Last Time Course introduction Assignment 1 not graded

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Last Time • Course introduction • Assignment 1 (not graded, but necessary) – View

Last Time • Course introduction • Assignment 1 (not graded, but necessary) – View is part of Project 1 • Image basics 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Today • More on digital images • Introduction to color • Homework 1 09/05/02

Today • More on digital images • Introduction to color • Homework 1 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Ideal Images • The information stored in images is often continuous in nature •

Ideal Images • The information stored in images is often continuous in nature • For example, consider the ideal photograph: – It captures the intensity of light at a particular set of points coming from a particular set of directions (it’s called radiance) – The intensity of light captured by a photograph can be any positive real number, and it mostly varies smoothly over space – Where do you see spatial discontinuities in a photograph? Film Focal point 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Real Film • Can you print an arbitrarily large photograph? • Hence, does it

Real Film • Can you print an arbitrarily large photograph? • Hence, does it record continuous information accurately? • If you blow up a photograph, it shows noise. What is the source of this? • Can you take a photograph of a really bright thing? • Can you take a photograph of a really dark thing? • Can you take a photograph with light and dark things at the same time? • The ratio of the brightest thing to the darkest thing you can capture is called dynamic range 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Real Film • Can you print an arbitrarily large photograph? No • Hence, does

Real Film • Can you print an arbitrarily large photograph? No • Hence, does it record continuous information accurately? No • If you blow up a photograph, it shows noise. What is the source of this? Random chemical reactions in the film • Can you take a photograph of a really bright thing? Yes • Can you take a photograph of a really dark thing? Yes • Can you take a photograph with light and dark things at the same time? No • The ratio of the brightest thing to the darkest thing you can capture is called dynamic range 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Digital Images • Computers work with discrete pieces of information • How do we

Digital Images • Computers work with discrete pieces of information • How do we digitize a continuous image? – Break the continuous space into small areas, pixels – Use a single value for each pixel - the pixel value (no color, yet) – No longer continuous in space or intensity • This process is fraught with danger, as we shall see Continuous Discrete Pixels: Picture Elements 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Digital Cameras • CCD stores a charge each time a photon hits it –

Digital Cameras • CCD stores a charge each time a photon hits it – “Bins” have discrete area, one per pixel – Spatially discrete • Camera “reads” the charges out of the bins at some frequency • Convert charges to discrete value – Discrete in intensity • Store values in memory - the image • Still have issues of motion blur, depth of field, dynamic range, etc 09/05/02 © University of Wisconsin, CS 559 Spring 2002 Light in Lens CCD

Discretization Issues • Can only store a finite number of pixels – Resolution: Pixels

Discretization Issues • Can only store a finite number of pixels – Resolution: Pixels per inch, or dpi (dots per inch from printers) – Storage space goes up with square of resolution • 600 dpi has 4× more pixels than 300 dpi • Can only store a finite range of intensity values – Typically referred to as depth - number of bits per pixel • Directly related to the number of colors available – Also concerned with the minimum and maximum intensity – dynamic range – Both film and digital cameras have highly limited dynamic range • The big question is: What is enough resolution and enough depth? 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Perceptual Issues • Humans can discriminate about ½ a minute of arc – At

Perceptual Issues • Humans can discriminate about ½ a minute of arc – At fovea, so only in center of view, 20/20 vision – At 1 m, about 0. 2 mm (“Dot Pitch” of monitors) – Limits the required number of pixels • Humans can discriminate about 8 bits of intensity – “Just Noticeable Difference” experiments – Limits the required depth for typical dynamic ranges – Actually, it’s 9 bits, but 8 is far more convenient 129 128 125 • BUT, while perception can guide resolution requirements for display, when manipulating images much higher resolution may be required 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Intensity Perception • Humans are actually tuned to the ratio of intensities, not their

Intensity Perception • Humans are actually tuned to the ratio of intensities, not their absolute difference – So going from a 50 to 100 Watt light bulb looks the same as going from 100 to 200 – So, if we only have 4 intensities, between 0 and 1, we should choose to use 0, 0. 25, 0. 5 and 1 • Most computer graphics ignores this, giving poorer perceptible intensity resolution at low light levels, and better resolution at high light levels – It would use 0, 0. 33, 0. 66, and 1 09/05/02 © University of Wisconsin, CS 559 Spring 2002

High range, low res • Image depth refers to the number of bits available,

High range, low res • Image depth refers to the number of bits available, but not how those bits map onto intensities • We can use those bits to represent a large range at low resolution, or a small range at high resolution • Common display devices can only show a limited dynamic range, so typically we fix the range at that of the display device and choose high resolution Low range, high res Dynamic Range All possible intensities 09/05/02 © University of Wisconsin, CS 559 Spring 2002

