On Sunday 15 June 2003 15:31, Liz Quilty wrote:
>Is it possible to rotate an image with gimp 1-2 degrees rather than
> only 90 degree angles?
>I dont appear to be able to find any options anywhere :/
The short answer is no.
The longer answer is that 90 degree rotates are nothing more than byte
But a 1 or 2 degree rotate would probably cost half the resolution in
those sreas of the pix where you'd have to mix the bytes above and
below to get the value of that one. Thats on the left-right edges.
Ditto the byte left and right of that one at the top and bottom of
the image. When the angles got up to where you had to go to
shuffling the whole square of 9 bytes, and reaching into adjacent 9
byte cells, the time to do the math would rapidly degenerate toward
infinity. This would be the situation for the corners of the image.
At some point it would be quicker to degenerate the image into and x
and y values linked to the current x(color/hue/intensity) on a per
pixel basis, and then manipulate the x and y values, then redraw the
image based on that. And that also needs resolution killing
anti-aliasing to look good, else the stairsteps get pretty
noticeable. That turns such a program into a full fledged, and 3-5
digit priced graphics rendering thing if it can do a full frame in
under 10 minutes. The older amiga Lightwave is I believe in that
category, since migrated to wintel platforms and heavily used in the
gfx business yet by those who can afford it. And I believe that the
hollywood extended gimp, motion-gimp can also do such things, but
I've personally never seen it run. Someone who has some experience
with it should comment about my probable miss-conceptions right about
I used to watch an amiga, doing an all gfx 30 second tv spot, with
frames rendered sometimes only 4 or 5 an hour for complex, real life
appearing images. A 30 second at 60 fps spot took several of days to
As I was in charge of the maintainance on the tape machines that
recorded that, it was painfull to me to watch them sitting in still
frame pause wearing out the tape and heads waiting for the next one
frame edit to be appended. And we stopped doing that when the real
costs of doing those animations was totalled up, the advertising
client soon learned that state of the (then) art was expensive so it
was self-throttling. Now we do much of that with non-linear editing
from disk stored image files, and get results in 5% of the time, 4%
of which is the artist sitting there deciding if he likes this, or
that, better. But without the fancy morphing and such effects except
in the character overlays.
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Copyright 2003 by Maurice Eugene Heskett, all rights reserved.
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