Pixel r
Author: s | 2025-04-24
Pixel R a, Free Download by Emjysoft. Pixel R a download This app helps detect and repair dead pixels and burned areas on your screen with easy tests
Welcome to Pixelers! : r/pixelers - Reddit
Vs. Canon EOS 700DCanon EOS 600D vs. Canon EOS 1300DCanon EOS 800D vs. Canon EOS 750DCanon EOS 1300D vs. Canon EOS 1200DCanon EOS 200D vs. Canon EOS 700D Diagonal The diagonal of L3v sensor is not 1/2.7 or 0.37" (9.4 mm) as you might expect, but approximately two thirds of that value - 0.26" (6.66 mm). If you want to know why, see sensor sizes. Diagonal is calculated by the use of Pythagorean theorem: where w = sensor width and h = sensor height Kyocera L3v diagonal: w = 5.33 mm h = 4.00 mm Diagonal = √ 5.33² + 4.00² = 6.66 mm Surface area Surface area is calculated by multiplying the width and the height of a sensor. Width = 5.33 mm Height = 4.00 mm Surface area = 5.33 × 4.00 = 21.32 mm² Pixel pitchPixel pitch is the distance from the center of one pixel to the center of the next measured in micrometers (µm). It can be calculated with the following formula: Pixel pitch = sensor width in mm × 1000 sensor resolution width in pixels Kyocera L3v pixel pitch:Sensor width = 5.33 mmSensor resolution width = 2108 pixels Pixel pitch = 5.33 × 1000 = 2.53 µm 2108 Pixel areaThe area of one pixel can be calculated by simply squaring the pixel pitch:Pixel area = pixel pitch²You could also divide sensor surface area with effective megapixels: Pixel area = sensor surface area in mm² effective megapixels Kyocera L3v pixel area:Pixel pitch = 2.53 µmPixel area = 2.53² = 6.4 µm² Pixel densityPixel density can be calculated with the following formula: Pixel density = ( sensor resolution width in pixels )² / 1000000 sensor width in cm You could also use this formula: Pixel density = effective megapixels × 1000000 / 10000 sensor surface area in mm² Kyocera L3v pixel density:Sensor resolution width = 2108 pixelsSensor width = 0.533 cmPixel density = (2108 / 0.533)² / 1000000 = 15.64 MP/cm²Sensor resolutionSensor resolution is calculated from sensor size and effective megapixels. It's slightly higher than maximum (not interpolated) image resolution which is usually stated on camera specifications. Sensor resolution is used in pixel pitch, pixel area, and pixel density formula. For sake of simplicity, we're going to calculate it in 3 stages.1. First we need to find the ratio between horizontal and vertical length by dividing the former with the latter (aspect ratio). It's usually 1.33 (4:3) or 1.5 (3:2), but not always.2. With the ratio (r) known we can calculate the X from the formula below, where X is a vertical number of pixels: (X × r) × X = effective megapixels × 1000000 → X = √ effective megapixels × 1000000 r 3. To
To pixel refresh or not to pixel refresh? : r/OLED_Gaming - Reddit
Pixel to retrieve * @return pixel (x, y) color as a Color object * @throws IllegalArgumentException if (x, y) is out of range */ public Color getPixel(int x, int y) { int rgb = getPixelRGB(x, y); if (getAlpha(rgb) == 0) { return backgroundColor; } else { return new Color(rgb, /* hasAlpha */ true); } } /** * Returns the color of the pixel at the given x/y coordinate as an RGB integer. * The individual red, green, and blue components of the RGB integer can be * extracted from this by calling DrawingPanel.getRed, getGreen, and getBlue. * If nothing has been explicitly drawn on this particular pixel, the panel's * background color is returned. * See also: getPixel. * @param x x-coordinate of pixel to retrieve * @param y y-coordinate of pixel to retrieve * @return pixel (x, y) color as an RGB integer * @throws IllegalArgumentException if (x, y) is out of range */ public int getPixelRGB(int x, int y) { ensureInRange("x", x, 0, getWidth() - 1); ensureInRange("y", y, 0, getHeight() - 1); int rgb = image.getRGB(x, y); if (getAlpha(rgb) == 0) { return backgroundColor.getRGB(); } else { return rgb; } } /** * Returns the colors of all pixels in this DrawingPanel as a 2-D array * of Color objects. * The first index of the array is the y-coordinate, and the second index * is the x-coordinate. So, for example, index [r][c] represents the RGB * pixel data for the pixel at position (x=c, y=r). * @return 2D array of colors (row-major) */ public Color[][] getPixels() { Color[][] pixels = new Color[getHeight()][getWidth()]; for (int row = 0; row col/row pixels[row][col] = getPixel(col, row); } } return pixels; } /** * Returns the colors of all pixels in this DrawingPanel as a 2-D array * of RGB integers. * The first index of the array is the y-coordinate, and the second index * is the x-coordinate. So, for example, index [r][c] represents the RGB * pixel data for the pixel at position (x=c, y=r). * The individual red, green, and blue components of each RGB integer can be * extracted from this by calling DrawingPanel.getRed, getGreen, and getBlue. * @return 2D array of RGB integers (row-major) */ public int[][] getPixelsRGB() { int[][] pixels = new int[getHeight()][getWidth()]; int backgroundRGB = backgroundColor.getRGB(); for (int row = 0; row col/row int px = image.getRGB(col, row); if (getAlpha(px) == 0) { pixels[row][col] = backgroundRGB; } else { pixels[row][col] = px; } } } return pixels; } /** * Returns the drawing panel's pixel size (width, height) as a Dimension object. * @return panel's size */ public Dimension getSize() { return new Dimension(width, height); } /** * Returns the drawing panel's width in pixels. * @return panel's width */ public int getWidth() { return width; } /** * Returns the drawing panel's x-coordinate on the screen. * @return panel's x-coordinate */ public int getX() { if (isGraphical()) { return frame.getX(); } else { return 0; } } /** * Returns the drawing panel'sPixel R a: The Easy Way to Fix Dead Pixels on
Actual read/writes.Many versions ago, I recognized that some games rely on this register for timing (since its increments are deterministic). My previous implementation was partial. All games tested were playable, but some exhibited unexpected behaviour.A game named Sanxion uses a text fade effect whereby the text disappears pixel-by-pixel, randomly. However, when run in zxian, the fade effect occurred in strips, rather than randomly. I investigated this by analyzing CPU instruction execution counts. This led me to a LD A, R instruction, which was executed just enough times (coinciding with the fade animation) to be interesting.Following the LD A, R, in version 24 I've improved the implementation. Specifically, R is correctly incremented as a 7bit counter, and not an 8bit counter. That is, it now goes from x1111111 to x0000000, keeping bit 7 unchanged.The error modes of games were noteworthy. They exhibited strange and interesting effects when R was not incremented correctly. Here's a summary, categorized by R incrementing strategy used.R not incremented - Games like Defender of the Crown no longer animates fighting soldiers.R incremented as 8bit counter, normal frequency - Ping Pong's paddle graphics are corrupted, and gameplay timing is off.R incremented as 8bit counter, lower frequency - Robin of the Wood's soldiers can disappear or be corrupted; Robin's hits make no sounds; menu sounds are bad.R incremented 7bit counter, normal frequency - No side effects observed.Development screenshots. Pixel R a, Free Download by Emjysoft. Pixel R a download This app helps detect and repair dead pixels and burned areas on your screen with easy testspixel gun or pixel strike : r/PixelGun - Reddit
