Image Processing Point Processing Filters Dithering Image Compositing Image Compression Videos to show: Titanic (to match end scenes) Roger Rabbit and Casper for compositing Rhythm and Hues of bubbles and dolphin Gabe’s layering Gabe’s motion blur for stop motion
Images Image stored in memory as 2D pixel array Value of each pixel controls color Depth of image is information per pixel 1 bit: black and white display 8 bit: 256 colors at any given time via colormap 16 bit: 5, 6, 5 bits (R,G,B), 216 = 65,536 colors 24 bit: 8, 8, 8 bits (R,G,B), 224 = 16,777,216 colors
Fewer Bits: Colormaps Colormaps typical for 8 bit framebuffer depth With screen 1024 * 768 = 786432 = 0.75 MB Each pixel value is index into colormap Colormap is array of RGB values, 8 bits each Only 28 = 256 at a time Poor approximation of full color R G B R 1 G B i 2 255 R 255 G B
Image Processing 2D generalization of signal processing Image as a two-dimensional signal Point processing: modify pixels independently Filtering: modify based on neighborhood Compositing: combine several images Image compression: space-efficient formats Related topics (not in this lecture or this course) Image enhancement and restoration Computer vision
Point Processing Filters Dithering Image Compositing Image Compression Outline Point Processing Filters Dithering Image Compositing Image Compression
Point Processing f(v) = v identity; no change Input: a[x,y], Output b[x,y] = f(a[x,y]) f transforms each pixel value separately Useful for contrast adjustment Suppose our picture is grayscale (a.k.a. monochrome). Let v denote pixel value, suppose it’s in the range [0,1]. f(v) = v identity; no change f(v) = 1-v negate an image (black to white, white to black) f(v) = vp, p<1 brighten f(v) = vp, p>1 darken f(v) v
Point Processing f(v) = v identity; no change f(v) = 1-v negate an image (black to white, white to black) f(v) = vp, p<1 brighten f(v) = vp, p>1 darken f(v) v
Gamma correction compensates for different monitors Monitors have a intensity to voltage response curve which is roughly a 2.5 power function Send v actually display a pixel which has intensity equal to v2.5 G = 1.0; f(v) = v G = 2.5; f(v) = v1/2.5 = v0.4
Point Processing Filters Dithering Image Compositing Image Compression Outline Point Processing Filters Dithering Image Compositing Image Compression
Audio recording is 1D signal: amplitude(t) Signals and Filtering Audio recording is 1D signal: amplitude(t) Image is a 2D signal: color(x,y) Signals can be continuous or discrete Raster images are discrete In space: sampled in x, y In color: quantized in value Filtering: a mapping from signal to signal
Convolution Used for filtering, sampling and reconstruction Convolution in 1D Chalkboard
Convolve box and step
Convolution filters box gaussian tent
Convolution filters Convolution in 1D Convolution in 2D a(t) is input signal b(s) is output signal h(u) is filter Convolution in 2D
Filters with Finite Support Filter h(u,v) is 0 except in given region Represent h in form of a matrix Example: 3 x 3 blurring filter As function In matrix form
Blurring Filters A simple blurring effect can be achieved with a 3x3 filter centered around a pixel, More blurring is achieved with a wider nn filter: Original Image Blur 3x3 mask Blur 7x7 mask
Image Filtering: Blurring original, 64x64 pixels 3x3 blur 5x5 blur
Blurring Filters Average values of surrounding pixels Can be used for anti-aliasing What do we do at the edges and corners? For noise reduction, use median, not average Eliminates intensity spikes Non-linear filter
Example: Noise Reduction Image with noise Median filter (5x5)
Example: Noise Reduction Original image Image with noise Median filter (5x5)
Edge Filters Discover edges in image Characterized by large gradient Approximate square root Approximate partial derivatives, e.g. Filter =
Sobel Filter Edge detection filter, with some smoothing Approximate Sobel filter is non-linear Square and square root (more exact computation) Absolute value (faster computation)
Sample Filter Computation Part of Sobel filter, detects vertical edges 25 25 25 25 25 b 25 -1 -2 1 2 h a
Example of Edge Filter Original image Edge filter, then brightened
Image Filtering: Edge Detection
Outline Display Color Models Filters Dithering Image Compositing Image Compression
Dithering Compensates for lack of color resolution Eye does spatial averaging Black/white dithering to achieve gray scale Each pixel is black or white From far away, color determined by fraction of white For 3x3 block, 10 levels of gray scale
Dithering Dithering takes advantage of the human eye's tendency to "mix" two colors in close proximity to one another.
