1 <?xml version="1.0" encoding="UTF-8"?>
2 <!DOCTYPE glossary PUBLIC "-//OASIS//DTD DocBook XML V4.3//EN"
3 "http://www.docbook.org/xml/4.3/docbookx.dtd">
4 <glossary id="glossary">
5 <title>Glossary</title>
8 <primary>Glossary</primary>
11 <glossentry id="glossary-alpha">
13 <phrase>Alpha</phrase>
15 <indexterm significance="normal">
16 <primary>Alpha</primary>
20 An Alpha value indicates the transparency of a pixel. Besides its
21 Red, Green and Blue values, a pixel has an alpha value. The smaller
22 the alpha value of a pixel, the more visible the colors below it. A
23 pixel with an alpha value of 0 is completely transparent. A pixel
24 with an alpha value of 255 is fully opaque.
28 <link linkend="glossary-fileformat">file formats</link>, you can only
29 specify that a pixel is completely transparent or completely opaque.
30 Other file formats allow a variable level of transparency.
35 <glossentry id="glossary-alpha-channel">
37 <phrase>Alpha Channel</phrase>
41 <primary>Transparency</primary>
42 <secondary>Alpha channel</secondary>
45 <primary>Alpha channel</primary>
48 An alpha <link linkend="glossary-channels">channel</link> of a layer
49 is a grayscale image of the same size as the layer representing its
50 transparency. For each pixel the gray level (a value between 0 and
51 255) represents the pixels's
52 <link linkend="glossary-alpha">Alpha</link> value. An alpha channel
53 can make areas of the layer to appear partially transparent. That's
54 why the background layer has no alpha channel by default.
57 The image alpha channel, which is displayed in the channels dialog,
58 can be considered as the alpha channel of the final layer when all
59 layers have been merged.
62 See also <xref linkend="alpha-channel-example"/>.
67 <glossentry id="glossary-antialiasing">
69 <phrase>Antialiasing</phrase>
71 <indexterm significance="normal">
72 <primary>Antialiasing</primary>
73 <secondary>Explanation</secondary>
77 Antialiasing is the process of reversing an alias, that is,
78 reducing the <quote>jaggies</quote>. Antialiasing
79 produces smoother curves by adjusting the boundary between the
80 background and the pixel region that is being antialiased. Generally,
81 pixel intensities or opacities are changed so that a smoother
82 transition to the background is achieved. With selections, the
83 opacity of the edge of the selection is appropriately reduced.
88 <imagedata fileref="images/glossary/alias.png" format="PNG"/>
93 <imagedata fileref="images/glossary/antialias.png" format="PNG"/>
100 <glossentry id="glossary-bezier-curve">
102 <phrase>Bézier curve</phrase>
106 A spline is a curve which is defined mathematically and has a set of
107 control points. A Bézier spline is a cubic spline which has
108 four control points, where the first and last control points (knots or
109 anchors) are the endpoints of the curve and the inner two control
110 points (handles) determine the direction of the curve at the
114 In the non-mathematical sense, a spline is a flexible strip of wood or
115 metal used for drawing curves. Using this type of spline for drawing
116 curves dates back to shipbuilding, where weights were hung on splines
117 to bend them. The outer control points of a Bézier spline are
118 similar to the places where the splines are fastened down and the
119 inner control points are where weights are attached to modify the
123 Bézier splines are only one way of mathematically representing
124 curves. They were developed in the 1960s by Pierre Bézier, who
128 Bézier curves are used in <acronym>GIMP</acronym> as component
129 parts of <link linkend="glossary-path">Paths</link>.
134 <imagedata format="PNG"
135 fileref="images/glossary/bezier-curve.png"/>
140 The image above shows a Bézier curve. Points P0 and P3 are
141 points on the Path, which are created by clicking with the mouse.
142 Points P1 and P2 are handles, which are automatically created by
143 <acronym>GIMP</acronym> when you stretch the line.
148 <glossentry id="glossary-bitmap">
150 <phrase>Bitmap</phrase>
156 The Free Online Dictionary of Computing (13 Mar 01)
159 bitmap — A data file or structure which corresponds bit for
160 bit with an image displayed on a screen, probably in the same
161 format as it would be stored in the display's video memory or
162 maybe as a device independent bitmap. A bitmap is characterised by
163 the width and height of the image in pixels and the number of bits
164 per pixel which determines the number of shades of grey or colors
165 it can represent. A bitmap representing a colored image (a
166 <quote>pixmap</quote>) will usually have pixels with between one
167 and eight bits for each of the red, green, and blue components,
168 though other color encodings are also used. The green component
169 sometimes has more bits than the other two to cater for the human
170 eye's greater discrimination in this component.
176 <glossentry id="glossary-bmp">
178 <anchor id="file-bmp-load" xreflabel="BMP"/>
179 <anchor id="file-bmp-save" xreflabel="BMP"/>
182 <indexterm significance="normal">
183 <primary>BMP</primary>
185 <indexterm significance="normal">
186 <primary>Formats</primary>
187 <secondary>BMP</secondary>
191 BMP is an uncompressed image
192 <link linkend="glossary-fileformat">file format</link>
193 designed by Microsoft and mainly used in Windows. Colors are
194 typically represented in 1, 4 or 8 bits, although the format also
195 supports more. Because it is not compressed and the files are large,
196 it is not very well suited for use in the internet.
201 <glossentry id="glossary-bumpmapping">
203 <phrase>Bump mapping</phrase>
207 Bump mapping is a technique for displaying extremely detailed objects
208 without increasing the geometrical complexity of the objects. It is
209 especially used in 3-dimensional visualization programs. The trick is
210 to put all the necessary information into a texture, with which
211 shadowing is shown on the surface of the object.
214 Bump mapping is only one (very effective) way of simulating surface
215 irregularities which are not actually contained in the geometry of the
221 <glossentry id="glossary-channelmask">
223 <phrase>Channel Mask</phrase>
227 A channel masks is a special type of mask which determines the
228 transparency of a selection. See <xref linkend="glossary-masks"/> for
229 a detailed description.
234 <glossentry id="glossary-channel-encoding">
236 <phrase>Channel encoding</phrase>
239 <primary>Channel encoding</primary>
243 Channel encoding refers to how fast the intensity (more technically
244 correct for grayscale and RGB images, the <ulink url="https://en.wikipedia.org/wiki/Relative_luminance">relative
245 Luminance</ulink>) of a channel in a digital image progresses from dark
246 to light as the channel values progress from 0.0 to 1.0 floating point
247 (0 to 255 for 8-bit integer, 0 to 65535 for 16-bit integer).</para>
248 <para>Other ways of referring to "channel encoding" include
249 "companding curve", "gamma" (which is technically not correct unless the
250 channel encoding is an actual gamma curve), "tone reproduction curve"
251 ("TRC" for short), and "tone response curve" (also "TRC" for short).
253 <para>The linear light channel encoding reflects the way lightwaves
254 combine there in the real world. The linear light channel encoding is
255 also referred to as "gamma=1.0", "linear gamma" or simply "linear".</para>
256 <para>Perceptually uniform channel encodings reflects the way our eyes
257 respond to changes in luminance.</para>
258 <para>In ICC profile color managed workflows, the following channel
259 encodings are commonly used:</para>
261 <listitem><para>The LAB companding curve, which is exactly
262 perceptually uniform.</para></listitem>
263 <listitem><para>The linear light channel encoding, which of course is
264 exactly linear.</para></listitem>
265 <listitem><para>The sRGB channel encoding and the "gamma=2.2"
266 channel encoding, which are both approximately perceptually uniform
267 and approximately equal to each other.</para></listitem>
268 <listitem><para>The "gamma=1.8" channel encoding, which is neither
269 linear nor approximately perceptually uniform, though it's closer to
270 being perceptually uniform than it is to being linear.</para></listitem>
273 <!--TO TRANSLATORS: a png file without text is in
274 https://git.gnome.org/browse/gimp-help-2/tree/docs folder-->
277 <imagedata fileref="images/glossary/companding-curves-compared.png" format="PNG"/>
280 <para>The Linear light, sRGB, and LAB channel encodings compared.</para>
284 <para>Looking at the above image:</para>
286 <listitem><para>The Linear light channel encoding (top row) represents
287 how lightwaves combine out there in the real world.</para></listitem>
288 <listitem><para>The sRGB channel encoding (middle row) is almost
289 perceptually uniform.</para></listitem>
290 <listitem><para>The LAB channel encoding (bottom row) is exactly
291 perceptually uniform, which means it represents how our eyes respond to
292 changes in luminance.</para></listitem>
294 <para>In GIMP 2.10 two different channel encodings are used internally
295 for various editing operations, these being "Linear light" and
296 "Perceptually uniform (sRGB)".</para>
297 <para>The companding-curves-compared.png shown above is a slightly
298 modified version of an image from <ulink url="http://ninedegreesbelow.com/photography/xyz-rgb.html#Color">
299 Completely Painless Programmer's Guide to XYZ, RGB, ICC, xyY, and TRCs
300 </ulink>, which is licensed as
301 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
302 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
307 <glossentry id="glossary-channels">
309 <phrase>Channel</phrase>
312 <primary>Channel</primary>
315 <!--TRANSLATORS: this is the modified text from concepts.xml, so
316 you should check po/LANG/concepts.po for an old translation-->
318 A channel refers to a certain component of an image. For instance, the
319 components of an <link linkend="glossary-rgb">RGB</link> image are the
320 three primary colors red, green, blue, and sometimes transparency
324 Every channel is a grayscale image of exactly the same size as the
325 image and, consequently, consists of the same number of pixels. Every
326 pixel of this grayscale image can be regarded as a container which can
327 be filled with a value ranging from 0 to 255. The exact meaning of
328 this value depends on the type of channel, e.g. in the
329 <acronym>RGB</acronym> color model the value in the
330 <emphasis>R</emphasis>-channel means the amount of red which is added
331 to the color of the different pixels; in the selection channel, the
332 value denotes how strongly the pixels are selected; and in the alpha
333 channel the values denote how opaque the corresponding pixels are.