(The extreme values are for measurements made on white or black fields.) Clicking on or > at the ends of the sliders adjusts the threshold by 1. The default values are 252 and 4, respectively. Settings are saved between runs. JPEG files must be saved at the highest quality level for this feature to work; isolated hot and dead pixels tend to be smudged at lower quality levels. Details are described in Uniformity: Imatest Master .(Plot area) Color shading displays color nonuniformity. Several options are available.Color uniformity profiles displays R, G, and B values (or ratios— several options available) along the diagonals and horizontal and vertical center lines.Display Histogram displays histograms of R, G, and B channels.Fine detail plot displays a detailed figure of noise and sensor uniformity with an option for spot detection.. The calculation can be slow and uses lots of memory. To a large extent it has been replaced by Blemish Detect. Details in Uniformity: Imatest Master .ResultsLuminance contour plotshows normalized pixel level contours for the image file luminance channel, where luminance is defined as 0.2125*R + 0.7154*G + 0.0721*B (you can choose between this and the older NTSC value of Y = 0.30*R + 0.59*G + 0.11*B in Options III). A maximum value of 1 corresponds to pixel level = 255 for image files with a bit depth of 8 or 65535 for a bit depth of 16. Some illumination nonuniformity is evident in the plot: the top is brighter than the bottom. The image is smoothed (lowpass filtered) before the contours are plotted. The side and corner regions are shown as red rectangles. The approximate location of the maximum luminance is indicated by a yellow O.Luminance (relative pixel level) contour plotThe text displays the maximum unnormalized pixel level for the luminance channel, the worst and mean corner values (in unnormalized pixel levels and as a percentage of maximum), and the side values. Selected EXIF data is shown on the right. Two hot and two dead pixels (which were simulated) were detected with thresholds of 243 and 12 (pixels), respectively. The crop (Left, Right, Top, Bottom)Pixel Place : /r/Place clone with no cooldown pixel
Is approximately 50.7 times/s. If an ROI is adopted, then subjecting the ROI (an image of 200 × 200 pixels) to object recognition results in an estimated frequency of 514.5 times/s. Clearly, the ROI mechanism can significantly increase the efficiency of object recognition. 2.3.1. Image ProjectionThe camera calibration was to obtain pixel scale, intrinsic matrix, and extrinsic matrix of the camera. Figure 5 shows that camera calibration was conducted using the checkerboard data from 30 images of a 13 × 9 checkerboard with 60 × 60 mm2 at various angles, depths, and locations. Table 1, Table 2, Table 3 and Table 4 present the intrinsic and extrinsic parameters of the right and left cameras. 2.3.2. Calculation of 3D LocationAs shown in Figure 6, the location of the target object can be obtained when it is within view of the two cameras. P is the location of the object, and O L e f t and O R i g h t denote the respective origins of the coordinate systems of the left and right cameras. P l and P r represent the pixel locations of the object in the images taken by the left and right cameras. Figure 6 shows that the plane formed by O L e f t , O R i g h t , and P is defined as an epipolar plane. This characteristic can be used to identify the physical relationship between the two cameras [28]. Another approach is to assume that M w l and M w r are homogeneous matrices converting world coordinates to left and right camera coordinates using the extrinsic parameters of the cameras, respectively. With M w r as an example, formula calculations produce M r w , as shown in Equation (1). Multiplying M w l by M r w then gives M r l , as shown in Equation (2). This is the rotation and translation matrix converting the coordinates in the right camera system to those in the left camera system. M r w = ( R w r ) T − ( R w r ) T ( T w r ) 0 1 X 3 1 (1) ( M l r ) = ( M l w ) ( M r w ) (2) Figure 6 shows the centers of the left and right cameras both pointed at target P. The vectors pointing from the centers of the two cameras to the pixel location of the target object are defined as P ˜ l and P ˜ r , as shown below: P ˜ l = ( x l ′ − c l x ) s l x ( y l ′ − c lPixel Pass Pixel Fold : r/GooglePixel - Reddit
