Sampling theory, pt 1: WPFE in pictures
I got a few questions and comments about my comment that WPFE "botched" the sampling rules for bitmaps/images. I tried to explain in the comments, but its clear I wasn't clear.
So, I'll post a clearer text/mathematical explanation shortly but here's the issue, by visual example.
First a simple "linework" image:

Next, the same image if I apply a 400% scale to the canvas, as rendered by WPFE (I cropped the result to the upper left corner):

And now, the same image, with a 400% scale as produced by my (new) rasterizer - this is also the same image that Flash 8+ and OpenGL will produce:

See the problem?
I'll explain why this isn't a black and white issue, but why I think MS landed on the wrong side of it shortly, in a follow-up. The problem is covered well in the seminal computer graphics memo from Alvy Ray Smith, "A Pixel is NOT a little square..."
Alvy Ray, of course (being Alvy Ray), is not wrong in his final conclusion, but that doesn't make his point right for all applications either, and therein lies the rub... most UI designers, I'll posit, think of images as exactly little bags of rectangles...
So, I'll post a clearer text/mathematical explanation shortly but here's the issue, by visual example.
First a simple "linework" image:

Next, the same image if I apply a 400% scale to the canvas, as rendered by WPFE (I cropped the result to the upper left corner):

And now, the same image, with a 400% scale as produced by my (new) rasterizer - this is also the same image that Flash 8+ and OpenGL will produce:

See the problem?
I'll explain why this isn't a black and white issue, but why I think MS landed on the wrong side of it shortly, in a follow-up. The problem is covered well in the seminal computer graphics memo from Alvy Ray Smith, "A Pixel is NOT a little square..."
Alvy Ray, of course (being Alvy Ray), is not wrong in his final conclusion, but that doesn't make his point right for all applications either, and therein lies the rub... most UI designers, I'll posit, think of images as exactly little bags of rectangles...
87 Comments:
No! Not the Alvy Ray "A Pixel is NOT a little square..." memo!
Grrr. I have a bone or two to pick with that one. >:-)
Blinn did a better job in "What is a Pixel?" :-)
lol - yep, and they both made passes through MS, but "pixel is NOT a little square" is catchier, I guess... :)
My chief complaint with the "A Pixel..." memo is that it seems to religiously insist that the idea of a pixel is more real than the real thing--at least from my perspective.
On one hand, we have the real thing (CCD pixels, Bayer patterns, Foveon sensors, microlens arrays, ink jets, whatever, etc.). On the other hand, we have ideas (the mathematical tools and models we use in processing digital images and computer graphics).
As I see it, DSP is merely a mathematical tool we use for dealing with the real thing(s), an intermediate step for conversion between ideas and realities.
In the case of digital photography, we have a whole chain of reality with which to cope: CCD -> digital image -> { CRT | LCD | printer | other }. In a sense, the input to output chain amounts to reality -> idea -> reality.
In 2D or 3D rendering, on the other hand, it's more a matter of beginning with the idea and taking it to reality: idea -> reality, a case in which our models are rendered on the real thing { CRT | LCD | printer | other }. The memo seems to thumb its nose at this possibility.
It also seems to me that the memo implies digital signal processing is the only valid perspective / tool one can use in processing images, but I don't believe that's true. In fact, I think doggedly adhering to such a belief can actually set one back, because it can blind one to physical realities that might be leveraged in creating a superior solution.
I'd argue that something like ClearType happens when you pay more attention to the real thing (i.e., the properties of a real LCD display) rather than strictly adhering to signal processing theory alone. In order to get ClearType to work, you need to know the physical reality of the LCD subpixel layout.
Likewise, if you're trying to create the ultimate algorithm to demosaic an image, it will make sense to leverage as many physical properties of the sensor as you possibly can.
Sree repeat after me:
Microsoft is a marketing company
Microsoft is a marketing company
This should help you understand their failure in WPF rendering, music players, etc.
That's a little harsh Kilroy.
(Note I didn't say it was wrong :P...)
But seriously, its as much there seem to be all these overlapping/competing efforts, such that MS gets to expererience the pain of big company-ness, but little of the benefit (alignment of resources, scale, etc.)
They got smart folks there...
The WPFE behavior you are seeing is a bug in the current CTP and will be addressed in the next WPFE CTP.
cool - I'd agree its a bug, but given its the same thing you see in GDI Plus I wasn't sure...
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