334 See also <xref linkend="gimp-concepts-channels"/>.
339 <glossentry id="glossary-clipboard">
341 <phrase>Clipboard</phrase>
345 The Clipboard is a temporary area of memory which is used to
346 transfer data between applications or documents. It is used when you
347 Cut, Copy or Paste data in <acronym>GIMP</acronym>.
350 The clipboard is implemented slightly differently under different
351 operating systems. Under Linux/XFree, <acronym>GIMP</acronym> uses
352 the XFree clipboard for text and the <acronym>GIMP</acronym>
353 internal image clipboard for transferring images between image
354 documents. Under other operating systems, the clipboard may work
355 somewhat differently. See the <acronym>GIMP</acronym> documentation
356 for your operating system for further information.
358 <!--TODO: this para should go to concepts/using-->
360 The basic operations provided by the clipboard are
361 <quote>Cut</quote>, <quote>Copy</quote>, and <quote>Paste</quote>.
362 Cut means that the item is removed from the document and copied to
363 the clipboard. Copy leaves the item in the document and copies it to
364 the clipboard. Paste copies the contents of the clipboard to the
365 document. The <acronym>GIMP</acronym> makes an intelligent decision
366 about what to paste depending upon the target. If the target is a
367 canvas, the Paste operation uses the image clipboard. If the target
368 is a text entry box, the paste operation uses the text clipboard.
373 <glossentry id="glossary-color">
375 <phrase>Color</phrase>
378 <primary>Color</primary>
381 <para>On the one hand, <ulink url="http://en.wikipedia.org/wiki/Light">
382 light</ulink> comes from the sun or other radiant sources, and is
383 <ulink url="https://en.wikipedia.org/wiki/Atmospheric_refraction">
384 refracted</ulink>by mediums (water, the atmosphere, glass) and
385 <ulink url="https://en.wikipedia.org/wiki/Diffuse_reflection">diffusely
387 <ulink url="https://en.wikipedia.org/wiki/Specular_reflection">
388 specularly</ulink> reflected by surfaces.</para>
390 <para>On the other hand,
391 <ulink url="http://en.wikipedia.org/wiki/Color">color</ulink> isn't out
392 there in the world in the same tangible way that light is. Rather color
393 is part of how we sense the world around us. Light enters the eyes, is
394 processed by light receptors
395 (<ulink url="http://en.wikipedia.org/wiki/Cone_cell">cones</ulink> and
396 <ulink url="http://en.wikipedia.org/wiki/Rod_cell">rods</ulink>), and
397 sent via the optic nerves to the brain for further processing and
398 interpretation.</para>
400 <para>Light varies in
401 <ulink url="http://en.wikipedia.org/wiki/Wavelength">wavelengths</ulink>,
402 which our eyes and brain interpret as varying hues (reds, blues, greens,
403 and so on), and also in <ulink url="http://en.wikipedia.org/wiki/Luminance">intensity (aka "luminance")</ulink>. So our
404 <ulink url="http://en.wikipedia.org/wiki/Color_vision">perception of
405 color</ulink> is composed of both intensity ("luminance") information and
406 chromaticity information.</para>
408 <para>The <ulink url="http://www1.icsi.berkeley.edu/wcs/">naming of colors
409 </ulink> carries one out of the narrow realm of color perception, and
410 into the larger realm of cultural and linguistic interpretation and
411 classification of color, and thence into even larger philosophical,
412 aesthetic, theological, and metaphysical considerations.</para>
414 <para>The above explanation of Color is a slightly modified excerpt from
415 the <ulink url="http://ninedegreesbelow.com/photography/xyz-rgb.html#Color">
416 Completely Painless Programmer's Guide to XYZ, RGB, ICC, xyY, and TRCs
417 </ulink>, which is licensed as
418 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
419 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
424 <glossentry id="glossary-cmyk">
426 <phrase>CMY, CMYK</phrase>
428 <indexterm significance="normal">
429 <primary>CMYK</primary>
431 <indexterm significance="normal">
432 <primary>Color</primary>
433 <secondary>Subtractive color synthesis</secondary>
437 CMYK is a <link linkend="glossary-colormodel">color model</link>
438 which has components for Cyan, Magenta, Yellow and Black. It is a
439 subtractive color model, and that fact is important when an image
440 is printed. It is complementary to the
441 <link linkend="glossary-rgb">RGB</link> color model.
444 The values of the individual colors vary between 0% and 100%, where 0%
445 corresponds to an unprinted color, and 100% corresponds to a
446 completely printed area of color. Colors are formed by mixing the
450 The last of these values, K (Black), doesn't contribute to
451 the color, but merely serves to darken the other colors. The
452 letter K is used for Black to prevent confusion, since B usually
456 <title>Subtractive color model</title>
459 <imagedata format="PNG"
460 fileref="images/glossary/color-model-subtractive.png"/>
465 <acronym>GIMP</acronym> does not currently support the CMYK model.
466 (An experimental plug-in providing rudimentary CMYK support can be
467 found <xref linkend="bibliography-online-plugin-separate"/>.)
470 This is the mode used in printing. These are the colors in the ink
471 cartridges in your printer. It is the mode used in painting and in all
472 the objects around us, where light is reflected, not emmitted. Objects
473 absorb part of the light waves and we see only the reflected part.
474 Note that the cones in our eyes see this reflected light in RGB mode.
475 An object appears Red because Green and Blue have been absorbed. Since
476 the combination of Green and Blue is Cyan, Cyan is absorbed when you
477 add Red. Conversely, if you add Cyan, its complementary color, Red, is
478 absorbed. This system is <emphasis>subtractive</emphasis>.
479 If you add Yellow, you decrease Blue, and if you add Magenta, you
483 It would be logical to think that by mixing Cyan, Magenta and Yellow,
484 you would subtract Red, Green and Blue, and the eye would see no light
485 at all, that is, Black. But the question is more complex. In fact, you
486 would see a dark brown. That is why this mode also has a Black value,
487 and why your printer has a Black cartridge. It is less expensive that
488 way. The printer doesn't have to mix the other three colors to create
489 an imperfect Black, it just has to add Black.
494 <glossentry id="glossary-colordepth">
496 <phrase>Color depth</phrase>
498 <indexterm significance="normal">
499 <primary>Color depth</primary>
501 <indexterm significance="normal">
502 <primary>bpp</primary>
506 Color depth is simply the number of bits used to represent a color
507 (bits per pixel : bpp). There are 3 channels for a pixel (for Red,
508 Green and Blue). <acronym>GIMP</acronym> can support 8 bits per
509 channel, referred as <emphasis>eight-bit color</emphasis>. So,
510 <acronym>GIMP</acronym> color depth is 8 * 3 = 24,
512 256 * 256 * 256 = 16,777,216 possible
513 colors (8 bits allow 256 colors).
518 <glossentry id="glossary-colormodel">
520 <phrase>Color model</phrase>
522 <indexterm significance="normal">
523 <primary>Color model</primary>
526 <para><!-- Reorganised "color models" to be more like de. There's no need
527 to repeat the information again. scb -->
528 A color model is a way of describing and specifying a color. The term
529 is often used loosely to refer to both a color space system and the
530 color space on which it is based.
533 A color space is a set of colors which can be displayed or
534 recognized by an input or output device (such as a scanner, monitor,
535 printer, etc.). The colors of a color space are specified as values
536 in a color space system, which is a coordinate system in which the
537 individual colors are described by coordinate values on various axes.
538 Because of the structure of the human eye, there are three axes in
539 color spaces which are intended for human observers. The practical
540 application of that is that colors are specified with three
541 components (with a few exceptions). There are about 30 to 40 color
542 space systems in use. Some important examples are:
547 <link linkend="glossary-rgb">RGB</link>
552 <link linkend="glossary-hsv">HSV</link>
557 <link linkend="glossary-cmyk">CMY(K)</link>
562 <link linkend="glossary-yuv">YUV</link>
567 <link linkend="glossary-ycbcr">YCbCr</link>
574 <glossentry id="glossary-display-referred">
576 <phrase>Display-referred</phrase>
578 <indexterm significance="normal">
579 <primary>Display-referred</primary>
582 <para>The phrase "display-referred" refers to images that can be
583 displayed (either directly or by means of ICC profile color management)
584 on devices. The displaying device might be a monitor, or an image printed
585 on paper, or some other display technology.</para>
587 <para>Regardless of the technology, when you display an image on a
588 device, that device has a maximum and minimum brightness. The maximum
589 and minimum brightnesses are referred to as
590 <link linkend="glossary-display-referred-white">display-referred white</link>
592 <link linkend="glossary-display-referred-black">display-referred black</link>.
595 <para>The above explanation is a slightly modified excerpt from
596 <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
597 Models for image editing: Display-referred and scene-referred</ulink>.
598 The modified excerpt was written and quoted by permission of the
599 author, who has licensed the modified excerpt under the
600 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
601 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
606 <glossentry id="glossary-display-referred-white">
608 <phrase>Display-referred white</phrase>
610 <indexterm significance="normal">
611 <primary>Display-referred white</primary>
614 <para>"Display-referred white" (or for simplicity, "white")
615 means the floating point RGB color (1.0, 1.0, 1.0) and the integer
616 equivalents (255,255,255),(65535,65535,65535), etc, for 8-bit integer,
617 16-bit integer, etc.</para>
619 <para>"Display-referred white" has the very special significance that
620 in display-referred editing there's no such thing as
621 "brighter than white". So in display-referred image editing, all RGB
622 channel values are less than or equal to 1.0 and no color is brighter
623 than "white", (1.0, 1.0, 1.0).</para>
625 <para>The above explanation is a slightly modified excerpt from
626 <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
627 Models for image editing: Display-referred and scene-referred</ulink>.
628 The modified excerpt was written and quoted by permission of the
629 author, who has licensed the modified excerpt under the
630 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
631 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
636 <glossentry id="glossary-display-referred-black">
638 <phrase>Display-referred black</phrase>
640 <indexterm significance="normal">
641 <primary>Display-referred black </primary>
644 <para>"Display-referred black" (or for simplicity, "black") means the
645 floating point RGB color (0.0, 0.0, 0.0) and its integer equivalents. This
646 color has the very special significance that there's no such thing as
647 "less bright than black". So in display-referred image editing, all RGB
648 channel values are greater than or equal to 0.0 and no color is less
649 bright than "black", (0.0, 0.0, 0.0).</para>
651 <para>The above explanation is a slightly modified excerpt from
652 <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
653 Models for image editing: Display-referred and scene-referred</ulink>.
654 The modified excerpt was written and quoted by permission of the
655 author, who has licensed the modified excerpt under the
656 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
657 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
662 <glossentry id="glossary-dithering">
664 <phrase>Dithering</phrase>
666 <indexterm significance="normal">
667 <primary>Dithering</primary>
669 <indexterm significance="normal">
670 <primary>Color</primary>
671 <secondary>Dithering</secondary>
675 Dithering is a technique used in computer graphics to create the
676 illusion of more colors when displaying an image which has a low
677 <link linkend="glossary-colordepth">color depth</link>. In a
678 dithered image, the missing colors are reproduced by a certain
679 arrangement of pixels in the available colors. The human eye
680 perceives this as a mixture of the individual colors.