Width = 6.16 mm Height = 4.62 mm Surface area = 6.16 × 4.62 = 28.46 mm² Pixel pitchPixel pitch is the distance from the center of one pixel to the center of the next measured in micrometers (µm). It can be calculated with the following formula: Pixel pitch = sensor width in mm × 1000 sensor resolution width in pixels GX-20 pixel pitchSensor width = 23.40 mmSensor resolution width = 4680 pixels Pixel pitch = 23.40 × 1000 = 5 µm 4680 SX110 IS pixel pitchSensor width = 6.16 mmSensor resolution width = 3459 pixels Pixel pitch = 6.16 × 1000 = 1.78 µm 3459 Pixel areaThe area of one pixel can be calculated by simply squaring the pixel pitch:Pixel area = pixel pitch²You could also divide sensor surface area with effective megapixels: Pixel area = sensor surface area in mm² effective megapixels GX-20 pixel areaPixel pitch = 5 µmPixel area = 5² = 25 µm² SX110 IS pixel areaPixel pitch = 1.78 µmPixel area = 1.78² = 3.17 µm² Pixel densityPixel density can be calculated with the following formula: Pixel density = ( sensor resolution width in pixels )² / 1000000 sensor width in cm One could also use this formula: Pixel density = effective megapixels × 1000000 / 10000 sensor surface area in mm² GX-20 pixel densitySensor resolution width = 4680 pixelsSensor width = 2.34 cmPixel density = (4680 / 2.34)² / 1000000 = 4 MP/cm² SX110 IS pixel densitySensor resolution width = 3459 pixelsSensor width = 0.616 cmPixel density = (3459 / 0.616)² / 1000000 = 31.53 MP/cm²Sensor resolutionSensor resolution is calculated from sensor size and effective megapixels. It's slightly higherthan maximum (not interpolated) image resolution which is usually stated on camera specifications. Sensor resolution is used in pixel pitch, pixel area, and pixel density formula. For sake of simplicity, we're going to calculate it in 3 stages.1. First we need to find the ratio between horizontal and vertical length by dividing the former with the latter (aspect ratio). It's usually 1.33 (4:3) or 1.5 (3:2), but not always. 2. With the ratio (r) known weHot pixels - Pixel Mapping software? : r/fujifilm - Reddit
HarfBuzz Not InitializedTextEngine: Unified Text Engine======= GPUNative API stable: TrueOpenGL API stable: TrueOpenCL API stable: TrueGPUDeny: 0GPUForce: 0useGPU: 1useOpenCL: 1isGPUCapable: 1GPUName: NVIDIA GeForce RTX 3080 Ti Laptop GPUGPUVendor: NVIDIAIsNativeGPUCapable: 1IsOpenGLGPUCapable: 1IsOpenCLGPUCapable: 1HasSufficientRAM: 1GPU accessible RAM: 16,985 MBRequired GPU accessible RAM: 1,500 MBUseGraphicsProcessorChecked: 1UseOpenCLChecked: 1Windows remote desktop: 0Display: 1Display Bounds: top=0, left=0, bottom=1440, right=3440Display: 2Display Bounds: top=1440, left=-1635, bottom=2880, right=925Display: 3Display Bounds: top=-6, left=-2560, bottom=1434, right=0------- Sniffer output[0 ms]Launch GPUSnifferThread[0 ms]Start RunAllAPIs[0 ms]"C:\Program Files\Adobe\Adobe Photoshop 2022\sniffer.exe" -baseTimeMS=62038839 -comment=Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64[1068 ms]Start sniffer 2022-04-22 09:00:11# Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64C:\Program Files\Adobe\Adobe Photoshop 2022\sniffer.exe -baseTimeMS=62038839 -comment=Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64{84 ms}Start platform native# displays: 3Display 0Display: \\.\DISPLAY5Main: TRUEBuilt in: FALSEStereo: FALSEBounds: (0, 0) -> (3,440, 1,440)Dimensions: (3,440 1,440)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=NVIDIA GeForce RTX 3080 Ti Laptop GPU index=0 preferred=1)Display 1Display: \\.\DISPLAY1Main: FALSEBuilt in: FALSEStereo: FALSEBounds: (-1,635, 1,440) -> (413, 2,592)Dimensions: (2,048 1,152)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=Intel(R) Iris(R) Xe Graphics index=1 preferred=0)Display 2Display: \\.\DISPLAY2Main: FALSEBuilt in: FALSEStereo: FALSEBounds: (-2,560, -6) -> (-853, 954)Dimensions: (1,707 960)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=Intel(R) Iris(R) Xe Graphics index=1 preferred=0)# devices: 2Device 0Name: NVIDIA GeForce RTX 3080 Ti Laptop GPUPreferred: TRUEPower Envelope: UNKNOWNAttachment: UNKNOWN# attached displays: 1\\.