## Dealing with Images

Images are files which are loaded into GEM. The images can be manipulated, applied to objects, and used in any number of different ways. In this section, you will load in an image and display it on the screen. This section will not apply the images to a geo; that occurs in the next part of the manual.

The pix objects are GEM objects which deal with pixels. They do everything from loading in images to applying filters to the data. The objects in this section of the manual only load in pix data from outside sources. How you actually display the image is up to you. The most common usages are with pix_draw and pix_texture.

pix_image - load in an image
pix_multiimage - load in multiple images
pix_movie - load in a movie file
pix_video - use a real time video source

### pix_image

pix_image is used to load in images. Images can be in a variety of different formats, including TIFF, JPEG, and SGI formats. The patch gem_pix/gemImage.pd is the simplest use of the pix_image object. In this patch, the pix_image object loads in the file dancer.JPG.

As is the case with every GEM chain, this patch starts with the gemhead object. The next object is pix_image, which actually loads the image. pix_image makes the file dancer.JPG the current pixel data, which will be used in all subsequent operations in the chain. The translateXYZ object is used to move the image around. Finally, the pix_draw object renders the pixel data to the screen.

The patch mentions that changing the Z in translateXYZ does not change the size of the image, as would occur with a geo object like square. This is because pix_draw simply draws the pixel at the current raster position, without any transformation. If you want to change the size on the fly and rotate the image, you need to texture map the pix, which is described in the next section.

### pix_multiimage

The pix_image object only loads in one image at time. If you try to change the image rapidly while the patch is running, you will notice a lag every time it has to load in a new file. To avoid this lag, there is another object called pix_multiimage. If you look at patch gem_pix/gemMultiImage.pd, you will see this object in action.

Basically, the * in the file name is replaced by the number that you pass in. This allows you to play sequences of images with random access. The one downside is that every image is loaded into memory when the object is created, so you need to have a lot of RAM to use it.

### pix_movie

On the Windows platform, there is an object called pix_movie which will play back movie files (GEM 0.80+). The movie is streamed off of disk, using whatever decompression libraries are installed on your computer. AVI movies seem to work fine. The right inlet of pix_movie accepts a number to specify the frame to display. Look at gem_pix/gemMovie.pd for an image.

A key fact of pix_movie is that it immediately sends the movie data to OpenGL as a texture map. This means that you do not need the pix_texture object in your chain. This also means that you cannot process the movie data with pix objects. The main reason for this is that it removes the need for a copy of all of the movie data. This restriction will be fixed in a future release.

Some of the geos will not texture map the pix_movie data correctly. Cone and sphere do not use texture coordinates when they are provided, so when you display a movie on one of these objects, you will have a black region (unless your movie size is a power of two...however, most movies are 320x160 pixels or something). This will be fixed in a future release.

### pix_video

On the SGI and WinNT platforms, the "image" can come from the pix_video object. This means that you can use a real-time video source and display it on the screen. The SGI version is very stable and works fine. The Windows version is still in alpha and has many problems. GEM 0.80 has an improved version.

You can play with pix_video with these patches: gem_advanced/gemVideoPaint.pd and gem_advanced/gemVideoSphere.pd. The patches are explained in more depth in the advanced section of the GEM manual.

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