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Jump Super Stars

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2D computer graphics is the computer-based generation of digital images —mostly from two-dimensional models (such as 2D geometric models , text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves.

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53-522: Jump Super Stars is a 2D crossover fighting game for the Nintendo DS , based on Weekly Shōnen Jump characters. It was developed by Ganbarion and published by Nintendo . The game was released on August 8, 2005, in Japan and accompanied the release of a red Nintendo DS . A sequel , Jump Ultimate Stars , was released in Japan on November 23, 2006. Jump Super Stars features characters from

106-598: A rigid motion : other rigid motions include rotations and reflections. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system . A translation operator is an operator T δ {\displaystyle T_{\mathbf {\delta } }} such that T δ f ( v ) = f ( v + δ ) . {\displaystyle T_{\mathbf {\delta } }f(\mathbf {v} )=f(\mathbf {v} +\mathbf {\delta } ).} If v

159-572: A rotation in Euclidean space . rotates points in the xy - Cartesian plane counterclockwise through an angle θ about the origin of the Cartesian coordinate system . To perform the rotation using a rotation matrix R , the position of each point must be represented by a column vector v , containing the coordinates of the point. A rotated vector is obtained by using the matrix multiplication R v . Since matrix multiplication has no effect on

212-413: A scale factor that is the same in all directions. The result of uniform scaling is similar (in the geometric sense) to the original. A scale factor of 1 is normally allowed, so that congruent shapes are also classed as similar. (Some school text books specifically exclude this possibility, just as some exclude squares from being rectangles or circles from being ellipses.) More general is scaling with

265-614: A vector v = ( v x , v y , v z ), each homogeneous coordinate vector p = ( p x , p y , p z , 1) would need to be multiplied with this projective transformation matrix: As shown below, the multiplication will give the expected result: Since the last component of a homogeneous coordinate can be viewed as the denominator of the other three components, a uniform scaling by a common factor s (uniform scaling) can be accomplished by using this scaling matrix: For each vector p = ( p x , p y , p z , 1) we would have which would be homogenized to A convenient way to create

318-407: A 3.1-megapixel image. The image would be a very low quality image (72ppi) if printed at about 28.5 inches wide, but a very good quality (300ppi) image if printed at about 7 inches wide. The number of photodiodes in a color digital camera image sensor is often a multiple of the number of pixels in the image it produces, because information from an array of color image sensors is used to reconstruct

371-430: A complex image is to start with a blank "canvas" raster map (an array of pixels , also known as a bitmap ) filled with some uniform background color and then "draw", "paint" or "paste" simple patches of color onto it, in an appropriate order. In particular the canvas may be the frame buffer for a computer display . Some programs will set the pixel colors directly, but most will rely on some 2D graphics library or

424-438: A description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices . For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files . 2D computer graphics started in

477-421: A particle's coordinates imposed by the measurement or existence of information regarding its momentum to any degree of precision. This fundamental limitation can, in turn, be a factor in the maximum imaging resolution at subatomic scales, as can be encountered using scanning electron microscopes . Radiometric resolution determines how finely a system can represent or distinguish differences of intensity , and

530-406: A separate scale factor for each axis direction. Non-uniform scaling ( anisotropic scaling , inhomogeneous dilation ) is obtained when at least one of the scaling factors is different from the others; a special case is directional scaling or stretching (in one direction). Non-uniform scaling changes the shape of the object; e.g. a square may change into a rectangle, or into a parallelogram if

583-415: A set of predefined decks that the player can use, but the player cannot change or delete those. It is also possible to exchange decks between friends, but they won't be able to edit the decks. Ally boosting is done by placing koma next to each other in the deck maker. If the koma placed next to each other are "compatible", their attributes will go up. Battle characters can get a longer health bar, or increase

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636-474: A sound model for certain techniques such as mitered joints and the even–odd rule . Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads or railways from a map , certain process layers from an integrated circuit diagram, or hand annotations from a business letter. In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on

689-546: A specific order. The ordering is usually defined by a single number (the layer's depth , or distance from the viewer). Layered models are sometimes called "2 1 ⁄ 2 -D computer graphics". They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most graphics editors . Layered models also allow better spatial anti-aliasing of complex drawings and provide

742-406: A translation matrix can be obtained by reversing the direction of the vector: Similarly, the product of translation matrices is given by adding the vectors: Because addition of vectors is commutative , multiplication of translation matrices is therefore also commutative (unlike multiplication of arbitrary matrices). In linear algebra , a rotation matrix is a matrix that is used to perform