\DISPLAY5GPU accessible RAM: 16,985 MBVRAM: 16,985 MBDedicated System RAM: 0 MBShared System RAM: 17,019 MBAPI version: 12.0 (12.0)Device version: 12.0 (12.0)Vendor name: NVIDIADriver: C:\Windows\System32\DriverStore\FileRepository\nvdmegpu.inf_amd64_b2e5212c9ea4c402\nvldumdx.dllDriver date: 2022-02-01 000000.000000-000Driver age: 2 monthsDriver version: 30.0.15.1169Supports UMA: UNSUPPORTEDD3D-ID: 9312Device 1Name: Intel(R) Iris(R) Xe GraphicsPreferred: FALSEPower Envelope: UNKNOWNAttachment: UNKNOWN# attached displays: 2\\.\DISPLAY1\\.\DISPLAY2GPU accessible RAM: 17,153 MBVRAM: 134 MBDedicated System RAM: 0 MBShared System RAM: 17,019 MBAPI version: 12.0 (12.0)Device version: 12.0 (12.0)Vendor name: INTELDriver:C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_e6cd275220d00253\igd10iumd64.dllC:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_e6cd275220d00253\igd12umd64.dllDriver date: 2022-01-10 000000.000000-000Driver age: 3 monthsDriver version: 30.0.101.1298Supports UMA: SUPPORTEDD3D-ID: 18086End platform native{396 ms}{396 ms}Start platform OpenGL# displays: 3Display 0Display: \\.\DISPLAY5Main: TRUEBuilt in: FALSEStereo: FALSEBounds: (0, 0) -> (3,440, 1,440)Dimensions: (3,440 1,440)Physical size: (0 0)Pixel. Pixel R a, Free Download by Emjysoft. Pixel R a download This app helps detect and repair dead pixels and burned areas on your screen with easy tests
Pixel Ice Spice (Pixel Spice) : r/photoshop - Reddit
So.. what is the color picker reading? Manual says it "shows you the RGB Value of the pixel under the pointer" Is it reading the pixel from the video source?When I compare it to the Apple OS Digital Color Meter the values never match... That is in contrast to Photoshop, where LAB and sRGB values in picker match the OS picker. Is it because of OSX color management? Does Photoshop presents its info managed by OS and Resolve not? Also. On my Workstation, if I monitor in 4:4:4, the Resolve color picker goes bananas... (I thought it was only the R channel at first, but all three go crazy)This does not happen in 4:2:2 monitoring nor does it happen on my MacBook Pro (where I don't have a video card.. though I don't know why it should matter) All this on Resolve Studio 14 thanks hector. H e c t o r _ B e r r e b i ---------------------------Colorist ~ Consultant ~ TrainerDa Vinci Resolve Certified InstructorPixel R a: find and repair Dead Pixels on Windows devices
Sign-up now and try PixelSquid for free! Join Now All Content Categories Architecture Art & Media Characters Currency Fashion & Beauty Food & Drink Furnishings FX Holidays Industrial Interior Design Music Nature Office Science Sports Symbols Technology Toys & Games Vehicles Weaponry PNG Collections Pricing Help What is PixelSquid? License Contact Us About Us Login Join Now (1503 products) Include Editorial Sort: Best Match Newest Google Pixel Slate Google Pixel C Google Pixel XL Quite Black Google Pixel 3 XL Just Black Google Pixel XL Very Silver Google Pixel XL Really Blue Google Pixel XL Really Blue Google Pixel 3 XL Just Black Google Pixel Fold Android Smartphone Porcelain Google Pixelbook Go Not Pink Google Pixel 3 XL Not Pink Google Pixel 3 Black Google Pixel 4 Clearly White Google Pixel 3 XL Clearly White Google Pixel 3 Case Google Pixel 3a Black Google Pixel 4a Black Google Pixel 4 Clearly White Google Pixel 2 Google Pixel 3 XL Just Black Google Pixel Very Silver Black Google Pixel 3XL Google Pixel Really Blue Google Pixel 3a XL Purple-ish Google Pixel Slate Tablet with Pen Google Pixel 4 XL Oh So Orange Google Pixel Fold Foldable Phone Obsidian Google Pixel 7 Black Google Pixel 3XL Smartphone Google Pixel 3a Purple-ish Google Pixel Really Blue Google Pixel Quite Black Google Pixel 3a Clearly White Google Pixel 3 Stylized Cartoon Voxel Pixel art Number 7 on ground Stylized Cartoon Voxel Pixel art Number 9 on ground Stylized Cartoon Voxel Pixel Art Number 5 on Ground Pixel Design Home Web Telephone Handset Gold Icon Minecraft Wooden Pickaxe Minecraft Creeper Character Cursor Symbol Gold