Dithering Dithering takes advantage of the human eye's tendency to "mix" two colors in close proximity to one another. original no dithering with dithering Colors = 224 Colors = 28 Colors = 28
Ordered Dithering How do we select a good set of patterns? Regular patterns create some artifacts Example of good 3x3 dithering matrix
Floyd-Steinberg Error Diffusion Diffuse the quantization error of a pixel to its neighboring pixels Scan in raster order At each pixel, draw least error output value Add the error fractions into adjacent, unwritten pixels If a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards 7/16 3/16 5/16 1/16
Floyd-Steinberg Error Diffusion
Floyd-Steinberg Error Diffusion Enhances edges Retains high frequency Some checkerboarding From http://www.cs.rit.edu/~pga/pics2000/node1.html
Color Dithering Example: 8 bit framebuffer Dither RGB separately Set color map by dividing 8 bits into 3,3,2 for RGB Blue is deemphasized because we see it less well Dither RGB separately Works well with Floyd-Steinberg Generally looks good
Outline Display Color Models Filters Dithering Image Compositing Image Compression
Image Compositing Represent an image as layers that are composited (matted) together
Image Compositing To support this, give image an extra alpha channel in addition to R, G, B Alpha is opacity: 0 if totally transparent, 1 if totally opaque Alpha is often stored as an 8 bit quantity; usually not displayed. Mathematically, to composite a2 over a1 according to matte b(x,y) = (1-(x,y))•a1(x,y)+ (x,y)•a2(x,y) = 0 or 1 -- a hard matte, = between 0 and 1 -- a soft matte Compositing is useful for photo retouching and special effects.
Special Effects: Compositing Lighting match Proper layering Contact with the real world Realism (perhaps) Applications Cel animation Blue-screen matting
Roger Rabbit http://members.tripod.com/~Willy_Wonka/Theatr.jpg
Special Effects: Green Screen Second green screen shot Compositing of everything Digital Domain (from http://www.vfxhq.com/1997/titanic-picssink.html )
Special Effects: Green Screen Compositing of people with ship model, sky and digital water Digital Domain (from http://www.vfxhq.com/1997/titanic-picssink.html )
Outline Display Color Models Filters Dithering Image Compositing Image Compression
Distinguish lossy and lossless methods Image Compression Exploit redundancy Coding: some pixel values more common Interpixel: adjacent pixels often similar Psychovisual: some color differences imperceptible Distinguish lossy and lossless methods
Image Sizes 1024*1024 at 24 bits uses 3 MB Encyclopedia Britannica at 300 pixels/inch and 1 bit/pixes requires 25 gigabytes (25K pages) 90 minute movie at 640x480, 24 bits per pixels, 24 frames per second requires 120 gigabytes Applications: HDTV, DVD, satellite image transmission, medial image processing, fax, ...
Exploiting Coding Redundancy Not limited to images (text, other digital info) Exploit nonuniform probabilities of symbols Entropy as measure of information content H = -Si Prob(si) log2 (Prob(si)) Low entropy non uniform probability High entropy uniform probability If source is independent random variable need H bits
Exploiting Coding Redundancy Idea: More frequent symbols get shorter code strings Best with high redundancy (= low entropy) Common algorithms Huffman coding LZW coding (gzip)
Codebook is precomputed and static Huffman Coding Codebook is precomputed and static Use probability of each symbol to assign code Map symbol to code Store codebook and code sequence Precomputation is expensive What is “symbol” for image compression? lossless
Exploiting Interpixel Redundancy Neighboring pixels are correlated Spatial methods for low-noise image Run-length coding: Alternate values and run-length Good if horizontal neighbors are same Can be 1D or 2D (e.g. used in fax standard) WWWWWWWWWWWWBWWWWWWWWWWWWBBBWWWWWWWWWWWWWWWWWWWWWWWWBWWWWWWWWWWWWWW 12W 1B 12W 3B 24W 1B 14W Quadtrees: Recursively subdivide until cells are constant color Region encoding: Represent boundary curves of color-constant regions lossless
Improving Noise Tolerance Predictive coding: Predict next pixel based on prior ones Output difference to actual Transform coding Exploit frequency domain Example: discrete cosine transform (DCT) Used in JPEG lossy compression
Discrete Cosine Transform Used for lossy compression (as in JPEG) Subdivide image into n x n blocks (n = 8) Apply discrete cosine transform for each block Each tile is converted to frequency space
Discrete Cosine Transform Quantize Human eye good at seeing variations over large area Not good at seeing the exact strength of a high frequency Greatly reducing the amount of information in the high frequency components Use variable length coding (e.g. Huffman)