A pixel is not a little square, a pixel is not a little square
alvyray.com
alvyray.com
The correctest interpretation depends on the sampling device, which has often been something like gaussian for optics, and representation, which has typically been ignored as complicated. Ironically, modern technology uses (to my understanding) rectangular spaced subpixels in both sampling and representation, which are still not square but much closer.
Since technologies change and pixel density is high, the point-sample interpretation is both useful and reasonable, but I would caution against it until we all have retina displays and 4 megapixel digital cameras.
Easiest, and most correct, or at least a lot harder to screw up.
> The correctest interpretation depends on the sampling device
The “point-samples interpretation” is always perfectly correct, encompassing other definitions. The thing that differs from one device to another is the reconstruction filter used to interpret the meaning of those point samples. Given that a nearest-neighbor type reconstruction filter is pretty much never the best, using the “little square” interpretation that ties us down to that reconstruction is counterproductive.
> Ironically, modern technology uses rectangular spaced subpixels in both sampling and representation.
In sampling, I assume you mean the sensors in digital cameras? Treating them as squares/rectangles instead of point samples is not especially useful, because the optical system is pretty complicated, and so lens blur/chromatic aberration/etc. are at a larger scale than the pixels themselves. Better is to just wrap the knowledge of pixel shape and the knowledge of optical effects into the same part of the model, the reconstruction filter.
The point-sample interpretation is perfectly relevant for current-resolution devices. In the case of LCDs for example, you just have to keep in mind that the sample points for R, G, and B subpixels are not the same.
I don’t agree with you that the upsized box UI is necessarily the most intuitive or useful, but instead is just the only UI that has really been tested. I can imagine several other possibilities, for example showing a smooth interpolation (indicating something closer to real-world appearance) overlaid by a circle at each sample center (indicating color of the discrete sample). [That's an idea off the top of my head; I don't know if it would work in practice.]
None of them are little squares of one color.
What's wrong with sampling theorems anyway?
The basic discussion was covered in my college graphics class in 1988. Anyone working in graphics, fonts, rendering or gaming who thinks this is news should have their literature examined.
http://video.google.com/videoplay?docid=-5655850487750051532...
http://www.dicklyon.com/tech/Photography/Pixel-SPIE06-Lyon.p...
http://groups.google.com/group/fiji-devel/browse_thread/thre...
You mean, when he's defining the model he says isn't true? A pixel has no coverage; the reconstruction filter is what has the coverage, and it might overlap more than one pixel (e.g. when doing texture mapping).
all the rest is similar shick horror of anyone who never paid any atenntion to anything.
yup, that's how i learned to con, mod me down etc, but believe it.
got author nailed there, promise you