Arrow Up Arrow Down Arrow Down Number 8 Number 7 Number 6 Letter X Letter U Letter T Bug Symbol Shape Pixelated White Bug Icon Glass Wooden Letter R Gold Minecraft Icon Pixel Design Style Heart Yellow Pixel Design Magnifier Black Pixel Style Design Sand Glass Time Gold Pixel Style Design Two Hearts Gold Pixel Style Design Heart Black Pixel Style Design Magnifier Minus Black Pixel Style Design Sand Glass Time Black Ice Cream Symbol Symbol Ice Cream Green ID Card Icon Black Ice Cream Symbol Colored Ice Cream Symbol Pixelated Party Unisex Fun Sunglasses File Box Pixelated Icon Folder Pixelated Icon Minecraft Cow Pixelated Share Icon Pixelated Train Icon Pencil Pixelated Icon Pixelated Tool Kit Icon Pixelated Burger Icon Pixelated Four Leaf Clover Icon Christmas Tree Pixelated Icon Pixelated Potted Plant Icon Pixelated Santa Hat Icon Pixelated Musical Notes Icon Pixelated Prohibited Icon Crosshair Pixelated Icon Pixelated Map Pointer Pixelated Next Track icon Mobile Signal Icon Pixelated 1up Icon Pixelated 1Up Mushroom Icon Cross Retro Pixelated Icon Interface Pixelated Cloud Icon Interface Save Icon Pixelated Ice Cream Icon Glass Arrow. Pixel R a, Free Download by Emjysoft. Pixel R a download This app helps detect and repair dead pixels and burned areas on your screen with easy tests r/pixel: Pixel - the smallest addressable element in a raster imagePixel Place : /r/Place clone with no cooldown pixel protection
Here is my Photoshop System info:Adobe Photoshop Version: 23.3.1 20220419.r.426 4d24a4c x64Number of Launches: 2Operating System: Windows 11 64-bitVersion: 11 or greater 10.0.22000.613System architecture: Intel CPU Family:6, Model:10, Stepping:3 with MMX, SSE Integer, SSE FP, SSE2, SSE3, SSE4.1, SSE4.2, AVX, AVX2, AVX-VNNI, HybridCPU(6:8), HyperThreadingPhysical processor count: 14Logical processor count: 20Processor speed: 2688 MHzBuilt-in memory: 32461 MBFree memory: 20808 MBMemory available to Photoshop: 24945 MBMemory used by Photoshop: 70 %SAM SDK Version: 2.0.0-main.1076ACP.local Status:- SDK Version: 2.4.1- Core Sync Status: Reachable and compatible- Core Sync Running: 5.8.0.19- Min Core Sync Required: 4.3.66.0Live Edit Client SDK Version: 3.90.3Manta Canvas: Enabled.Alias Layers: Disabled.Modifier Palette: Enabled.Highbeam: Disabled.Wintab Digitizer ServicesSpec Version 1.4Impl Version 1.39Num Devices 2Image tile size: 1024KImage cache levels: 4Font Preview: MediumHarfBuzz Version: HarfBuzz Not InitializedTextEngine: Unified Text Engine======= GPUNative API stable: TrueOpenGL API stable: TrueOpenCL API stable: TrueGPUDeny: 0GPUForce: 0useGPU: 1useOpenCL: 1isGPUCapable: 1GPUName: NVIDIA GeForce RTX 3080 Ti Laptop GPUGPUVendor: NVIDIAIsNativeGPUCapable: 1IsOpenGLGPUCapable: 1IsOpenCLGPUCapable: 1HasSufficientRAM: 1GPU accessible RAM: 16,985 MBRequired GPU accessible RAM: 1,500 MBUseGraphicsProcessorChecked: 1UseOpenCLChecked: 1Windows remote desktop: 0Display: 1Display Bounds: top=0, left=0, bottom=1440, right=3440Display: 2Display Bounds: top=1440, left=-1635, bottom=2880, right=925Display: 3Display Bounds: top=-6, left=-2560, bottom=1434, right=0------- Sniffer output[0 ms]Launch GPUSnifferThread[0 ms]Start RunAllAPIs[0 ms]"C:\Program Files\Adobe\Adobe Photoshop 2022\sniffer.exe" -baseTimeMS=62038839 -comment=Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64[1068 ms]Start sniffer 2022-04-22 09:00:11# Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64C:\Program Files\Adobe\Adobe Photoshop 2022\sniffer.exe -baseTimeMS=62038839 -comment=Photoshop Version: Adobe Photoshop 23.3.1 20220419.r.426 4d24a4c x64{84 ms}Start platform native# displays: 3Display 0Display: \\.\DISPLAY5Main: TRUEBuilt in: FALSEStereo: FALSEBounds: (0, 0) -> (3,440, 1,440)Dimensions: (3,440 1,440)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=NVIDIA GeForce RTX 3080 Ti Laptop GPU index=0 preferred=1)Display 1Display: \\.\DISPLAY1Main: FALSEBuilt in: FALSEStereo: FALSEBounds: (-1,635, 1,440) -> (413, 2,592)Dimensions: (2,048 1,152)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=Intel(R) Iris(R) Xe Graphics index=1 preferred=0)Display 2Display: \\.\DISPLAY2Main: FALSEBuilt in: FALSEStereo: FALSEBounds: (-2,560, -6) -> (-853, 954)Dimensions: (1,707 960)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic range: (0 1)Reference dynamic range: (0 0)Attached Device: (DeviceID name=Intel(R) Iris(R) Xe Graphics index=1 preferred=0)#Comments