683 The <link linkend="gimp-tool-gradient">Gradient tool</link> uses
684 dithering. You may also choose to use dithering when you convert an
685 image to <link linkend="gimp-image-convert-indexed">Indexed</link>
686 format. If you are working on an image with indexed colors, some
687 tools (such as the pattern fill tool) may also use dithering, if the
688 correct color is not available in the colormap.
691 The <link linkend="plug-in-newsprint">Newsprint</link> filter
692 uses dithering as well. You can use the
693 <link linkend="plug-in-nlfilt">NL Filter</link> (Non Linear filter)
694 to remove unwanted dithering noise from your image.
697 Also note that although <acronym>GIMP</acronym> itself uses 24-bit
698 colors, your system may not actually be able to display that many
699 colors. If it doesn't, then the software in between
700 <acronym>GIMP</acronym> and your system may also dither colors while
704 See also the glossary entry on
705 <link linkend="glossary-floyd-steinberg-dithering">Floyd-Steinberg
706 dithering</link>, which is used in <acronym>GIMP</acronym>.
711 <glossentry id="glossary-exif">
713 <phrase>EXIF</phrase>
715 <indexterm significance="normal">
716 <primary>EXIF</primary>
720 Exchangeable image file format (official abbreviation Exif, not
721 EXIF) is a specification for the image file format used by digital
722 cameras. It was created by the Japan Electronic Industry Development
723 Association (JEIDA). The specification uses the existing JPEG, TIFF
724 Rev. 6.0, and RIFF WAVE file formats, with the addition of specific
725 metadata tags. It is not supported in JPEG 2000 or PNG. Version 2.1 of
726 the specification is dated June 12, 1998 and version 2.2 is dated
727 April 2002. The Exif tag structure is taken from that of TIFF files.
728 There is a large overlap between the tags defined in the TIFF, Exif,
729 TIFF/EP and DCF standards
730 <xref linkend="bibliography-online-wkpd-exif"/>.
735 <glossentry id="glossary-feathering">
737 <phrase>Feathering</phrase>
739 <indexterm significance="normal">
740 <primary>Feathering</primary>
744 The process of Feathering makes a smooth transition between a region
745 and the background by softly blending the edges of the region.
750 <imagedata fileref="images/glossary/feather.png" format="PNG"/>
755 In <acronym>GIMP</acronym>, you can feather the edges of a
756 selection. Brushes can also have feathered edges.
761 <glossentry id="glossary-fileformat">
763 <phrase>File Format</phrase>
765 <indexterm significance="normal">
766 <primary>File format</primary>
770 A file format or file type is the form in which computer data is
771 stored. Since a file is stored by an operating system as a linear
772 series of bytes, which cannot describe many kinds of real data in
773 an obvious way, conventions have been developed for interpreting
774 the information as representations of complex data. All of the
775 conventions for a particular <quote>kind</quote> of file constitute
779 Some typical file formats for saving images are JPEG, TIFF, PNG and
780 GIF. The best file format for saving an image depends upon how the
781 image is intended to be used. For example, if the image is intended
782 for the internet, file size is a very important factor, and if the
783 image is intended to be printed, high resolution and quality have
784 greater significance. See
785 <link linkend="gimp-using-fileformats">Format types</link>.
790 <glossentry id="glossary-floatingselection">
791 <glossterm>Floating Selection</glossterm>
793 <primary>Selection</primary>
794 <secondary>Floating selection</secondary>
798 A floating selection (sometimes called a <quote>floating
799 layer</quote>) is a type of temporary layer which is similar in
800 function to a normal layer, except that a floating selection must be
801 <link linkend="gimp-layer-anchor">anchored</link> before you can
802 resume working on any other layers in the image.
805 In early versions of <acronym>GIMP</acronym>, when
806 <acronym>GIMP</acronym> did not use layers, floating selections were
807 used for performing operations on a limited part of an image (you can
808 do that more easily now with layers). Now floating selections have no
809 practical use, but you must know what you have to do with them.
814 <glossentry id="glossary-floyd-steinberg-dithering">
816 <phrase>Floyd-Steinberg Dithering</phrase>
818 <indexterm significance="normal">
819 <primary>Floyd-Steinberg</primary>
823 Floyd-Steinberg dithering is a method of
824 <link linkend="glossary-dithering">dithering</link> which was first
825 published in 1976 by Robert W. Floyd and Louis Steinberg. The
826 dithering process begins in the upper left corner of the image. For
827 each pixel, the closest available color in the palette is chosen and
828 the difference between that color and the original color is computed
829 in each RGB channel. Then specific fractions of these differences
830 are dispersed among several adjacent pixels which haven't yet been
831 visited (below and to the right of the original pixel). Because of
832 the order of processing, the procedure can be done in a single pass
836 When you convert an image to
837 <link linkend="gimp-image-convert-indexed">Indexed</link>
838 mode, you can choose between two variants of Floyd-Steinberg
844 <glossentry id="glossary-gamma">
846 <phrase>Gamma</phrase>
848 <indexterm significance="normal">
849 <primary>Gamma</primary>
853 Gamma or gamma correction is a non-linear operation which is used to
854 encode and decode luminance or color values in video or still image
855 systems. It is used in many types of imaging systems to straighten out
856 a curved signal-to-light or intensity-to-signal response. For example,
857 the light emitted by a CRT is not linear with regard to its input
858 voltage, and the voltage from an electric camera is not linear with
859 regard to the intensity (power) of the light in the scene. Gamma
860 encoding helps to map the data into a perceptually linear domain, so
861 that the limited signal range (the limited number of bits in each RGB
862 signal) is better optimized perceptually.
865 Gamma is used as an exponent (power) in the correction equation. Gamma
866 compression (where gamma < 1) is used to encode linear luminance or
867 RGB values into color signals or digital file values, and gamma
868 expansion (where gamma > 1) is the decoding process, and usually
869 occurs where the current-to-voltage function for a CRT is non-linear.
872 For PC video, images are encoded with a gamma of about 0.45 and
873 decoded with a gamma of 2.2. For Mac systems, images are typically
874 encoded with a gamma of about 0.55 and decoded with a gamma of 1.8.
875 The sRGB color space standard used for most cameras, PCs and printers
876 does not use a simple exponential equation, but has a decoding gamma
877 value near 2.2 over much of its range.
880 In <acronym>GIMP</acronym>, gamma is an option used in the brush tab
881 of the <link linkend="plug-in-gimpressionist">GIMPressionist</link>
882 filter and in the <link linkend="plug-in-flame">Flame</link> filter.
883 The <link linkend="gimp-display-filter-dialog">display filters</link>
884 also include a Gamma filter. Also see the
885 <link linkend="gimp-tool-levels">Levels Tool</link>, where you can
886 use the middle slider to change the gamma value.
891 <glossentry id="glossary-gamut">
893 <phrase>Gamut</phrase>
895 <indexterm significance="normal">
896 <primary>Gamut</primary>
900 In color reproduction, including computer graphics and photography,
901 the gamut, or color gamut (pronounced /ˈgæmət/), is a certain complete
902 subset of colors. The most common usage refers to the subset of colors
903 which can be accurately represented in a given circumstance, such as
904 within a given color space or by a certain output device. Another
905 sense, less frequently used but not less correct, refers to the
906 complete set of colors found within an image at a given time. In this
907 context, digitizing a photograph, converting a digitized image to a
908 different color space, or outputting it to a given medium using a
909 certain output device generally alters its gamut, in the sense that
910 some of the colors in the original are lost in the process.
911 <xref linkend="bibliography-online-wkpd-gamut"/>
916 <glossentry id="glossary-gif">
920 <indexterm significance="normal">
921 <primary>GIF</primary>
925 <trademark class="trade">GIF</trademark> stands for Graphics
926 Interchange Format. It is a <link linkend="glossary-fileformat">file
927 format</link> with good, lossless compression for images with low
928 <link linkend="glossary-colordepth">color depth</link>
929 (up to 256 different colors per image). Since GIF was developed, a
931 <link linkend="file-png-save-defaults">Portable Network Graphics
932 (PNG)</link> has been developed, which is better than GIF in all
933 respects, with the exception of animations and some rarely-used
937 GIF was introduced by CompuServe in 1987. It became popular mostly
938 because of its efficient, LZW compression. The size of the image files
939 required clearly less disk space than other usual graphics formats of
940 the time, such as PCX or MacPaint. Even large images could be
941 transmitted in a reasonable time, even with slow modems. In addition,
942 the open licensing policy of CompuServe made it possible for any
943 programmer to implement the GIF format for his own applications free
944 of charge, as long as the CompuServe copyright notice was attached to
948 Colors in GIF are stored in a color table which can hold up to 256
949 different entries, chosen from 16.7 million different color values.
950 When the image format was introduced, this was not a much of a
951 limitation, since only a few people had hardware which could display
952 more colors than that. For typical drawings, cartoons, black-and-white
953 photographs and similar uses, 256 colors are quite sufficient as a
954 rule, even today. For more complex images, such as color photographs,
955 however, a huge loss of quality is apparent, which is why the format
956 is not considered to be suitable for those purposes.