795-405: Is a fixed vector, then the translation T v will work as T v ( p ) = p + v . If T is a translation, then the image of a subset A under the function T is the translation of A by T . The translation of A by T v is often written A + v . In a Euclidean space , any translation is an isometry . The set of all translations forms the translation group T , which

848-476: Is a list of traditional, analogue horizontal resolutions for various media. The list only includes popular formats, not rare formats, and all values are approximate, because the actual quality can vary machine-to-machine or tape-to-tape. For ease-of-comparison, all values are for the NTSC system. (For PAL systems, replace 480 with 576.) Analog formats usually had less chroma resolution. Many cameras and displays offset

901-474: Is an illustration of how the same image might appear at different pixel resolutions, if the pixels were poorly rendered as sharp squares (normally, a smooth image reconstruction from pixels would be preferred, but for illustration of pixels, the sharp squares make the point better). [REDACTED] An image that is 2048 pixels in width and 1536 pixels in height has a total of 2048×1536 = 3,145,728 pixels or 3.1 megapixels. One could refer to it as 2048 by 1536 or

954-491: Is called spatial resolution, and it depends on properties of the system creating the image, not just the pixel resolution in pixels per inch (ppi). For practical purposes the clarity of the image is decided by its spatial resolution, not the number of pixels in an image. In effect, spatial resolution is the number of independent pixel values per unit length. The spatial resolution of consumer displays ranges from 50 to 800 pixel lines per inch. With scanners, optical resolution

1007-407: Is isomorphic to the space itself, and a normal subgroup of Euclidean group E ( n ). The quotient group of E ( n ) by T is isomorphic to the orthogonal group O ( n ): Since a translation is an affine transformation but not a linear transformation , homogeneous coordinates are normally used to represent the translation operator by a matrix and thus to make it linear. Thus we write

1060-610: Is known as inverting color or color inversion , and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values. The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting, shadows , reflection , refraction , etc. However, they usually can model multiple layers (conceptually of ink, paper, or film; opaque, translucent , or transparent —stacked in

1113-415: Is not commonly used in dimensions higher than 3; there is a notion of a rotational displacement , which can be represented by a matrix, but no associated single axis or angle. Rotation matrices are square matrices , with real entries. More specifically they can be characterized as orthogonal matrices with determinant  1: The set of all such matrices of size n forms a group , known as

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1166-409: Is often considered equivalent to pixel count in digital imaging , though international standards in the digital camera field specify it should instead be called "Number of Total Pixels" in relation to image sensors, and as "Number of Recorded Pixels" for what is fully captured. Hence, CIPA DCG-001 calls for notation such as "Number of Recorded Pixels 1000 × 1500". According to the same standards,

1219-545: Is sometimes used to distinguish spatial resolution from the number of pixels per inch. In remote sensing , spatial resolution is typically limited by diffraction , as well as by aberrations, imperfect focus, and atmospheric distortion. The ground sample distance (GSD) of an image, the pixel spacing on the Earth's surface, is typically considerably smaller than the resolvable spot size. In astronomy , one often measures spatial resolution in data points per arcsecond subtended at

1272-435: Is the precision of a measurement with respect to time. Movie cameras and high-speed cameras can resolve events at different points in time. The time resolution used for movies is usually 24 to 48 frames per second (frames/s), whereas high-speed cameras may resolve 50 to 300 frames/s, or even more. The Heisenberg uncertainty principle describes the fundamental limit on the maximum spatial resolution of information about

1325-406: Is used, with the x axis to the right and the y axis up, the rotation R( θ ) is counterclockwise. If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R( θ ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y -axis down

1378-430: Is usually expressed as a number of levels or a number of bits , for example 8 bits or 256 levels that is typical of computer image files. The higher the radiometric resolution, the better subtle differences of intensity or reflectivity can be represented, at least in theory. In practice, the effective radiometric resolution is typically limited by the noise level, rather than by the number of bits of representation. This

1431-446: The special orthogonal group SO( n ) . In two dimensions every rotation matrix has the following form: This rotates column vectors by means of the following matrix multiplication : So the coordinates (x',y') of the point (x,y) after rotation are: The direction of vector rotation is counterclockwise if θ is positive (e.g. 90°), and clockwise if θ is negative (e.g. -90°). If a standard right-handed Cartesian coordinate system