Vs. Canon EOS 700DCanon EOS 600D vs. Canon EOS 1300DCanon EOS 800D vs. Canon EOS 750DCanon EOS 1300D vs. Canon EOS 1200DCanon EOS 200D vs. Canon EOS 700D Diagonal The diagonal of L3v sensor is not 1/2.7 or 0.37" (9.4 mm) as you might expect, but approximately two thirds of that value - 0.26" (6.66 mm). If you want to know why, see sensor sizes. Diagonal is calculated by the use of Pythagorean theorem: where w = sensor width and h = sensor height Kyocera L3v diagonal: w = 5.33 mm h = 4.00 mm Diagonal = √ 5.33² + 4.00² = 6.66 mm Surface area Surface area is calculated by multiplying the width and the height of a sensor. Width = 5.33 mm Height = 4.00 mm Surface area = 5.33 × 4.00 = 21.32 mm² Pixel pitchPixel pitch is the distance from the center of one pixel to the center of the next measured in micrometers (µm). It can be calculated with the following formula: Pixel pitch = sensor width in mm × 1000 sensor resolution width in pixels Kyocera L3v pixel pitch:Sensor width = 5.33 mmSensor resolution width = 2108 pixels Pixel pitch = 5.33 × 1000 = 2.53 µm 2108 Pixel areaThe area of one pixel can be calculated by simply squaring the pixel pitch:Pixel area = pixel pitch²You could also divide sensor surface area with effective megapixels: Pixel area = sensor surface area in mm² effective megapixels Kyocera L3v pixel area:Pixel pitch = 2.53 µmPixel area = 2.53² = 6.4 µm² Pixel densityPixel density can be calculated with the following formula: Pixel density = ( sensor resolution width in pixels )² / 1000000 sensor width in cm You could also use this formula: Pixel density = effective megapixels × 1000000 / 10000 sensor surface area in mm² Kyocera L3v pixel density:Sensor resolution width = 2108 pixelsSensor width = 0.533 cmPixel density = (2108 / 0.533)² / 1000000 = 15.64 MP/cm²Sensor resolutionSensor resolution is calculated from sensor size and effective megapixels. It's slightly higher than maximum (not interpolated) image resolution which is usually stated on camera specifications. Sensor resolution is used in pixel pitch, pixel area, and pixel density formula. For sake of simplicity, we're going to calculate it in 3 stages.1. First we need to find the ratio between horizontal and vertical length by dividing the former with the latter (aspect ratio). It's usually 1.33 (4:3) or 1.5 (3:2), but not always.2. With the ratio (r) known we can calculate the X from the formula below, where X is a vertical number of pixels: (X × r) × X = effective megapixels × 1000000 → X = √ effective megapixels × 1000000 r 3. To
2025-03-26Pixel to retrieve * @return pixel (x, y) color as a Color object * @throws IllegalArgumentException if (x, y) is out of range */ public Color getPixel(int x, int y) { int rgb = getPixelRGB(x, y); if (getAlpha(rgb) == 0) { return backgroundColor; } else { return new Color(rgb, /* hasAlpha */ true); } } /** * Returns the color of the pixel at the given x/y coordinate as an RGB integer. * The individual red, green, and blue components of the RGB integer can be * extracted from this by calling DrawingPanel.getRed, getGreen, and getBlue. * If nothing has been explicitly drawn on this particular pixel, the panel's * background color is returned. * See also: getPixel. * @param x x-coordinate of pixel to retrieve * @param y y-coordinate of pixel to retrieve * @return pixel (x, y) color as an RGB integer * @throws IllegalArgumentException if (x, y) is out of range */ public int getPixelRGB(int x, int y) { ensureInRange("x", x, 0, getWidth() - 1); ensureInRange("y", y, 0, getHeight() - 1); int rgb = image.getRGB(x, y); if (getAlpha(rgb) == 0) { return