959 One color entry in the palette can be defined to be transparent.
960 With transparency, the GIF image can look like it is non-rectangular
961 in shape. However, semi-transparency, as in
962 <link linkend="file-png-save-defaults">PNG</link>, is not possible.
963 A pixel can only be either entirely visible or completely
967 The first version of GIF was 87a. In 1989, CompuServe published an
968 expanded version, called 89a. Among other things, this made it
969 possible to save several images in one GIF file, which is especially
970 used for simple animation. The version number can be distinguished
971 from the first six bytes of a GIF file. Interpreted as ASCII symbols,
972 they are <quote>GIF87a</quote> or <quote>GIF89a</quote>.
977 <glossentry id="glossary-gnu">
983 The GNU project was started in 1983 by Richard Stallman with the
984 goal of developing a completely free operating system. It is
985 especially well-known from the GNU General Public License (GPL) and
986 GNU/Linux, a GNU-variant with a Linux kernel.
989 The name came about from the naming conventions which were in
990 practice at MIT, where Stallman worked at the time.
991 For programs which were similar to other programs, recursive
992 acronyms were chosen as names. Since the new system was to be based
993 on the widespread operating system, Unix, Stallman looked for that
994 kind of name and came up with GNU, which stands for
995 <quote>GNU is not Unix</quote>. In order to avoid confusion, the
996 name should be pronounced with the <quote>G</quote>, not like
997 <quote>new</quote>. There were several reasons for making GNU
998 Unix-compatible. For one thing, Stallman was convinced that most
999 companies would refuse a completely new operating system, if the
1000 programs they used wouldn't run on it. In addition, the architecture
1001 of Unix made quick, easy and distributed development possible,
1002 since Unix consists of many small programs that can be developed
1003 independently of each other, for the most part. Also, many parts of
1004 a Unix system were freely available to anyone and could therefore
1005 be directly integrated into GNU, for example, the typesetting
1006 system, TeX, or the X Window System. The missing parts were newly
1007 written from the ground up.
1010 <acronym>GIMP</acronym> (GNU Image Manipulation Program) is an
1011 official GNU application
1012 <xref linkend="bibliography-online-wkpd-gnu"/>.
1017 <glossentry id="glossary-grayscale">
1019 <anchor id="glossary-graylevel" xreflabel="Grayscale"/>
1020 <phrase>Grayscale</phrase>
1022 <indexterm significance="normal">
1023 <primary>Grayscale</primary>
1024 <secondary>Overview</secondary>
1028 Grayscale is a mode for encoding the colors of an image which
1029 contains only black, white and shades of gray.
1032 When you create a new image, you can choose to create it in
1033 Grayscale mode (which you can colorize later, by changing it to RGB
1034 mode). You can also change an existing image to grayscale by using
1035 the <link linkend="gimp-image-convert-grayscale">Grayscale</link>,
1036 <link linkend="gimp-filter-desaturate">Desaturate</link>,
1037 <link linkend="plug-in-decompose-registered">Decompose</link>,
1038 <link linkend="gimp-filter-channel-mixer">Channel
1039 Mixer</link>, although not all formats will accept these changes.
1040 Although you can create images in Grayscale mode and convert images
1041 to it, it is not a color model, in the true sense of the word.
1044 As explained in <link linkend="glossary-rgb">RGB mode</link>, 24-bit
1045 <acronym>GIMP</acronym> images can have up to 256 levels of gray. If
1046 you change from Grayscale to RGB mode, your image will have an RGB
1047 structure with three color channels, but of course, it will still be
1051 Grayscale image files (8-bit) are smaller than RGB files.
1056 <glossentry id="glossary-guides">
1058 <phrase>Guides</phrase>
1060 <indexterm significance="normal">
1061 <primary>Guides</primary>
1062 <secondary>Using</secondary>
1066 Guides are lines you can temporarily display on an image while you are
1067 working on it. You can display as many guides as you would like, in
1068 either the horizontal or the vertical direction. These lines help you
1069 position a selection or a layer on the image. They do not appear when
1070 the image is printed.
1073 For more information see
1074 <xref linkend="gimp-concepts-image-guides"/>.
1079 <glossentry id="glossary-high-dynamic-range">
1081 <phrase>High Dynamic Range</phrase>
1083 <indexterm significance="normal">
1084 <primary>High Dynamic Range</primary>
1088 <link linkend="glossary-display-referred">display-referred</link> data
1089 you have roughly two and half stops of head room above middle gray and
1090 maybe six and a half useable stops below middle gray, at which point the
1091 data is too densely packed into too few tonal steps to accurately display
1092 differences between solid black and "just barely gray". So at best you
1093 have 9 stops of dynamic range, compared to the 20 or more stops of
1094 dynamic range you might find in some (certainly not all!) real world
1097 <para>The usual solution to the dynamic range limitations of
1098 display-referred data is to allow channel values to be however high as is
1099 needed to encode the scene data. This means allowing channel values that
1100 are above display-referred white.</para>
1102 <para>Several file formats currently supported by GIMP 2.10 can be used
1103 to import and export high dynamic range images, including floating point
1104 tiffs, OpenEXR, and FITS.</para>
1106 <para>When working with high dynamic range data in GIMP 2.10, the
1107 <link linkend="glossary-channel-encoding">channel encoding</link> does
1108 need to be linear to avoid gamma artifacts.</para>
1110 <para>Editing high dynamic range data requires that there isn't any
1111 clamping code in editing operations and blend modes. At floating point
1114 <listitem><para>Many (but not all) GIMP 2.10 blend modes are unclamped,
1115 including Normal, Addition, Subtract, Multiply, Lighten Only,
1116 Darken Only, Difference, and the LCH and Luminance blend modes.
1117 Blend modes such as Screen, Soft Light, and Overlay are not unclamped
1118 as these operations are designed to work with display-referred data.
1120 <listitem><para>Many (too many to list but certainly not all, as some
1121 editing operations are designed to work with display-referred data)
1122 GIMP 2.10 editing operations also are unclamped, including Levels,
1123 Exposure, transforms such as scaling and rotating, and various filter
1124 operations such as Gaussian blur.</para></listitem>
1127 <para>Portions of the above explanation of "high dynamic range" are
1128 slightly modified excerpts from the <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html#scene-referred">Models for image editing: Display-referred and scene-referred</ulink>.
1129 These excerpts are quoted by permission and the modified excerpts are
1131 <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
1132 Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
1137 <glossentry id="glossary-histogram">
1139 <phrase>Histogram</phrase>
1141 <indexterm significance="normal">
1142 <primary>Histogram</primary>
1146 In digital image processing, a histogram is a graph representing the
1147 statistical frequency of the gray values or the color values in an
1148 image. The histogram of an image tells you about the occurrence of
1149 gray values or color values, as well as the contrast range and the
1150 brightness of the image. In a color image, you can create one
1151 histogram with information about all possible colors, or three
1152 histograms for the individual color channels. The latter makes the
1153 most sense, since most procedures are based on grayscale images and
1154 therefore further processing is immediately possible.
1159 <glossentry id="glossary-hsv">
1161 <phrase>HSV</phrase>
1165 HSV is a <link linkend="glossary-colormodel">color model</link>
1166 which has components for Hue (the color, such as blue or red),
1167 Saturation (how strong the color is) and Value (the brightness).
1170 The RGB mode is very well suited to computer screens, but it doesn't
1171 let us describe what we see in everyday life; a light green, a
1172 pale pink, a dazzling red, etc. The HSV model takes these
1173 characteristics into account. HSV and RGB are not completely
1174 independent of each other. You can see that with the Color Picker
1175 tool; when you change a color in one of the color models, the other
1176 one also changes. Brave souls can read
1177 <emphasis>Grokking the GIMP</emphasis>, which explains their
1181 <para>Brief description of the HSV components:</para>
1186 This is the color itself, which results from the combination of
1187 primary colors. All shades (except for the gray levels) are
1188 represented in a <emphasis>chromatic circle</emphasis>: yellow,
1189 blue, and also purple, orange, etc. The chromatic circle (or
1190 <quote>color wheel</quote>) values range between 0° and 360°.
1191 (The term <quote>color</quote> is often used instead of
1192 <quote>Hue</quote>. The RGB colors are <quote>primary
1198 <term>Saturation</term>
1201 This value describes how pale the color is. A completely
1202 unsaturated color is a shade of gray. As the saturation
1203 increases, the color becomes a pastel shade. A completely
1204 saturated color is pure. Saturation values go from 0 to 100,
1205 from white to the purest color.
1213 This value describes the luminosity, the luminous intensity. It
1214 is the amount of light emitted by a color. You can see a change
1215 of luminosity when a colored object is moved from being in the
1216 shadow to being in the sun, or when you increase the luminosity
1217 of your screen. Values go from 0 to 100. Pixel values in the
1218 three channels are also luminosities: <quote>Value</quote> in
1219 the HSV color model is the maximum of these elementary values in
1220 the RGB space (scaled to 0-100).
1228 <glossentry id="glossary-html-notation">
1230 <phrase>HTML notation</phrase>
1232 <indexterm significance="normal">
1233 <primary>HTML notation</primary>
1235 <indexterm significance="normal">
1236 <primary>Color</primary>
1237 <secondary>HTML notation</secondary>
1241 A hex triplet is a way of encoding a color for a computer. The
1242 <quote>#</quote> symbol indicates that the numbers which follow it
1243 are encoded in hexadecimal. Each color is specified in two
1244 hexadecimal digits which make up a triplet (three pairs) of
1245 hexadecimal values in the form <quote>#rrggbb</quote>, where
1246 <quote>rr</quote> represents red, <quote>gg</quote> represents green
1247 and <quote>bb</quote> represents blue.
1252 <glossentry id="glossary-imagehose">
1254 <phrase>Image Hose</phrase>
1256 <indexterm significance="normal">
1257 <primary>Image Hose</primary>
1261 An image hose in <acronym>GIMP</acronym> is a special type of brush
1262 which consists of several images. For example, you could have a
1263 brush with footprints, which consists of two images, one for the
1264 left footprint and one for the right. While painting with this
1265 brush, a left footprint would appear first, then a right footprint,
1266 then a left one, etc. This type of brush is very powerful.