1484-479: The "Number of Effective Pixels" that an image sensor or digital camera has is the count of pixel sensors that contribute to the final image (including pixels not in said image but nevertheless support the image filtering process), as opposed to the number of total pixels , which includes unused or light-shielded pixels around the edges. An image of N pixels height by M pixels wide can have any resolution less than N lines per picture height, or N TV lines. But when

1537-693: The 1950s, based on vector graphics devices . These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field. 2D graphics models may combine geometric models (also called vector graphics ), digital images (also called raster graphics ), text to be typeset (defined by content, font style and size, color, position, and orientation), mathematical functions and equations , and more. These components can be modified and manipulated by two-dimensional geometric transformations such as translation , rotation , and scaling . In object-oriented graphics ,

1590-402: The 3-dimensional vector w = ( w x , w y , w z ) using 4 homogeneous coordinates as w = ( w x , w y , w z , 1). To translate an object by a vector v , each homogeneous vector p (written in homogeneous coordinates) would need to be multiplied by this translation matrix : As shown below, the multiplication will give the expected result: The inverse of

1643-426: The 4 entries of a rotation matrix with 2 rows and 2 columns. In 3-dimensional space, every rotation can be interpreted as a rotation by a given angle about a single fixed axis of rotation (see Euler's rotation theorem ), and hence it can be simply described by an angle and a vector with 3 entries. However, it can also be represented by the 9 entries of a rotation matrix with 3 rows and 3 columns. The notion of rotation

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1696-691: The Japanese manga magazine Weekly Shōnen Jump . The game supports 2-4 players in multiplayer and features over 75 missions. Koma (panel) is the term for the characters that the player can use in the game. Each koma uses from 1 to 7 squares of the koma deck at the bottom screen of the Nintendo DS . The deck has 20 squares (4 x 5) for the player to place their koma. There are three types of koma: help koma, support koma and battle koma. The player can build and store up to ten koma decks, and each deck must have at least one help koma, one support koma and one battle koma to be valid for use in battle. There are also

1749-475: The case of one or more negative scale factors. The latter corresponds to a combination of scaling proper and a kind of reflection: along lines in a particular direction we take the reflection in the point of intersection with a plane that need not be perpendicular; therefore it is more general than ordinary reflection in the plane. In projective geometry , often used in computer graphics , points are represented using homogeneous coordinates . To scale an object by

1802-468: The case where v x = v y = v z = k , the scaling is also called an enlargement or dilation by a factor k, increasing the area by a factor of k and the volume by a factor of k . Scaling in the most general sense is any affine transformation with a diagonalizable matrix . It includes the case that the three directions of scaling are not perpendicular. It includes also the case that one or more scale factors are equal to zero ( projection ), and

1855-575: The color of a single pixel. The image has to be interpolated or demosaiced to produce all three colors for each output pixel. The terms blurriness and sharpness are used for digital images but other descriptors are used to reference the hardware capturing and displaying the images. Spatial resolution in radiology is the ability of the imaging modality to differentiate two objects. Low spatial resolution techniques will be unable to differentiate between two objects that are relatively close together. The measure of how closely lines can be resolved in an image

1908-722: The development team had less than a year to finish the title. Jump Super Stars was later shown at Jump Festa 2005, the same event where Nintendo revealed plans to release games based on Eyeshield 21 . Video game company Tommo had exclusive distribution rights to sell Jump Super Stars (and Jump Ultimate Stars ) in North America through retailers such as Best Buy and Fry's Electronics. Many small business received minimal stock of these games. Jump Super Stars garnered "generally favorable reviews", according to review aggregator site Metacritic . The game sold between 202,139 and 220,912 copies in its first week of availability on

1961-439: The expected result: Such a scaling changes the diameter of an object by a factor between the scale factors, the area by a factor between the smallest and the largest product of two scale factors, and the volume by the product of all three. The scaling is uniform if and only if the scaling factors are equal ( v x = v y = v z ). If all except one of the scale factors are equal to 1, we have directional scaling. In

2014-406: The fabled checker paint which used to be available only in cartoons ). Painting a pixel with a given color usually replaces its previous color. However, many systems support painting with transparent and translucent colors, which only modify the previous pixel values. The two colors may also be combined in more complex ways, e.g. by computing their bitwise exclusive or . This technique

2067-408: The hardware capturing and displaying the images. Spectral resolution is the ability to resolve spectral features and bands into their separate components. Color images distinguish light of different spectra . Multispectral images can resolve even finer differences of spectrum or wavelength by measuring and storing more than the traditional 3 of common RGB color images. Temporal resolution (TR)