backgroundColor.getRGB(); } else { return rgb; } } /** * Returns the colors of all pixels in this DrawingPanel as a 2-D array * of Color objects. * The first index of the array is the y-coordinate, and the second index * is the x-coordinate. So, for example, index [r][c] represents the RGB * pixel data for the pixel at position (x=c, y=r). * @return 2D array of colors (row-major) */ public Color[][] getPixels() { Color[][] pixels = new Color[getHeight()][getWidth()]; for (int row = 0; row col/row pixels[row][col] = getPixel(col, row); } } return pixels; } /** * Returns the colors of all pixels in this DrawingPanel as a 2-D array * of RGB integers. * The first index of the array is the y-coordinate, and the second index * is the x-coordinate. So, for example, index [r][c] represents the RGB * pixel data for the pixel at position (x=c, y=r). * The individual red, green, and blue components of each RGB integer can be * extracted from this by calling DrawingPanel.getRed, getGreen, and getBlue. * @return 2D array of RGB integers (row-major) */ public int[][] getPixelsRGB() { int[][] pixels = new int[getHeight()][getWidth()]; int backgroundRGB = backgroundColor.getRGB(); for (int row = 0; row col/row int px = image.getRGB(col, row); if (getAlpha(px) == 0) { pixels[row][col] = backgroundRGB; } else { pixels[row][col] = px; } } } return pixels; } /** * Returns the drawing panel's pixel size (width, height) as a Dimension object. * @return panel's size */ public Dimension getSize() { return new Dimension(width, height); } /** * Returns the drawing panel's width in pixels. * @return panel's width */ public int getWidth() { return width; } /** * Returns the drawing panel's x-coordinate on the screen. * @return panel's x-coordinate */ public int getX() { if (isGraphical()) { return frame.getX(); } else { return 0; } } /** * Returns the drawing panel's
2025-04-18(The extreme values are for measurements made on white or black fields.) Clicking on or > at the ends of the sliders adjusts the threshold by 1. The default values are 252 and 4, respectively. Settings are saved between runs. JPEG files must be saved at the highest quality level for this feature to work; isolated hot and dead pixels tend to be smudged at lower quality levels. Details are described in Uniformity: Imatest Master .(Plot area) Color shading displays color nonuniformity. Several options are available.Color uniformity profiles displays R, G, and B values (or ratios— several options available) along the diagonals and horizontal and vertical center lines.Display Histogram displays histograms of R, G, and B channels.Fine detail plot displays a detailed figure of noise and sensor uniformity with an option for spot detection.. The calculation can be slow and uses lots of memory. To a large extent it has been replaced by Blemish Detect. Details in Uniformity: Imatest Master .ResultsLuminance contour plotshows normalized pixel level contours for the image file luminance channel, where luminance is defined as 0.2125*R + 0.7154*G + 0.0721*B (you can choose between this and the older NTSC value of Y = 0.30*R + 0.59*G + 0.11*B in Options III). A maximum value of 1 corresponds to pixel level = 255 for image files with a bit depth of 8 or 65535 for a bit depth of 16. Some illumination nonuniformity is evident in the plot: the top is brighter than the bottom. The image is smoothed (lowpass filtered) before the contours are plotted. The side and corner regions are shown as red rectangles. The approximate location of the maximum luminance is indicated by a yellow O.Luminance (relative pixel level) contour plotThe text displays the maximum unnormalized pixel level for the luminance channel, the worst and mean corner values (in unnormalized pixel levels and as a percentage of maximum), and the side values. Selected EXIF data is shown on the right. Two hot and two dead pixels (which were simulated) were detected with thresholds of 243 and 12 (pixels), respectively. The crop (Left, Right, Top, Bottom)
2025-04-16