1269 An image hose is also sometimes called an <quote>image pipe</quote>
1270 or <quote>animated brush</quote>. An image hose is indicated in the
1271 Brushes dialog by a small red triangle in the lower right corner of
1275 For information concerning creating an image hose, please see the
1276 <xref linkend="gimp-using-animated-brushes"/> and
1277 <xref linkend="gimp-using-brushes"/>.
1282 <glossentry id="glossary-incremental">
1284 <phrase>Incremental, paint mode</phrase>
1286 <indexterm significance="normal">
1287 <primary>Incremental</primary>
1291 Incremental mode is a paint mode where each brush stroke is drawn
1292 directly on the active layer. When it is set, each additional stroke
1293 of the brush increases the effect of the brush, up to the maximum
1294 opacity for the brush.
1297 If incremental mode is not set, brush strokes are drawn on a canvas
1298 buffer, which is then combined with the active layer. The maximum
1299 effect of a brush is then determined by the opacity, and stroking with
1300 the brush repeatedly does not increase the effect beyond this limit.
1305 <imagedata format="PNG"
1306 fileref="images/glossary/tool-opt-increment.png"/>
1308 </inlinemediaobject>
1311 <imagedata format="PNG"
1312 fileref="images/glossary/tool-opt-nonincrement.png"/>
1314 </inlinemediaobject>
1317 The two images above were created using a brush with spacing set to
1318 60 percent. The image on the left shows non-incremental painting and
1319 the image on the right shows the difference with incremental painting.
1322 Incremental mode is a tool option that is shared by several brush
1323 tools, except those which have a <quote>rate</quote> control, which
1324 automatically implies an incremental effect. You can set it by
1325 checking the <guilabel moreinfo="none">Incremental</guilabel> checkbox in the
1326 tool option dialog for the tool (Paintbrush, Pencil and Eraser).
1331 <glossentry id="glossary-indexedcolors">
1333 <phrase>Indexed Colors</phrase>
1335 <indexterm significance="normal">
1336 <primary>Indexed Colors</primary>
1338 <indexterm significance="normal">
1339 <primary>Color</primary>
1340 <secondary>Indexed colors</secondary>
1344 Indexed color mode is a mode for encoding colors in an image where
1345 each pixel in the image is assigned an 8-bit color number. The color
1346 which corresponds to this number is then put in a table (the palette).
1347 Changing a color in the palette changes all the pixels which refer
1348 to this palette color. Although you can create images in
1349 <emphasis>Indexed Color</emphasis> mode and can transform images to
1350 it, it is, strictly speaking, not a
1351 <link linkend="glossary-colormodel">color model</link>.
1354 See also the <link linkend="gimp-indexed-palette-dialog">Indexed
1355 Palette</link> section and the
1356 <link linkend="gimp-image-convert-indexed">Convert Image to Indexed
1357 Colors</link> command.
1362 <glossentry id="glossary-interpolation">
1364 <phrase>Interpolation</phrase>
1368 Interpolation means calculating intermediate values. When you
1369 enlarge (<quote>digitally zoom</quote>) or otherwise transform
1370 (rotate, shear or give perspective to) a digital image,
1371 interpolation procedures are used to compute the colors of the
1372 pixels in the transformed image. <acronym>GIMP</acronym> offers
1373 three interpolation methods, which differ in quality and speed. In
1374 general, the better the quality, the more time the interpolation
1376 <link linkend="gimp-tool-interpolation-methods">Interpolation
1380 <acronym>GIMP</acronym> uses interpolation when you
1381 <link linkend="gimp-image-scale">Scale</link> an image,
1382 <link linkend="gimp-layer-scale">Scale</link> a layer, and when you
1383 <link linkend="gimp-tools-transform">Transform</link> an image.
1388 <glossentry id="glossary-jpeg">
1390 <phrase>JPEG</phrase>
1392 <indexterm significance="normal">
1393 <primary>JPEG</primary>
1397 JPEG is a <link linkend="glossary-fileformat">file format</link>
1398 which supports compression and works at all color depths. The
1399 image compression is adjustable, but beware: Too high a compression
1400 could severely reduce image quality, since JPEG compression is lossy.
1403 Use JPEG to create web graphics or if you don't want your
1404 image to take up a lot of space. JPEG is a good format for
1405 photographs and for computer-generated images (CGI). It is not well
1411 digital line drawings (for example, screenshots or vector
1412 graphics), in which there are many neighboring pixels with the
1413 same color values, few colors and hard edges,
1418 Black and white images (only black and white, one bit per pixel)
1423 <para>half-toned images (newsprint).</para>
1427 Other formats, such as GIF, PNG or JBIG, are far better for these
1431 In general, JPEG transformations are not reversible. Opening and
1432 then saving a JPEG file causes a new, lossy compression. Increasing
1433 the quality factor later will not bring back the image information
1439 <glossentry id="glossary-lab">
1441 <phrase>L*a*b*</phrase>
1445 The Lab color space (also called the L*a*b* color space) is a
1446 <link linkend="glossary-colormodel">color model</link>
1447 developed in the beginning of the 1930s by the Commission
1448 Internationale d`Eclairage (CIE). It includes all the colors that
1449 the human eye can perceive. That contains the colors of the
1450 RGB and the CMYK color spaces, among others. In Lab, a color is
1451 indicated by three values: L, a and b. Here, the L stands for the
1452 luminance component — corresponding to the gray value — and a and b
1453 represent the red-green and blue-yellow parts of the color,
1457 In contrast to RGB or CMYK, Lab is not dependent upon the
1458 various input and output devices. For that reason, it is used as an
1459 exchange format between devices. Lab is also the internal color
1460 model of PostScript Level II.
1465 <glossentry id="glossary-layer">
1467 <phrase>Layer</phrase>
1469 <indexterm significance="normal">
1470 <primary>Layer</primary>
1474 You can think of layers as being a stack of slides which are more or
1475 less transparent. Each layer represents an aspect of the image and
1476 the image is the sum of all of these aspects. The layer at the bottom
1477 of the stack is the background layer. The layers above it are the
1478 components of the foreground.
1481 You can view and manage the layers of the image through the
1482 <link linkend="gimp-layer-dialog">Layers dialog</link>.
1485 <title>Example image with layers</title>
1488 <imagedata format="PNG"
1489 fileref="images/dialogs/layers_overview.png"/>
1492 <para>Representation of an image with layers</para>
1497 <imagedata format="PNG"
1498 fileref="images/dialogs/layers_example.png"/>
1500 <caption><para>The final image</para></caption>
1506 <glossentry id="glossary-marching-ants">
1508 <phrase>Marching Ants</phrase>
1512 Marching ants is a term which describes the dotted line which
1513 surrounds a selection. The line is animated, so it looks as if
1514 little ants are running around behind each other.
1519 <glossentry id="glossary-masks">
1521 <phrase>Masks</phrase>
1523 <indexterm significance="normal">
1524 <primary>Masks</primary>
1525 <secondary>Overview</secondary>
1529 A mask is like a veil put over a layer (layer mask) or all the layers
1530 of an image (selection mask). You can remove this mask by painting
1531 with white color, and you can complete it by painting with black
1532 color. When the mask is <quote>applied</quote>, non masked pixels
1533 will remain visible (the others will be transparent) or will be
1534 selected, according to the type of mask.
1536 <para>There are two types of masks:</para>
1540 <emphasis>Layer Mask</emphasis>:
1541 Every layer can have its own mask. The layer mask represents the
1542 Alpha channel of the layer and allows you to manage its
1543 transparency. By painting on the layer mask, you can make parts of
1544 the layer opaque or transparent: painting with black makes the
1545 layer transparent, painting with white makes the layer opaque and
1546 painting with shades of gray makes the layer semi-transparent. You
1547 can use all paint tools to paint on the mask. You can also apply a
1548 filter or copy-paste. You can use the Layer mask for transition
1549 effects, volume effects, merging elements from another image, etc.
1550 See the <link linkend="gimp-layer-mask">Layer Mask</link>
1551 section for more details.
1556 <emphasis>Channel Mask</emphasis>, also called
1557 <emphasis>Selection Mask</emphasis>:
1558 Channel Masks determine the transparency of a selection. By
1559 painting on a Channel Mask with white, you remove the mask and
1560 increase the selection; with black, you reduce the selection.
1561 This procedure lets you create a selection very precisely. You
1562 can also save your selections to a Channel Mask with the
1563 <link linkend="gimp-selection-to-channel">Save to Channel</link>
1564 command. You can retrieve it later by using the
1565 <quote>Channel to selection</quote> command from the
1566 <link linkend="gimp-channel-menu">Channel menu</link>. Channel
1567 masks are so important in <acronym>GIMP</acronym> that a
1568 special type has been implemented: the
1569 <link linkend="gimp-qmask">Quick mask</link>. See the
1570 <link linkend="gimp-channel-mask">Selection mask</link>
1571 section for more details.
1578 <glossentry id="glossary-moire">
1580 <phrase>Moiré Effect</phrase>
1582 <indexterm significance="normal">
1583 <primary>Moiré</primary>
1587 The moiré effect (pronounce <quote>Moa-ray</quote>) is an
1588 unintended pattern which appears when a regular pattern of grids or
1589 lines interferes with another regular pattern placed over it. This can
1590 happen, for example, when you are scanning an image with a periodic
1591 structure (such as a checkered shirt or a half-toned image), scanning
1592 a digital image, taking a digital photograph of a periodic pattern,
1593 or even when silkscreening.
1596 If you discover the problem in time, the best solution is to move
1597 the original image a little bit in the scanner or to change the
1598 camera angle slightly.
