# The Book of Inkscape

When I first started using Inkscape, I read Inkscape: Guide to a Vector Drawing Program by Tavmjong Bah, 3rd edition. It’s now in its 4th edition, which I have not seen.

I received a copy of The Book of Inkscape by Dmitry Kirsanov recently, and it looks like the book I would have preferred to start with. Both books are fine introductions, but Kirsanov’s book is more my style.

Bah’s book is more inductive. It teaches you the elements of Inkscape by first taking you through a series of projects. Kirsanov’s book is organized more like a textbook or a reference. Some people would prefer Bah’s book, especially if it were their intention to work through all the exercises. I prefer Kirsanov’s book, organized more by topic than by project. It’s easier to dip in and out of as needed.

I’d like to learn Inkscape well. I could imagine going through a book slowly, carefully working all the examples, exploring side roads, etc. But that’s not realistic for me any time soon. For now, I expect I’ll learn more about Inkscape just-in-time as I need to make illustrations. And Kirsanov’s book is better suited for that.

Related posts:

# Thoughts on the new Windows logo

I appreciate spare design, but the new Windows logo is just boring.

Here’s the rationale for the new logo according to The Windows Blog:

But if you look back to the origins of the logo you see that it really was meant to be a window. “Windows” really is a beautiful metaphor for computing and with the new logo we wanted to celebrate the idea of a window, in perspective. Microsoft and Windows are all about putting technology in people’s hands to empower them to find their own perspectives. And that is what the new logo was meant to be. We did less of a re-design and more to return it to its original meaning and bringing Windows back to its roots – reimagining the Windows logo as just that – a window.

Greg Hewgill had a different perspective:

If you think about it, the new logo sort of looks like deck chairs on the Titanic when it stern was up in the air…

# 2010 calendar of lost mathematical art

Rod Carvalho wrote a post this morning announcing a beautiful 2010 calendar created by Ron Doerfler. Doerfler’s blog is entitled Dead Reckonings: Lost Art in the Mathematical Sciences. The calendar is an example of such lost art. It is illustrated with nomograms, ingenious ways of computing with graphs before electronic calculators were common. The illustrations are pleasant to look at even if you have no idea what they mean.

Image via Ron Doerfler.

Related posts:

Spherical trig is a lost art. Why care about spherical trig?

The Gudermannian function gd(x) is another interesting relic of an early time. It is closely related to the Mercator projection and shows how to relate ordinary and hyperbolic trig functions without using complex numbers.

The image above shows solutions to the equation u + v + w = uvw. Here’s a post explaining the significance of that equation.

# Including LaTeX in an Inkscape drawing

My previous post described how to include an Inkscape drawing in a LaTeX document. This post describes how to use LaTeX in an Inkscape drawing, which is probably more useful. The LaTeX output is included not as bitmap but as a vector drawing that can then be manipulated with all the features of Inkscape.

The Inkscape book describes the InkLaTeX extension, but the web site for InkLaTeX recommends a newer extension textext. Once textext is installed, you can insert LaTeX into an Inkscape drawing by going to the Extensions menu and selecting “TeX Text”. This launches a window in which to type your LaTeX source.

Before I could install textext, I had to install pstoedit. The textext extension also requires LaTeX and Ghostscript, but these were already on my computer. pstoedit has several installation options; I chose the default basic option and that worked. Also, pstoedit says that it requires two Visual C++ runtime DLLs: msvcr70.dll and msvcp70.dll. I already had these, but the pstoedit site gives a link to where you can find these DLLs if you need them.

I had Inkscape running when installed textext and I had to restart Inkscape to see the “TeX Text” menu.

Related post: Including an Inkscape drawing in LaTeX

# Including an Inkscape drawing in LaTeX

The Inkscape drawing package can export to a large variety of vector drawing formats, including LaTeX. If you save your drawing to a file foo.tex, you can include the file in a LaTeX document as follows.

\documentclass{article}
\usepackage{pstricks}
\begin{document}
Testing Inkscape \LaTeX\ output.

\input{foo.tex}

\end{document}

Of course you could always export the drawing to an image format and include that image the way you’d include any other image. But you also have the option of directly including the content Inkscape output in your LaTeX file rather than referencing it as an external file using the input statement. This makes your LaTeX file self-contained and is something you could not do, for example, with a PNG file.

Two notes:

1. You must use the pstricks package.
2. You must compile the file with latex and not pdflatex. To create a PDF file, you must first compile to PostScript.

The next post is a sort of opposite of this one. It explains how to use LaTeX inside an Inkscape drawing.