2120-442: The image is described indirectly by an object endowed with a self- rendering method —a procedure that assigns colors to the image pixels by an arbitrary algorithm. Complex models can be built by combining simpler objects, in the paradigms of object-oriented programming . In Euclidean geometry , a translation (geometry) moves every point a constant distance in a specified direction. A translation can be described as

2173-442: The latter (although more difficult to achieve) is key to visualizing how individual atoms interact. In Stereoscopic 3D images, spatial resolution could be defined as the spatial information recorded or captured by two viewpoints of a stereo camera (left and right camera). Pixel encoding limits the information stored in a digital image, and the term color profile is used for digital images but other descriptors are used to reference

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2226-436: The machine's graphics card , which usually implement the following operations: Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients , which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading ). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and

2279-448: The market, according to Famitsu and Media Create . It became one of Japan's best-selling games in 2005, selling between 464,076 and 549,265 copies during its lifetime. 2D computer graphics 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography , cartography , technical drawing , advertising , etc. In those applications,

2332-475: The maximum number of special attack gauges. This is a list of represented series in Jump Super Stars . Most of the main characters from each series appear as characters within the games. There are 27 series in total. Jump Super Stars was first revealed in an issue of Weekly Shōnen Jump . Ganbarion was commissioned to develop the game by Hitoshi Yamagami, the head of Nintendo SPD at the time, and

2385-549: The overall size of a picture (lines per picture height, also known simply as lines, TV lines, or TVL), or to angular subtense. Instead of single lines, line pairs are often used, composed of a dark line and an adjacent light line; for example, a resolution of 10 lines per millimeter means 5 dark lines alternating with 5 light lines, or 5 line pairs per millimeter (5 LP/mm). Photographic lens are most often quoted in line pairs per millimeter. The resolution of digital cameras can be described in many different ways. The term resolution

2438-814: The pixel counts are referred to as "resolution", the convention is to describe the pixel resolution with the set of two positive integer numbers, where the first number is the number of pixel columns (width) and the second is the number of pixel rows (height), for example as 7680 × 6876 . Another popular convention is to cite resolution as the total number of pixels in the image, typically given as number of megapixels , which can be calculated by multiplying pixel columns by pixel rows and dividing by one million. Other conventions include describing pixels per length unit or pixels per area unit, such as pixels per inch or per square inch. None of these pixel resolutions are true resolutions , but they are widely referred to as such; they serve as upper bounds on image resolution. Below

2491-585: The point of observation, because the physical distance between objects in the image depends on their distance away and this varies widely with the object of interest. On the other hand, in electron microscopy , line or fringe resolution is the minimum separation detectable between adjacent parallel lines (e.g. between planes of atoms), whereas point resolution is instead the minimum separation between adjacent points that can be both detected and interpreted e.g. as adjacent columns of atoms, for instance. The former often helps one detect periodicity in specimens, whereas

2544-496: The same pixel. See also Portable Document Format#Layers . Image resolution Image resolution is the level of detail of an image . The term applies to digital images, film images, and other types of images. "Higher resolution" means more image detail. Image resolution can be measured in various ways. Resolution quantifies how close lines can be to each other and still be visibly resolved . Resolution units can be tied to physical sizes (e.g. lines per mm, lines per inch), to

2597-408: The screen or page. See below for other alternative conventions which may change the sense of the rotation produced by a rotation matrix . Particularly useful are the matrices for 90° and 180° rotations: In Euclidean geometry , uniform scaling ( isotropic scaling , homogeneous dilation , homothety ) is a linear transformation that enlarges (increases) or shrinks (diminishes) objects by

2650-410: The sides of the square are not parallel to the scaling axes (the angles between lines parallel to the axes are preserved, but not all angles). A scaling can be represented by a scaling matrix. To scale an object by a vector v = ( v x , v y , v z ), each point p = ( p x , p y , p z ) would need to be multiplied with this scaling matrix : As shown below, the multiplication will give

2703-409: The two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing , engineering , and business ,

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2756-743: The virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e., each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure. Layers that consist of complex geometric objects (such as text or polylines ) may be broken down into simpler elements ( characters or line segments , respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing artifacts wherever two elements overlap

2809-452: The zero vector (i.e., on the coordinates of the origin), rotation matrices can only be used to describe rotations about the origin of the coordinate system. Rotation matrices provide a simple algebraic description of such rotations, and are used extensively for computations in geometry , physics , and computer graphics . In 2-dimensional space, a rotation can be simply described by an angle θ of rotation , but it can be also represented by

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