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After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object. Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline and interior contour lines.
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In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]
Dodge and burn change the lightness of the pictures, inspired by the dodging and burning performed in a darkroom. Dodging lightens an image, while burning darkens it. Dodging the image is the same as burning its negative (and vice versa). Dodge modes: The Screen blend mode inverts both layers, multiplies them, and then inverts that result.
The Image Size dialog can be used as an image calculator of sorts. For example, a 1600 × 1200 image with a resolution of 200 ppi will produce a printed image of 8 × 6 inches. The same image with 400 ppi will produce a printed image of 4 × 3 inches. Change the resolution to 800 ppi, and the same image now prints out at 2 × 1.5 inches.
Machine learning mainly uses this approach. Example: Kernel size 10x10, image size 32x32, result image is 23x23. Kernel Crop Any pixel in the kernel that extends past the input image isn't used and the normalizing is adjusted to compensate. Constant Use constant value for pixels outside of image. Usually black or sometimes gray is used.
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Cropping is the removal of unwanted outer areas from a photographic or illustrated image. The process usually consists of the removal of some of the peripheral areas of an image to remove extraneous visual data from the picture, improve its framing, change the aspect ratio, or accentuate or isolate the subject matter from its background.