1601 If you cannot re-create the image file, <acronym>GIMP</acronym>
1602 offers some filters which may help you with the problem. For more
1603 information, see the
1604 <link linkend="plug-in-despeckle">Despeckle</link> and
1605 <link linkend="plug-in-nlfilt">NL Filter</link> (Non-Linear)
1611 <glossentry id="glossary-parasite">
1613 <phrase>Parasite</phrase>
1615 <indexterm significance="normal">
1616 <primary>XCF</primary>
1618 <indexterm significance="normal">
1619 <primary>.xcf</primary>
1621 <indexterm significance="normal">
1622 <primary>Parasite</primary>
1626 A Parasite is additional data which may be written to an XCF file. A
1627 parasite is identified by a name, and can be thought of as an
1628 extension to the other information in an XCF file.
1631 Parasites of an image component may be read by
1632 <acronym>GIMP</acronym>
1633 plug-ins. Plug-ins may also define their own parasite names, which are
1634 ignored by other plug-ins. Examples of parasites are comments, the
1635 save options for the TIFF, JPEG and PNG file formats, the gamma value
1636 the image was created with and EXIF data.
1641 <glossentry id="glossary-pass-through">
1643 <phrase>Pass-through</phrase>
1647 Normally, the layers inside a layer group are isolated from the rest of
1648 the image -- the layer group is essentially a separate sub-image,
1649 living inside the bigger image; you can merge the group into a single
1650 layer, replace the original group with it, and the result would be the
1654 In following examples, the names of the relevant layers in the images
1655 specify the layer mode, with the composite mode in parentheses where
1656 applicable, and the layer's opacity.
1660 <imagedata format="PNG"
1661 fileref="images/dialogs/examples/layer-groups-pass-through-ex1.png"/>
1665 In this example, the group uses Normal mode; note that the green
1666 and blue layers don't affect the red layer: the green layer's color
1667 isn't added to the the red layer's color, and the blue layer only
1668 erases the green layer.
1674 Layer groups using Pass-through mode are different: the layers inside
1675 them <quote>see</quote> the layers below the group, and interact with
1676 them according to their layer mode.
1680 <imagedata format="PNG"
1681 fileref="images/dialogs/examples/layer-groups-pass-through-ex2.png"/>
1685 In this example, the group uses Pass-through mode. Note that the
1686 green layer's color <emphasis>is</emphasis> added to the red
1687 layer's color, and the blue layer erases both the green and the red
1694 In simple cases, pass-through groups behave as though there is no group
1699 <imagedata format="PNG"
1700 fileref="images/dialogs/examples/layer-groups-pass-through-ex3.png"/>
1704 The green and blue layers are not inside a group, and the result is
1705 the same as in the preceding example.
1710 In these cases, the group is primarily an organizational tool: it
1711 allows you to group together several layers, achieving some desired
1712 effect, and handle them as a unit.
1716 However, in general, pass-through groups are not equivalent to having
1717 no group at all. For example, when the group's opacity is less than
1718 100%, pass-through groups still behave as a single unit, applying the
1719 opacity to the group as a whole (like a normal group would) rather than
1720 to the individual layers, while still letting the group layers interact
1721 with the background layers.
1723 <figure><title>Three images</title>
1726 <imagedata format="PNG"
1727 fileref="images/dialogs/examples/layer-groups-pass-through-ex4.png"/>
1732 <imagedata format="PNG"
1733 fileref="images/dialogs/examples/layer-groups-pass-through-ex5.png"/>
1738 <imagedata format="PNG"
1739 fileref="images/dialogs/examples/layer-groups-pass-through-ex6.png"/>
1744 Compare these three images, which demonstrate the same compositions as
1745 above, with the group (or the individual layers, in the last example)
1746 having an opacity of 50%. When using pass-through groups to group
1747 together several layers achieving a collective effect, the group's
1748 opacity essentially lets you control the <quote>strength</quote> of the
1749 effect, which can't be achieved using either normal groups, or
1755 <glossentry id="glossary-path">
1757 <phrase>Path</phrase>
1761 A Path is a contour composed of straight lines, curves, or both. In
1762 <acronym>GIMP</acronym>, it is used to form the boundary of a
1763 selection, or to be <emphasis>stroked</emphasis> to create visible
1764 marks on an image. Unless a path is stroked, it is not visible when
1765 the image is printed and it is not saved when the image is written
1766 to a file (unless you use XCF format).
1769 See the <link linkend="gimp-concepts-paths">Paths Concepts</link>
1770 and <link linkend="gimp-using-paths">Using Paths</link> sections for
1771 basic information on paths, and the
1772 <link linkend="gimp-tool-path">Path Tool</link> section for
1773 information on how to create and edit paths. You can manage the
1774 paths in your image with the
1775 <link linkend="gimp-path-dialog">Paths dialog</link>.
1780 <glossentry id="glossary-pdb">
1782 <phrase>PDB</phrase>
1786 All of the functions which <acronym>GIMP</acronym> and its
1787 extensions make available are registered in the Procedure Database
1788 (PDB). Developers can look up useful programming information about
1789 these functions in the PDB by using the
1790 <link linkend="plug-in-dbbrowser">Procedure Browser</link>.
1795 <glossentry id="glossary-pdf">
1797 <phrase>PDF</phrase>
1799 <indexterm significance="normal">
1800 <primary>PDF</primary>
1802 <indexterm significance="normal">
1803 <primary>Formats</primary>
1804 <secondary>PDF</secondary>
1808 PDF (Portable Document Format) is a
1809 <link linkend="glossary-fileformat">file format</link> which was
1810 developed by Adobe to address some of the deficiencies of
1811 PostScript. Most importantly, PDF files tend to be much smaller than
1812 equivalent PostScript files. As with PostScript,
1813 <acronym>GIMP</acronym>'s support of the PDF format is through the
1814 free Ghostscript libraries.
1819 <glossentry id="glossary-pixel">
1821 <phrase>Pixel</phrase>
1823 <indexterm significance="normal">
1824 <primary>Pixel</primary>
1828 A pixel is a single dot, or <quote>picture element</quote>, of an
1829 image. A rectangular image may be composed of thousands of pixels,
1830 each representing the color of the image at a given location. The
1831 value of a pixel typically consists of several
1832 <link linkend="glossary-channels">Channels</link>, such as the Red,
1833 Green and Blue components of its color, and sometimes its Alpha
1839 <glossentry id="glossary-plug-in">
1841 <anchor id="glossary-plugin" xreflabel="Plugin"/>
1842 <phrase>Plugin</phrase>
1844 <indexterm significance="normal">
1845 <primary>Plugins</primary>
1846 <secondary>Definition</secondary>
1850 Optional extensions for the <acronym>GIMP</acronym>. Plugins are
1851 external programs that run under the control of the main GIMP
1852 application and provide specific functions on-demand. See
1853 <xref linkend="gimp-concepts-plugins"/> for further information.
1858 <glossentry id="glossary-png">
1860 <phrase>PNG</phrase>
1862 <indexterm significance="normal">
1863 <primary>PNG</primary>
1865 <indexterm significance="normal">
1866 <primary>.png</primary>
1870 PNG is the acronym of <quote>Portable Network Graphic</quote>
1871 (pronounce <quote>ping</quote>. This recent format offers many
1872 advantages and a few drawbacks: it is not lossy and gives files
1873 more heavy than the JPEG format, but it is perfect for saving your
1874 images because you can save them several times without losing
1875 data each time (it is used for this Help). It supports True Colors
1876 (several millions of colors), indexed images (256 colors like GIF),
1877 and 256 transparency levels (while GIF supports only two levels).
1882 <glossentry id="glossary-postscript">
1883 <glossterm>PostScript</glossterm>
1885 <primary>Formats</primary>
1886 <secondary>PostScript</secondary>
1890 Created by Adobe, PostScript is a page description language mainly
1891 used by printers and other output devices. It's also an excellent way
1892 to distribute documents. <acronym>GIMP</acronym> does not support
1893 PostScript directly: it depends on a powerful free software program
1897 The great power of PostScript is its ability to represent vector
1898 graphics—lines, curves, text, paths, etc.—in a resolution-independent
1899 way. PostScript is not very efficient, though, when it comes to
1900 representing pixel-based raster graphics. For this reason, PostScript
1901 is not a good format to use for saving images that are later going to
1902 be edited using <acronym>GIMP</acronym> or another graphics program.
1907 <glossentry id="glossary-psd">
1909 <phrase>PSD</phrase>
1911 <indexterm significance="normal">
1912 <primary>PSD</primary>
1914 <indexterm significance="normal">
1915 <primary>.psd</primary>
1917 <indexterm significance="normal">
1918 <primary>Formats</primary>
1919 <secondary>PSD</secondary>
1923 PSD is Adobe Photoshop's native
1924 <link linkend="glossary-fileformat">file format</link>, and it is
1925 therefore comparable to <link linkend="glossary-xcf">XCF</link>
1926 in complexity. <acronym>GIMP</acronym>'s ability to handle PSD files
1927 is sophisticated but limited: some
1928 features of PSD files are not loaded, and only older versions of PSD
1929 are supported. Unfortunately, Adobe has now made the Photoshop
1930 Software Development Kit — which includes their file format
1931 specifications — proprietary, and only available to a limited set of
1932 developers approved by Adobe. This does not include the
1933 <acronym>GIMP</acronym>
1934 development team, and the lack of information makes it very difficult
1935 to maintain up-to-date support for PSD files.
1940 <glossentry id="glossary-quantization">
1942 <phrase>Quantization</phrase>
1944 <indexterm significance="normal">
1945 <primary>Quantization</primary>
1949 Quantization is the process of reducing the color of a pixel into one
1950 of a number of fixed values by matching the color to the nearest color
1951 in the colormap. Actual pixel values may have far more precision than
1952 the discrete levels which can be displayed by a digital display. If
1953 the display range is too small, then abrupt changes in colors (false
1954 contours, or banding) may appear where the color intensity changes
1955 from one level to another. This is especially noticeable in Indexed
1956 images, which have 256 or fewer discrete colors.
