164 The Art and Science of Digital Compositing
that it is capable of storing and displaying. The HDTV standard is actually yet
another collection of standards, but fortunately HDTV is a much more computer-
friendly format, since it is, by definition, a digital format. In theory, HDTV encom-
passes any video format with a resolution greater than standard video. Of course,
as we’ve seen, ‘‘standard video’’ is a bit of a misnomer, so we’ve included a few
specifics in Appendix D about what resolutions HDTV can encompass.
HDTV, being a collection of format descriptions, has provisions for either inter-
laced images or progressive scan. Most of the medium-resolution HDTV formats
are progressive scan, but the high end of the specification also describes an inter-
laced HDTV format. HDTV is defined to be a square-pixel format, and has provi-
sions for both 8 or 10 bits of color precision. It is considered to carry a built-in
gamma of 2.2.
Of course, the fact that there are written specifications for a variety of HDTV
formats is no guarantee that any of these particular resolutions will actually
emerge as an industry standard. As of the writing of this book, worldwide HDTV
broadcasts that are receivable by the general public are few, far between, and
often incompatible. Only time will tell what true standard (or standards) will
emerge.
OTHER FORMATS
Our final format category of ‘‘other’’ is, obviously, the least well defined. Certain
media such as video games may have loosely defined standards concerning their
working formats, but these are all as variable as the hardware on which they may
run. The bottom line is that, for most of these ‘‘other’’ formats, there is no need
for standard resolutions. Unlike film or video, these formats are all purely digital,
and they are either flexible enough to be able to show images at just about any
aspect ratio or resolution (as is the case with a standard PC) or are hardware-
specific formats that are determined by the hardware’s manufacturer. This is the
case for video games, in which the game console itself will require the images to
be in a very specific size, color depth, and file format. Most dedicated home-
videogame consoles (such as those from Nintendo, Sega, or Sony) have a number
of predefined resolutions that they support: 320 ⳯ 240, 640 ⳯ 240, and 640 ⳯
480 are common, but there are quite a few variations.
Keep in mind that video games now tend to fall into the much broader category
of multimedia, and even though the final images may be of limited resolution,
the source material for this imagery can easily be from a higher-resolution format,
perhaps even film. The color resolution of most video games, as well as most
other multimedia applications, is, at best, eight bits per channel. More common
is the use of indexed color in conjunction with a lower bit depth.
Understand that the reason for all these different formats, be they film, video,
or something else (including the myriad of less common or obsolete formats that