtual reality;