More Dynamic Range • Real scenes have very high and very low intensities •

More Dynamic Range • Real scenes have very high and very low intensities • Humans can see contrast at very low and very high light levels – Can’t see all levels all the time – use adaptation to adjust – Still, high range even at one adaptation level • Film has low dynamic range ~ 100: 1 • Monitors are even worse • Many ways to deal with the problem, but no great solution – Way beyond the scope of this course 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Display on a Monitor • When images are created, a linear mapping between pixels

Display on a Monitor • When images are created, a linear mapping between pixels and intensity is assumed – For example, if you double the pixel value, the displayed intensity should double • Monitors, however, do not work that way – – For analog monitors, the pixel value is converted to a voltage The voltage is used to control the intensity of the monitor pixels But the voltage to display intensity is not linear Same problem with digital monitors, they just do the pixel to intensity conversion differently • The outcome: A linear intensity scale in memory does not look linear on a monitor! 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Gamma Control • The mapping from voltage to display is usually an exponential function:

Gamma Control • The mapping from voltage to display is usually an exponential function: • To correct the problem, we pass the pixel values through a gamma function before converting them to the monitor • This process is called gamma correction • The parameter, , is controlled by the user – It should be matched to a particular monitor – Typical values are between 2. 2 and 2. 5 • The mapping can be done in hardware or software 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Some Facts About Color • So far we have only discussed intensities, so called

Some Facts About Color • So far we have only discussed intensities, so called achromatic light (black and white) • Accurate color reproduction is commercially valuable - e. g. Kodak yellow, painting a house • Of the order of 10 color names are widely recognized by English speakers - other languages have fewer/more, but not much more • Color reproduction problems have been increased by the prevalence of digital imaging - eg. digital libraries of art • Color consistency is also important in user interfaces, eg: what you see on the monitor should match the printed version 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Light and Color • The frequency of light determines its “color” – Frequency, wavelength,

Light and Color • The frequency of light determines its “color” – Frequency, wavelength, energy all related • Describe incoming light by a spectrum – Intensity of light at each frequency – Just like a graph of intensity vs. frequency • We care about wavelengths in the visible spectrum: between the infra-red (700 nm) and the ultra-violet (400 nm) 09/05/02 © University of Wisconsin, CS 559 Spring 2002

White # Photons White Less Intense White (grey) Wavelength (nm) 400 500 600 700

White # Photons White Less Intense White (grey) Wavelength (nm) 400 500 600 700 • Note that color and intensity are technically two different things • However, in common usage we use color to refer to both – For example, dark red vs. light red • You will have to use context to extract the meaning 09/05/02 © University of Wisconsin, CS 559 Spring 2002

# Photons Helium Neon Laser Wavelength (nm) 400 500 600 700 • Lasers emit

# Photons Helium Neon Laser Wavelength (nm) 400 500 600 700 • Lasers emit light at a single wavelength, hence they appear colored in a very “pure” way 09/05/02 © University of Wisconsin, CS 559 Spring 2002

# Photons Normal Daylight Wavelength (nm) 400 500 600 700 • The sky is

# Photons Normal Daylight Wavelength (nm) 400 500 600 700 • The sky is blue, so what should this look like? 09/05/02 © University of Wisconsin, CS 559 Spring 2002

# Photons Normal Daylight Wavelength (nm) 400 500 600 700 • Note the hump

# Photons Normal Daylight Wavelength (nm) 400 500 600 700 • Note the hump at short wavelengths - the sky is blue • Other bumps came from solar emission spectra and atmospheric adsorption 09/05/02 © University of Wisconsin, CS 559 Spring 2002

# Photons Tungsten Lightbulb Wavelength (nm) 400 500 600 700 • Most light sources

# Photons Tungsten Lightbulb Wavelength (nm) 400 500 600 700 • Most light sources are not anywhere near white • It is a major research effort to develop light sources with particular properties 09/05/02 © University of Wisconsin, CS 559 Spring 2002

# Photons Red Paint Wavelength (nm) 400 500 600 700 • Red paint absorbs

# Photons Red Paint Wavelength (nm) 400 500 600 700 • Red paint absorbs green and blue wavelengths, and reflects red wavelengths, resulting in you seeing a red appearance 09/05/02 © University of Wisconsin, CS 559 Spring 2002

Color Perception • How your brain interprets nerve impulses from your cones is an

Color Perception • How your brain interprets nerve impulses from your cones is an open area of study, and deeply mysterious • Colors may be perceived differently: – Affected by other nearby colors – Affected by adaptation to previous views – Affected by “state of mind” • Experiment: – Subject views a colored surface through a hole in a sheet, so that the color looks like a film in space – Investigator controls for nearby colors, and state of mind 09/05/02 © University of Wisconsin, CS 559 Spring 2002

The Same Color? 09/05/02 © University of Wisconsin, CS 559 Spring 2002

The Same Color? 09/05/02 © University of Wisconsin, CS 559 Spring 2002

The Same Color? 09/05/02 © University of Wisconsin, CS 559 Spring 2002

The Same Color? 09/05/02 © University of Wisconsin, CS 559 Spring 2002