1959 One way to reduce quantization effects is to use
1960 <link linkend="glossary-dithering">Dithering</link>. The
1961 operations in <acronym>GIMP</acronym> which perform
1963 <link linkend="gimp-tool-gradient">Gradient tool</link>
1964 (if you have enabled the dithering option) and the
1965 <link linkend="gimp-image-convert-indexed">Convert to Indexed</link>
1966 command. However, they only work on RGB images and not on Indexed
1972 <glossentry id="glossary-rendering-intent">
1974 <phrase>Rendering Intent</phrase>
1976 <indexterm significance="normal">
1977 <primary>Color Management</primary>
1981 Rendering intents are ways of dealing with colors that are
1982 out-of-<xref linkend="glossary-gamut"/> colors present in the source
1983 space that the destination space is incapable of producing. There are
1984 four rendering intents defined by the ICC:
1988 <term>Perceptual</term>
1991 This rendering intent is typically used for photographic
1992 content. It scales one gamut to fit into the other while
1993 maintaining the relative position of colors.
1998 <term>Relative colorimetric</term>
2001 This rendering intent is typically used for spot colors. Colors
2002 that are not out of gamut are left unchanged. Colors outside the
2003 gamut are converted to colors with the same lightness, but
2004 different saturation, at the edge of the gamut.
2009 <term>Saturation</term>
2012 This method is typically used for business graphics. The
2013 relative saturation of colors is mostly maintained, but
2014 lightning is usually changed.
2019 <term>Absolute colorimetric</term>
2022 This rendering intent is most often used in proofing. It
2023 preserves the native device white point of the source image.
2030 <glossentry id="glossary-rgb">
2032 <phrase>RGB</phrase>
2034 <indexterm significance="normal">
2035 <primary>RGB</primary>
2037 <indexterm significance="normal">
2038 <primary>Color</primary>
2039 <secondary>Additive color model</secondary>
2044 <phrase>Additive color model</phrase>
2048 <imagedata format="PNG"
2049 fileref="images/glossary/color-model-additive.png"/>
2054 RGB is a <link linkend="glossary-colormodel">color model</link>
2055 which has components for Red, Green and Blue. These colors are
2056 emitted by screen elements and not reflected as they are with paint.
2057 The resulting color is a combination of the three primary RGB colors,
2058 with different degrees of lightness. If you look closely at your
2059 television screen, whose pitch is less than that of a computer
2060 screen, you can see the red, green and blue elements lit with
2061 different intensities. The RGB color model is
2062 <emphasis>additive</emphasis>.
2064 <para><acronym>GIMP</acronym> uses eight bits per channel for each primary
2065 color. That means there are 256 intensities (Values) available,
2066 resulting in 256×256×256 = 16,777,216 colors.
2069 It is not obvious why a given combination of primary colors produces a
2070 particular color. Why, for instance, does 229R+205G+229B give a shade
2071 of pink? This depends upon the human eye and brain. There is no color
2072 in nature, only a continuous spectrum of wavelengths of light. There
2073 are three kinds of cones in the retina. The same wavelength of light
2074 acting upon the three types of cones stimulates each of them
2075 differently, and the mind has learned, after several million years of
2076 evolution, how to recognize a color from these differences.
2079 It is easy to see that no light (0R+0G+0B) produces complete darkness,
2080 black, and that full light (255R+255G+255B) produces white. Equal
2081 intensity on all color channels produces a level of gray. That is why
2082 there can only be 256 gray levels in <acronym>GIMP</acronym>.
2085 Mixing two <emphasis>Primary colors</emphasis> in RGB mode
2086 gives a <emphasis>Secondary color</emphasis>, that is, a
2087 color in the CMY model. Thus combining Red and Green gives
2088 Yellow, Green and Blue give Cyan, Blue and Red give Magenta.
2089 Don't confuse secondary colors with
2090 <emphasis>Complementary colors</emphasis> which are
2091 directly opposite a primary color in the chromatic
2095 <title>Colorcircle</title>
2098 <imagedata format="PNG"
2099 fileref="images/glossary/colorcircle.png"/>
2103 Mixing a primary color with its complementary color gives gray
2110 It is important to know what happens when you are dealing with colors
2111 in <acronym>GIMP</acronym>.
2112 The most important rule to remember is that decreasing the intensity
2113 of a primary color results in increasing the intensity of the
2114 complementary color (and vice versa). This is because when you
2115 decrease the value of a channel, for instance Green, you automatically
2116 increase the relative importance of the other two, here Red and Blue.
2117 The combination of these two channels gives the secondary color,
2118 Magenta, which is the complementary color of Green.
2120 <!-- this is definitely off-topic in a glossary!
2121 TODO: move this para to somewhere else
2123 <emphasis>Exercise</emphasis>:
2124 You can check this out. Create a new image with only a white
2125 background (255R+255G+255B). Open the
2127 <guimenu>Tools</guimenu>
2128 <guisubmenu>Color Tools</guisubmenu>
2129 <guimenuitem>Levels</guimenuitem>
2131 dialog and select the Red channel. If necessary, check the preview
2132 box. Move the white slider to the left to decrease the Red value. You
2133 will notice that the background of your image gets closer and closer
2134 to Cyan. Now, decrease the Blue channel: only the Green will remain.
2135 For practice, go backwards, add a color and try to guess what hue will
2139 <!-- probably this is off-topic too... -->
2141 The <link linkend="gimp-tool-color-picker">Color Picker</link>
2142 tool lets you find out the RGB values of a pixel and the
2143 <link linkend="glossary-html-notation">hextriplet</link>
2149 <glossentry id="glossary-samplemerge">
2151 <phrase>Sample Merge</phrase>
2155 Sample Merged is an option you can set when you use the
2156 <link linkend="gimp-tool-bucket-fill">Bucket Fill</link>
2157 tool, the <link linkend="gimp-tool-color-picker">Color Picker</link>
2158 tool and various selection tools. It is useful when you are working on
2159 an image with several layers and the active layer is either
2160 semi-transparent or has a
2161 <link linkend="gimp-concepts-layer-modes">Layer Mode</link>
2162 which is not set to Normal. When you check the Sample Merged option,
2163 the color which is used for the operation is the composite color of
2164 all the visible layers. When the Sample Merged option is not checked,
2165 the color used is the color of the active layer itself.
2170 <glossentry id="glossary-saturation">
2172 <phrase>Saturation</phrase>
2174 <indexterm significance="normal">
2175 <primary>Saturation</primary>
2177 <indexterm significance="normal">
2178 <primary>Color</primary>
2179 <secondary>Saturation</secondary>
2183 This term refers to color purity. Imagine you add pigment to white
2184 paint. Saturation varies from 0 (white, fully toned down, fully
2185 diluted) to 100 (pure color).
2190 <glossentry id="glossary-scene-referred">
2192 <phrase>Scene-referred</phrase>
2194 <indexterm significance="normal">
2195 <primary>Scene-referred</primary>
2198 <para>When speaking of images captured by a camera, scene-referred means
2199 that the intensities in the image RGB channels are proportional to the
2200 intensities in the scene that was photographed.</para>
2202 <para>"Scene-referred" is not the same as
2203 <link linkend="glossary-high-dynamic-range">high dynamic range</link>,
2204 as the camera might have been aimed at a low dynamic range scene such as
2205 a foggy early morning view. However, adding a light source to the
2206 captured frame (eg the moon breaking through the clouds or a street lamp)
2207 will turn even a foggy morning into a high dynamic range scene.</para>
2209 <para>As lightwaves do combine linearly, by definition a scene-referred
2210 image (whether real or imaginary) must be encoded linearly to preserve
2211 the scene-referred nature of the data.</para>
2215 <glossentry id="glossary-supersampling">
2217 <phrase>Supersampling</phrase>
2219 <indexterm significance="normal">
2220 <primary>Supersampling</primary>
2224 Supersampling is a more sophisticated antialiasing technique, that
2225 is, a method of reducing jagged and stair-stepped edges along a
2226 slanted or curved line. Samples are taken at several locations
2227 <emphasis>within</emphasis> each pixel, not just at the center, and
2228 an average color is calculated. This is done by rendering the image
2229 at a much higher resolution than the one being displayed and then
2230 shrinking it to the desired size, using the extra pixels for
2231 calculation. The result is a smoother transition from one line of
2232 pixels to another along the edges of objects.
2235 The quality of the result depends on the number of samples.
2236 Supersampling is often performed at a range of 2× to 16× the original
2237 size. It greatly increases the amount of time needed to draw the image
2238 and also the amount of space needed to store the image in memory.
2241 One way to reduce the space and time requirement is to use Adaptive
2242 Supersampling. This method takes advantage of the fact that very few
2243 pixels are actually on an object boundary, so only those pixels need to
2244 be supersampled. At first, only a few samples are taken within a pixel.
2245 If the colors are very similar to each other, only those samples are
2246 used to calculate the final color. If not, more samples are used. This
2247 means that the higher number of samples is calculated only where
2248 necessary, which improves performance.
2253 <glossentry id="glossary-svg">
2255 <phrase>SVG</phrase>
2257 <indexterm significance="normal">
2258 <primary>SVG</primary>
2260 <indexterm significance="normal">
2261 <primary>Formats</primary>
2262 <secondary>SVG</secondary>
2266 SVG stands for Scalable Vector Graphics. It is a format for
2267 two-dimensional vector graphics, both static and animated. You can
2268 export GIMP paths to SVG and you can import SVG documents into GIMP
2269 from a vector graphic software. See
2270 <xref linkend="bibliography-online-wkpd-svg"/> for more details.
2275 <glossentry id="glossary-tga">
2276 <glossterm><phrase>TGA</phrase>
2278 <indexterm significance="normal">
2279 <primary>TGA</primary>
2281 <indexterm significance="normal">
2282 <primary>TARGA</primary>
2284 <indexterm significance="normal">
2285 <primary>Formats</primary>
2286 <secondary>TGA</secondary>
2290 TGA (TARGA Image File) is a
2291 <link linkend="glossary-fileformat">file format</link> which
2292 supports 8, 16, 24 or 32 bits per pixel and optional RLE compression.
