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Image Pyramids and Blending

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1 Image Pyramids and Blending
© Kenneth Kwan Slides Modified from Alexei Efros, CMU,

2 Image Pyramids Known as a Gaussian Pyramid [Burt and Adelson, 1983]
In computer graphics, a mip map [Williams, 1983] A precursor to wavelet transform

3 A bar in the big images is a hair on the zebra’s nose; in smaller images, a stripe; in the smallest, the animal’s nose Figure from David Forsyth

4 Gaussian Pyramid for encoding
[Burt & Adelson, 1983] Prediction using weighted local Gaussian average Encode the difference as the Laplacian Both Laplacian and the Averaged image is easy to encode

5 Gaussian pyramid

6 Image sub-sampling 1/8 1/4 Throw away every other row and column to create a 1/2 size image - called image sub-sampling

7 Image sub-sampling 1/2 1/4 (2x zoom) 1/8 (4x zoom)
Why does this look so bad?

8 Sampling Good sampling: Bad sampling: Sample often or, Sample wisely
see aliasing in action!

9 Gaussian pre-filtering
Solution: filter the image, then subsample Filter size should double for each ½ size reduction. Why?

10 Subsampling with Gaussian pre-filtering
Solution: filter the image, then subsample Filter size should double for each ½ size reduction. Why? How can we speed this up?

11 Compare with... 1/2 1/4 (2x zoom) 1/8 (4x zoom)

12 What does blurring take away?
original

13 What does blurring take away?
smoothed (5x5 Gaussian)

14 High-Pass filter smoothed – original

15 Gaussian pyramid is smooth=> can be subsampled
Laplacian pyramid has narrow band of frequency=> compressed

16

17 Image Blending

18 + = Feathering Encoding transparency I(x,y) = (aR, aG, aB, a)
1 + = Encoding transparency I(x,y) = (aR, aG, aB, a) Iblend = Ileft + Iright

19 Affect of Window Size 1 left 1 right

20 Affect of Window Size 1 1

21 Good Window Size 1 “Optimal” Window: smooth but not ghosted

22 What is the Optimal Window?
To avoid seams window >= size of largest prominent feature To avoid ghosting window <= 2*size of smallest prominent feature

23 Pyramid Blending 1 1 1 Left pyramid blend Right pyramid

24 Pyramid Blending

25 laplacian level 4 laplacian level 2 laplacian level left pyramid right pyramid blended pyramid

26 Laplacian Pyramid: Blending
General Approach: Build Laplacian pyramids LA and LB from images A and B Build a Gaussian pyramid GR from selected region R Form a combined pyramid LS from LA and LB using nodes of GR as weights: LS(i,j) = GR(I,j,)*LA(I,j) + (1-GR(I,j))*LB(I,j) Collapse the LS pyramid to get the final blended image

27 Blending Regions

28 Horror Photo © prof. dmartin

29 Simplification: Two-band Blending
Brown & Lowe, 2003 Only use two bands: high freq. and low freq. Blends low freq. smoothly Blend high freq. with no smoothing: use binary mask

30 2-band Blending Low frequency (l > 2 pixels)
High frequency (l < 2 pixels)

31 Linear Blending

32 2-band Blending

33 Gradient Domain In Pyramid Blending, we decomposed our image into 2nd derivatives (Laplacian) and a low-res image Let us now look at 1st derivatives (gradients): No need for low-res image captures everything (up to a constant) Idea: Differentiate Blend Reintegrate

34 Gradient Domain blending (1D)
bright Two signals dark Regular blending Blending derivatives

35 Gradient Domain Blending (2D)
Trickier in 2D: Take partial derivatives dx and dy (the gradient field) Fidle around with them (smooth, blend, feather, etc) Reintegrate But now integral(dx) might not equal integral(dy) Find the most agreeable solution Equivalent to solving Poisson equation Can use FFT, deconvolution, multigrid solvers, etc.

36 Comparisons: Levin et al, 2004

37 Perez et al., 2003

38 Perez et al, 2003 Limitations: editing
Can’t do contrast reversal (gray on black -> gray on white) Colored backgrounds “bleed through” Images need to be very well aligned

39 Don’t blend, CUT! Moving objects become ghosts So far we only tried to blend between two images. What about finding an optimal seam?

40 Davis, 1998 Segment the mosaic Single source image per segment
Avoid artifacts along boundries Dijkstra’s algorithm

41 constrained by overlap
Efros & Freeman, 2001 block Input texture B1 B2 Neighboring blocks constrained by overlap B1 B2 Minimal error boundary cut B1 B2 Random placement of blocks

42 Minimal error boundary
overlapping blocks vertical boundary _ = 2 overlap error min. error boundary

43 Kwatra et al, 2003 Actually, for this example, DP will work just as well…

44 Lazy Snapping (Li el al., 2004)
Interactive segmentation using graphcuts


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