Cameras and imaging systems
A digital camera has: a lens that bends (refracts) light to focus it, an aperture (adjustable hole) that controls how much light enters, a shutter that controls how long light falls, and an image sensor (CCD or CMOS) of millions of light-sensitive pixels. A processor turns the signals into a file stored on a memory card.
- Exposure = aperture (f-number) + shutter speed + ISO (sensor sensitivity).
- Focal length (mm): short = wide view, long = zoomed.
- Scanners, drones, webcams and 3D scanners are other imaging devices.
The science: light travels in straight lines, a convex lens forms a real, inverted image, and the sensor turns light into electric charge (the photoelectric effect).
Pixels, resolution, colour and file size
- Pixel: the smallest dot of a digital image.
- Resolution: number of pixels, such as 1920 Ã 1080 (about 2.1 megapixels). For print, PPI/DPI (pixels per inch); 300 PPI is standard for photos.
- RGB: screens add red, green and blue light (additive). Print uses CMYK inks (subtractive).
- Bit depth: bits per pixel. 24-bit = 8 bits each for R, G, B = 16.7 million colours.
- Raster images are pixel grids (JPEG, PNG); vector images are shapes made with maths (SVG) and scale without blurring.
- Compression: lossy (JPEG) throws away detail; lossless (PNG) keeps it.
Uncompressed size (bytes) = width à height à bit depth Ãˇ 8. Aspect ratio = width : height (16:9, 4:3). Print size (inches) = pixels Ãˇ PPI.
Image editing, animation and 3D modelling
Image editing
Layers, masks, cropping, levels and curves (brightness and contrast), colour balance, cloning and retouching. Non-destructive editing keeps the original safe. Edit honestly: do not mislead with a changed photo.
Animation
Animation is a series of still frames shown quickly. Film uses 24 fps, video 25â30 fps, games 60 fps. Keyframes set main poses and the software fills the in-betweens (tweening).
3D modelling
Models are made of vertices, edges and faces (polygons), forming a mesh (seen as a wireframe). Then come materials and textures, lights, a camera and rendering (the computer works out the final image). A rig (skeleton) lets characters move.
Design principles and web design
Elements of design: line, shape, colour, texture, space, form, value (light and dark) and typography.
Principles of design: balance, contrast, emphasis (focal point), alignment, repetition, proximity, hierarchy and white space. The rule of thirds places key subjects on a 3 Ã 3 grid.
Web page layout
Most pages have a header (logo, title), a navigation menu, the main content (images and text) and a footer (contact, links). Pages are built with HTML (structure) and CSS (style), and are responsive: the layout changes for phones. Good web images are resized and compressed so pages load fast, and have alt text for accessibility.
Creative process: brief â research â sketches â draft â feedback â final.
Safe equipment use, teamwork and production
Equipment safety
Carry cameras with the strap on and the lens cap fitted; use padded cases; secure tripods and light stands with sandbags; keep cables taped down; let hot lights cool; follow software licence rules when installing.
Teamwork
Share files in clear folders with good names, give each member a role (director, photographer, editor, designer), hold short meetings, use brainstorming where every idea is written down, give kind and specific feedback and keep a shared schedule.
Production
Plan (storyboard or wireframe) â capture (shoot, model) â edit â assemble images, text, sound and animation into one unified product with matching style â test â publish.
Try it
Take one photo with your phone, then check its pixel size in the photo details. Work out the uncompressed size with W à H à 24 Ãˇ 8 and compare it with the real JPEG size. Then test other sizes in step 6.
Key formulas and definitions
- File size (bytes) = width à height à bit depth Ãˇ 8
- Megapixels = width à height Ãˇ 1 000 000
- Number of colours = 2^(bit depth)
- Print size (inches) = pixels Ãˇ PPI
- Animation frames = frame rate (fps) Ã time (s)
Worked examples
1. An image is 1920 Ã 1080 pixels. How many megapixels?
1920 Ã 1080 = 2 073 600 pixels â 2.1 MP.
2. Find the uncompressed size of a 1920 Ã 1080, 24-bit image in MB.
1920 à 1080 à 24 Ãˇ 8 = 6 220 800 bytes â 6.2 MB.
3. How many colours can an 8-bit image show?
2⸠= 256 colours.
4. A 3000 Ã 2400 pixel photo is printed at 300 PPI. What is the print size?
3000 Ãˇ 300 = 10 inches by 2400 Ãˇ 300 = 8 inches, so 10 à 8 inches (about 25 à 20 cm).
5. A 12-second animation runs at 24 fps. How many frames are needed?
24 Ã 12 = 288 frames.
Common mistakes
- Thinking more megapixels always means a better photo. Lens quality, light and sensor size matter too.
- Enlarging a small raster image and expecting it to stay sharp. It becomes blocky; use a vector or a higher-resolution original.
- Using RGB colours for a print job without converting to CMYK, so printed colours look duller.
- Putting huge uncompressed images on a web page, so it loads slowly on phones.