# Function plots in Inkscape

Why would you want to plot a mathematical function using a drawing package like Inkscape rather than a mathematical package like Mathematica or R? One reason is that you may want plot for its visual properties. For example, you might want to include a sine wave in a drawing.

Another reason is that you may want to have more control (or at least easier control) over your plot. Mathematical packages make it easy to produce a basic plot with default options. But I’ve found it difficult to change the aesthetics of a plot in every mathematical package I’ve used. The things I want to do are often possible but require arcane options that I have trouble remembering. In a drawing program, it’s obvious how to manipulate a plot as an image.

Inkscape provides a couple extensions to include function plots in a drawing. One is “Function Plotter” and the other is “Parametric Curves.” Both are found under Extensions -> Render. The following dialog shows the settings used to produce the graph above.

The first time I tried using these extensions nothing happened. Then I discovered you have to select a rectangle to contain the plot before creating a plot; the plotting tools do not create their own rectangles.

The Function Plotter supports rectangular and polar coordinates. You’re in for quite a surprise if you expect rectangular coordinates when the polar coordinates box is checked.

# Bezier basics

Bézier curves are very common in computer graphics. They also interesting mathematical properties. This post will give a quick introduction to Bézier curves, describing them first in visual terms and then in mathematical terms.

There are different degrees of Bézier curves: linear, quadratic, cubic, etc. Linear Bézier curves are just straight lines. The most common kind of Bézier curve in drawing programs is the cubic and that’s the one I’ll describe below.

A cubic Bézier curve is determined by four points: two points determine where the curve begins and ends, and two more points determine the shape. Say the points are labeled P0, P1, P2, and P3. The curve begins at P0 and initially goes in the direction of P1. It ends at P3 going in the direction of a line connecting P2 and P3. If you move P1 further away from P0, the curve flattens, going further in the direction of P1 before turning. Similar remarks hold for moving P2 away from P3.

Now for equations. The cubic Bézier curve is given by

B(t) = (1-t)3 P0 + 3(1-t)2t P1 + 3(1-t)t2 P2 + t3 P3

for t running between 0 and 1. It’s clear from the equation that B(0) = P0 and B(1) = P3. A little calculation shows that the derivatives satisfy

B‘(0) = 3(P0P1)

and

B‘(1) = 3(P3P2).

Moving the points P1 and P2 further out increases the derivatives and thus makes the curve go further in the direction of these points before bending.

Related post: The smoothest line through a set of points

# More on colors and grayscale

My previous post gave three algorithms for converting color to grayscale. This post gives more examples and details.

The image below is a screenshot from an Excel spreadsheet illustrating color values and how the convert to grayscale. The R, G, and B columns are the red, green, and blue component values of the color sample in the leftmost column. The columns labeled “Li”, “Lu”, and “Avg” are the grayscale values of the color using the lightness, luminosity, and average algorithms from the previous post.

The grayscale color samples were created by asking Excel to set the background color to (X, X, X) where X is the grayscale value. For example, the background color for the “Lu” column of the first row is (54, 54, 54) since 54 is the luminosity value for pure red.

To verify the algorithms, I converted the screen shot above to a grayscale image using GIMP. The gray cells remain unchanged because all three algorithms leave gray alone; when all three RBG values are equal, it’s clear from the formulas that the grayscale value becomes the common value. The color cells in the first column become the shade of gray predicted and hence match the column of gray cells for that algorithm.

Using lightness:

Using luminosity:

Using average:

Related post: Three algorithms for converting color to grayscale

# Three algorithms for converting color to grayscale

How do you convert a color image to grayscale? If each color pixel is described by a triple (R, G, B) of intensities for red, green, and blue, how do you map that to a single number giving a grayscale value? The GIMP image software has three algorithms.

The lightness method averages the most prominent and least prominent colors: (max(R, G, B) + min(R, G, B)) / 2.

The average method simply averages the values: (R + G + B) / 3.

The luminosity method is a more sophisticated version of the average method. It also averages the values, but it forms a weighted average to account for human perception. We’re more sensitive to green than other colors, so green is weighted most heavily. The formula for luminosity is 0.21 R + 0.72 G + 0.07 B.

The example sunflower images below come from the GIMP documentation.

 Original image Lightness Average Luminosity

The lightness method tends to reduce contrast. The luminosity method works best overall and is the default method used if you ask GIMP to change an image from RGB to grayscale from the Image -> Mode menu. However, some images look better using one of the other algorithms. And sometimes the three methods produce very similar results.

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