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Image Processing

Image Processing. Point Processing Filters Dithering Image Compositing Image Compression. 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

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Image Processing

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  1. Image Processing • Point Processing • Filters • Dithering • Image Compositing • Image Compression

  2. 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

  3. R R R 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 G B 0 G B 1 i 0 0 2 255 G B 255

  4. 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

  5. Outline • Point Processing • Filters • Dithering • Image Compositing • Image Compression

  6. Point Processing • 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) = videntity; no change f(v) = 1-vnegate an image (black to white, white to black) f(v) = vp, p<1 brighten f(v) = vp, p>1 darken f(v) v

  7. Point Processing f(v) 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 v

  8. 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

  9. Outline • Point Processing • Filters • Dithering • Image Compositing • Image Compression

  10. 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

  11. Convolution • Used for filtering, sampling and reconstruction • Convolution in 1D Chalkboard

  12. Convolve box and step

  13. Convolution filters gaussian box tent

  14. Convolution filters • Convolution in 1D • a(t) is input signal • b(s) is output signal • h(u) is filter • Convolution in 2D

  15. 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

  16. Blurring Filters • A simple blurring effect can be achieved with a 3x3 filter centered around a pixel, • More blurring is achieved with a wider nn filter: Original Image Blur 3x3 mask Blur 7x7 mask

  17. Image Filtering: Blurring original, 64x64 pixels 3x3 blur 5x5 blur

  18. 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

  19. Example: Noise Reduction Image with noise Median filter (5x5)

  20. Example: Noise Reduction Original image Image with noise Median filter (5x5)

  21. Edge Filters • Discover edges in image • Characterized by large gradient • Approximate square root • Approximate partial derivatives, e.g. Filter =

  22. 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)

  23. 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 1 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 -2 0 2 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 0 1 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 25 25 25 25 25 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 b Sample Filter Computation • Part of Sobel filter, detects vertical edges h a

  24. Example of Edge Filter Original image Edge filter, then brightened

  25. Image Filtering: Edge Detection

  26. Outline • Display Color Models • Filters • Dithering • Image Compositing • Image Compression

  27. 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

  28. Dithering Dithering takes advantage of the human eye's tendency to "mix" two colors in close proximity to one another.

  29. Dithering Dithering takes advantage of the human eye's tendency to "mix" two colors in close proximity to one another. with dithering original no dithering Colors = 28 Colors = 224 Colors = 28

  30. Ordered Dithering • How do we select a good set of patterns? • Regular patterns create some artifacts • Example of good 3x3 dithering matrix

  31. 7/16 3/16 5/16 1/16 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

  32. Floyd-Steinberg Error Diffusion

  33. Floyd-Steinberg Error Diffusion Enhances edges Retains high frequency Some checkerboarding From http://www.cs.rit.edu/~pga/pics2000/node1.html

  34. Color Dithering • Example: 8 bit framebuffer • 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

  35. Outline • Display Color Models • Filters • Dithering • Image Compositing • Image Compression

  36. Image Compositing • Represent an image as layers that are composited (matted) together

  37. 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.

  38. Special Effects: Compositing • Lighting match • Proper layering • Contact with the real world • Realism (perhaps) • Applications • Cel animation • Blue-screen matting

  39. Roger Rabbit http://members.tripod.com/~Willy_Wonka/Theatr.jpg

  40. Special Effects: Green Screen Green screen Second green screen shot Compositing of everything Digital Domain (from http://www.vfxhq.com/1997/titanic-picssink.html )

  41. Special Effects: Green Screen Green screen Compositing of people with ship model, sky and digital water Digital Domain (from http://www.vfxhq.com/1997/titanic-picssink.html )

  42. Outline • Display Color Models • Filters • Dithering • Image Compositing • Image Compression

  43. Image Compression • Exploit redundancy • Coding: some pixel values more common • Interpixel: adjacent pixels often similar • Psychovisual: somecolor differences imperceptible • Distinguish lossy and lossless methods

  44. 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, ...

  45. 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

  46. Exploiting Coding Redundancy • Idea: • More frequent symbols get shorter code strings • Best with high redundancy (= low entropy) • Common algorithms • Huffman coding • LZW coding (gzip)

  47. 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

  48. Exploiting Interpixel Redundancy • Neighboring pixels are correlated • Spatial methods for low-noise image • Run-length coding: • Alternatevalues 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

  49. 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

  50. 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

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