2293 It was originally developed by the Truevision company.
2294 <quote>TGA</quote> stands for Truevision Graphics Adapter and
2295 <quote>TARGA</quote> stands for Truevision Advanced Raster Graphics
2301 <glossentry id="glossary-tiff">
2303 <phrase>TIFF</phrase>
2305 <indexterm significance="normal">
2306 <primary>TIFF</primary>
2310 TIFF (Tagged Image File Format) is a
2311 <link linkend="glossary-fileformat">file format</link> which was
2312 developed primarily for scanned
2313 raster graphics for color separation. Six different encoding routines
2314 are supported, each with one of three different image modes: black and
2315 white, grayscale and color. Uncompressed TIFF images may be 1, 4, 8 or
2316 24 bits per pixel. TIFF images compressed using the LZW algorithm may
2317 be 6, 8 or 24 bits per pixel. Besides PostScript format, TIFF is one
2318 of the most important formats for preliminary stages of printing. It
2319 is a high quality file format, which is perfect for images you want to
2320 import to other programs like FrameMaker or CorelDRAW.
2325 <glossentry id="glossary-tile">
2327 <phrase>Tile</phrase>
2331 A Tile is a part of an image which <acronym>GIMP</acronym>
2332 currently has open. In order to avoid having to store an
2333 entire image in memory at the same time,
2334 <acronym>GIMP</acronym> divides it into smaller pieces.
2335 A tile is usually a square of 64 x 64 pixels, although tiles at
2336 the edges of an image may be smaller than that.
2339 At any time, a tile may be in main memory, in the tile cache
2340 in RAM, or on disk. Tiles which are currently being worked on are
2341 in main memory. Tiles which have been used recently are in RAM.
2342 When the tile cache in RAM is full, tiles which have been used
2343 least recently are written to disk. <acronym>GIMP</acronym>
2344 can retrieve the tiles from RAM or disk when they are needed.
2347 Do not confuse these tiles with those in the
2348 <link linkend="plug-in-tile">Tile Filter</link>
2353 <glossentry id="glossary-uri">
2355 <phrase>URI</phrase>
2357 <indexterm significance="normal">
2358 <primary>URI</primary>
2362 A Uniform Resource Identifier (URI) is a string of characters that
2363 serves to identify an abstract or a physical resource. URIs are used
2364 for the identification of resources in the Internet (such as web
2365 pages, miscellaneous files, calling up web services, and for receivers
2366 of e-mail) and they are especially used in the Worldwide Web.
2371 <glossentry id="glossary-url">
2373 <phrase>URL</phrase>
2375 <indexterm significance="normal">
2376 <primary>URL</primary>
2380 URLs (Uniform Resource Locators) are one type of Uniform Resource
2381 Identifiers (URIs). URLs identify a resource by its primary access
2382 mechanism (commonly http or ftp) and the location of the resource in
2383 the computer network. The name of the URI scheme is therefore
2384 generally derived from the network protocol used for it. Examples of
2385 network protocols are http, ftp and mailto.
2388 Since URLs are the first and most common kinds of URIs, the terms are
2389 often used synonymously.
2394 <glossentry id="glossary-value">
2396 <phrase>Value</phrase>
2398 <indexterm significance="normal">
2399 <primary>Value</primary>
2401 <indexterm significance="normal">
2402 <primary>Color</primary>
2403 <secondary>Value</secondary>
2407 This term often refers to the light intensity, the luminosity of
2408 a color. It varies from 0 (black) to 100 (full light).
2413 <glossentry id="glossary-xcf">
2419 <indexterm significance="normal">
2420 <primary>XCF</primary>
2422 <indexterm significance="normal">
2423 <primary>.xcf</primary>
2425 <indexterm significance="normal">
2426 <primary>.xcf.gz</primary>
2428 <indexterm significance="normal">
2429 <primary>Formats</primary>
2430 <secondary>XCF</secondary>
2434 XCF is a <link linkend="glossary-fileformat">file format</link>
2435 which is special because it is <acronym>GIMP</acronym>'s
2436 native file format: that is, it was designed specifically to store all
2437 of the data that goes to make up a <acronym>GIMP</acronym> image.
2438 Because of this, XCF files may be quite complicated, and there are
2439 few programs other than <acronym>GIMP</acronym> that can read them.
2442 When an image is stored as an XCF file, the file encodes nearly
2443 everything there is to know about the image: the pixel data for each
2444 of the layers, the current selection, additional channels if there are
2445 any, paths if there are any, and guides. The most important thing that
2446 is <emphasis>not</emphasis> saved in an XCF file is the undo history.
2449 The pixel data in an XCF file is represented
2450 in a lossless compressed form: the image byte blocks are compressed
2451 using the lossless RLE algorithm. This means that no matter how many
2452 times you load and save an image using this format, not a single
2453 pixel or other image data is lost or modified because of this format.
2454 XCF files can become very large, however <acronym>GIMP</acronym>
2455 allows you to compress the files themselves, using either the gzip
2456 or bzip2 compression methods, both of which are fast, efficient, and
2457 freely available. Compressing an XCF file will often shrink it by a
2458 factor of 10 or more.
2461 The <acronym>GIMP</acronym> developers have made a great effort to
2462 keep the XCF file format compatible across versions. If you create a
2463 file using <acronym>GIMP</acronym> 2.0, it ought to be possible to
2464 open the file in <acronym>GIMP</acronym> 1.2. However, some of the
2465 information in the file may not be usable: for example,
2466 <acronym>GIMP</acronym> 2.0 has a much more sophisticated way of
2467 handling text than <acronym>GIMP</acronym> 1.2, so a text layer
2468 from a <acronym>GIMP</acronym> 2.0 XCF file will appear as an
2469 ordinary image layer if the file is opened in
2470 <acronym>GIMP</acronym> 1.2.
2475 <glossentry id="glossary-ycbcr">
2477 <phrase>YCbCr</phrase>
2479 <indexterm significance="normal">
2480 <primary>YCbCr</primary>
2484 YCbCr is a <link linkend="glossary-colormodel">color model</link>
2485 which was developed for the PAL television standard as a simple
2486 modification to the YUV color model. In the
2487 meantime, it has become the CCIR-601 standard for image and video
2488 recording. For example, it is used for JPEG pictures and MPEG videos,
2489 and therefore also on DVDs, video CDs and for most other widespread
2490 digital video standards. Note that a color model is still not a color
2491 space, since it doesn't determine which colors are actually meant by
2492 <quote>red</quote>, <quote>green</quote> and <quote>blue</quote>.
2493 For a color space, there must still be a reference to a specific
2494 absolute color value.
2497 There are color models which do not express a color by the additive
2498 basic colors, red, green and blue (RGB), but by other properties, for
2499 example, the brightness-color model. Here, the criteria are the basic
2500 brightness of the colors (from black, through gray, to white), the
2501 colors with the largest portion (red, orange, yellow, green, blue,
2502 violet, or other pure colors that lie between them) and the saturation
2503 of the colors (<quote>gaudy</quote> to pale). This color model is
2505 ability of the eye to recognize small differences in luminosity
2506 better than small color differences, and to recognize those better
2507 than small differences in saturation. That makes gray text written on
2508 a black background easy to read, but blue text on a red background
2509 very hard to read, even with the same basic brightness. Such color
2510 models are called brightness-color models.
2513 The YCbCr model is a slight adaptation of such a brightness-color
2514 model. An RGB color value is divided into a basic brightness, Y, and
2515 two components, Cb and Cr, where Cb is a measurement of the deviation
2516 from gray in the blue direction, or if it is less than 0.5, in the
2517 direction of yellow. Cr is the corresponding measurement for the
2518 difference in the direction of red or turquoise. This representation
2519 uses the peculiarity of the eye of being especially sensitive to green
2520 light. That is why most of the information about the proportion of
2521 green is in the basic brightness, Y, an only the deviations for the
2522 red and blue portions need to be represented. The Y values have twice
2523 the resolution of the other two values, Cb and Cr, in most practical
2524 applications, such as on DVDs.
2529 <glossentry id="glossary-yuv">
2531 <phrase>YUV</phrase>
2533 <indexterm significance="normal">
2534 <primary>YUV</primary>
2538 YUV is a <link linkend="glossary-colormodel">color model</link>
2539 which uses two components to represent the color
2540 information, luma (the strength of the light per area) and the
2541 chrominance, or proportion of color (chroma), where the chrominance
2542 again consists of two components. The development of the YUV color
2543 model also goes back to the development of color television (PAL),
2544 where ways were sought for transmitting the color information
2545 along with the black-and-white signal, in order to achieve backwards
2546 compatibility with old black and white televisions without having to
2547 increase the available transmission bandwidth. From the YUV color
2548 model of the analog television techiques, the YCrCb color model was
2549 developed, which is used for most kinds of digital image and video
2550 compression. Erroneously, the YUV color model is also often spoken
2551 about in those fields, although the YCbCr model is actually used.
2552 This often causes confusion.
2555 For the calculation of the luma signals, the underlying RGB data is
2556 first adjusted with the <link linkend="glossary-gamma">gamma</link>
2557 value of the output device, and an R'G'B' signal is obtained. The
2558 three individual components are added together with different
2559 weights, to form the brightness information, which also functions as
2560 the VBS signal (Video Baseband Signal, the black-and-white signal)
2561 for the old black and white televisions.
2563 <para>Y=R+G+B</para>
2565 The exact calculation is more complicated, however, since some aspects
2566 of the color perception of the human eye have to be taken into
2567 account. For example, green is perceived to be lighter than red, and
2568 this is perceived to be lighter than blue. Furthermore, in some
2569 systems gamma correction of the basic color is first performed.
2572 The chrominance signals, and the color difference signals also,
2573 contain the color information. They are formed by the difference of
2574 blue minus luma or red minus luma.
2579 From the three generated components, Y, U and V, the individual
2580 color proportions of the basic color can be calculated again later:
2582 <para>Y + U = Y + ( B - Y ) = Y - Y + B = B</para>
2583 <para>Y + V = Y + ( R - Y ) = Y - Y + R = R</para>
2584 <para>Y - B - R = ( R + G + B ) - B - R = G</para>
2586 Furthermore, because of the structure of the retina of the human
2587 eye, it turns out that the brightness information is perceived at a
2588 higher resolution than the color, so that many formats based on
2589 the YUV color model compress the chrominance to save bandwidth
2590 during transmission.