Pixels and Imaging Resolution

What’s a pixel? 

A pixel is a “picture element,” and it’s the basic unit in digital photography.  When you edit a photo and zoom in on a digital image, you’ll get down to the individual pixel fairly quickly.  Pixels are the basic reference for technical issues. For instance, image resolution is measured in terms of “pixels per inch” (or centimeter) and also in terms of bits per pixel.   

Screen resolution:  

Most computer monitors have a standard screen resolution of 72 pixels per inch (which corresponds with the ancient typesetting system of 72 points per inch). This is changing with high definition screens, but is still a general rule. You usually don’t want or need more than 72 ppi for a photo that will be displayed on the web. 

All of the pixels together make up a picture that can be very large, with lots of detail, or very small, with most of the detail taken out.

File size 

File size is measured in Kilobytes (thousands of bytes) and Megabytes (millions of bytes). So 1,000 kilobytes (Kb) is the same as one megabyte (1Mb).

For printed images, we want larger file sizes because printed images require higher resolutions. Anywhere from 6 to 30 Mb or more is best for printed images.

For the web, we want smaller file sizes so that users dont have to wait for them to load in a browser. It’s best to uses images of 100 to 500 Kb.A related issue is that you don’t want large files that take too long to download.  For web, you want to change from (say) 300 pixels per inch (ppi)  to 72 ppi.

Bit depth / Pixel resolution

Every pixel is made up of bits of information. The more bits a pixel has, the broader a tonal range and the better the image resolution.
One bit: a “bitmap” image uses a bit depth of only one bit per pixel. Since a bit is either on or off (1 or 0), it creates a crude black and white image with no depth. These were some of the earliest experimental digital images.
Eight bit processing:  That is what the Nintendo Mario Brothers game system used when it was introduced in 1983. Because it only had 256 possible colors, the early game systems had a cartoonish color scheme.  These systems compensated for their limitations  by “indexing” colors, which allowed separate color pallets.
So you could have 256 pixels that were mostly blue and white, if Mario was stuck in an arctic scene, or you could have a pallet that was mostly red and yellow for a desert scene.  The “indexed”  mode, 8 bit color format is usually a .gif (graphic image format) also called a Compuserv Gif.
Sixteen bit processing  was an intermediate step in the game industry. It was actually two 8 bit processors working in tandem, but it made a difference in game play and resolution.  This 16-bit Super NES game Zelda, introduced in 1991,  had 65,000 possible colors, and that made it much easier on the eyes than the old 8-bit game.
Thirty two bit processing  and more sophisticated 64 bit processing has been used for regular photos since 1993.  Computer processors could handle 32 bits of addressing in image files, which, in three channels, allowed for 16.8 million possible colors. This was more than enough for any photo or image, and the three channels in the “RGB” mode could be exchanged as  jpg, tiff or other formats.   It was also possible to have four channels for “CMYK” mode printing (esp. tiff format) and png for the web where the fourth channel could be an alpha control.

To see how image quality is related to pixel depth, we can open a large (10 mb or more) file in Photoshop.  Then pull down to File / Export / Save for Web (Legacy).  You’ll get a dialogue box that lets you specify different numbers of colors in your image. For example, instead of 16 million colors in the image on the right, the image on the left has 16  colors.

24 bit JPG format photo with 16.8 million possible colors

Eight bit GIF format photo with 256 possible colors

 

PIXEL DEPTH AND COLOR

Bits per pixel Colors Explanation Mode Format
1 2 Two possible — black or white Bitmap .bmp
2 4 Four possible 2 x 2 Greyscale, Indexed .gif
3 8 Eight possible colors 2 x 2 x 2 Greyscale, Indexed .gif
4 16 2 x 2 x 2 x 2 Greyscale, Indexed .gif
5 32 2 x 2 x 2 x 2 x 2 Greyscale, Indexed .gif
6 64 2 x 2 x 2 x 2 x 2 x 2 Greyscale, Indexed .gif
7 128 2 x 2 x 2 x 2 x 2 x 2 x 2 Greyscale, Indexed .gif
8 256 2 x 2 x 2 x 2 x 2 x 2 x 2 x 2 Greyscale, Indexed .gif
16 65,536 Two channels of 8 bits = 256 x 256 game systems (Super NES) .gif
24 16.8 million Three channels of 8 bits each = 256 x 256 x 256 RGB (red, green, blue) for projected media .jpg
32 4 billion Four channels of 8 bits each = 256 x 256 x 256 x 256 RGB plus Alpha channel .png

 

32 4 billion Four channels of 8 bits each = 256 x 256 x 256 x 256 CMYK (cyan, magenta, yellow, black) for printed media .tiff