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Light and Color

Light and Color. Topics. The Human Visual System Displaying Intensity and Luminance Display Using Fixed Intensities Understanding Color Display of Color Color Models. Structure of the Human Eye. Image taken from http://hyperphysics.phy-astr.gsu.edu/hbase/vision/eye.html.

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Light and Color

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  1. Light and Color

  2. Topics • The Human Visual System • Displaying Intensity and Luminance • Display Using Fixed Intensities • Understanding Color • Display of Color • Color Models

  3. Structure of the Human Eye Image taken from http://hyperphysics.phy-astr.gsu.edu/hbase/vision/eye.html

  4. Main Parts of the Eye • Cornea

  5. Main Parts of the Eye • Cornea • Provides most refraction

  6. Main Parts of the Eye • Cornea • Iris

  7. Main Parts of the Eye • Cornea • Iris • Opens and Closes to let in more/less light

  8. Main Parts of the Eye • Cornea • Iris • Opens and Closes to let in more/less light • Hole is the pupil

  9. Main Parts of the Eye • Cornea • Iris • Lens

  10. Main Parts of the Eye • Cornea • Iris • Lens • Flexible - muscles adjust shape

  11. Main Parts of the Eye • Cornea • Iris • Lens • Flexible - muscles adjust shape • Allows fine-detail focus

  12. Main Parts of the Eye • Cornea • Iris • Lens • Retina

  13. Main Parts of the Eye • Cornea • Iris • Lens • Retina • Layer of receptor cells at back of eye

  14. Main Parts of the Eye • Cornea • Iris • Lens • Retina • Layer of receptor cells at back of eye • Center of focus is the fovea

  15. Main Parts of the Eye • Cornea • Iris • Lens • Retina • Layer of receptor cells at back of eye • Center of focus is the fovea • Optic nerve collects information from retina, and brings to the back of the brain • Causes a blind spot! • Cephalopods (octopus) do not have blind spots

  16. Focusing Light • For a point in focal plane, all light emitting from that point goes to same point on retina

  17. Focusing Light • For a point not in focal plane, light gets spread across retina

  18. Display Screens and Focus • For the usual (current) display systems, we maintain one focus plane • Even for stereo displays • Even if the image tries to simulate differing focus • This is different than nature…

  19. Rods • Distinguish brightness only • Best response to blue-green light • Prevalent except at fovea (more peripheral) • About 100x more sensitive than cones • About 100 million in retina

  20. Cones • Color response • Centered around fovea • About 147,000 cones/mm2 at fovea • 2mm away from fovea: 9,500 cones/mm2 • 6.3 - 6.8 million in retina

  21. How We See • Individual receptors give response • Vision is limited by density of cells in part of brain • High detail, good color at center of vision • Peripheral vision can see dimmer light, but mainly black & white, and low resolution

  22. Vision in the Brain • Signals are carried by optic nerve to brain • Brain processes to reconstruct image • Best understood part of brain function, but still many ill-understood parts • Many aspects of vision are “hard-wired” • Can lead to optical effects with significant graphics impact • Mach banding. • Filling in of “blind spot”

  23. Topics • The Human Visual System • Displaying Intensity and Luminance • Display Using Fixed Intensities • Understanding Color • Display of Color • Color Models

  24. Intensity and Luminance • Intensity/Luminance: How much light energy there is • The amount of energy carried by photons

  25. Intensity and Luminance • Intensity/Luminance: How much light energy there is • The amount of energy carried by photons • Brightness: the perceived intensity • Eye does not respond to equal intensity changes equally • Eye notices the ratio of intensities

  26. Brightness Levels • Intensity changes of 1->2, 2->4, 4->8 appear the same • Example: 3-way lightbulb • 50->100 seems like bigger change than 100 -> 150 • Display devices might limit the number of discrete intensity levels available

  27. Brightness in Display Devices • Assume: • The maximum intensity of a display is 1.0 • The minimum is I0 • It can display n+1 intensity levels • Then, to get equal brightness increments, it should display levels: • I0, rI0, r2I0, …, rnI0=1.0

  28. Brightness Levels • Human eye generally can notice r>1.01 • So, to have a “smooth” display, we need to make sure that r<1.01 • i.e. we need enough “levels” of display • For a given display, we need 1.01nI0=1.0 1.01n = 1.0/I0 n log 1.01 = - log I0 n = -log I0 / log 1.01 n = -log1.01I0

  29. Gamma Correction • Designed to compensate for how humans perceive intensity of light • Iout = k Iing • Iin, Iout = intensity • k, g are device-specific terms • Typically, g = 2.0 to 2.5 (most displays use 2.2) • Combining colors/intensity is not linear! Must convert to linear space, combine, convert back

  30. Original 1080p

  31. YouTube 360p

  32. Gamma Corrected 360p

  33. Original 1080p

  34. Gamma and non-CRT Displays • Gamma is meant to model CRTs only • Other displays (e.g. LCD) may have very different response curves between intensity and value sent • They do not match the gamma curve • Often manufacturers adjust responses to try to mimic CRT behavior • Rarely is any device’s response curve exactly what is desired/modeled • This can get much more complicated • Major effort just to compensate for gamma

  35. Dynamic Range • 1/I0 is called dynamic range • The ratio of maximum to minimum intensity (remember, we set 1.0 = max) • Varies by display device • This is the maximum a device can possibly display vs. the minimum it can display.

  36. Dynamic Range • 1/I0 is called dynamic range • The ratio of maximum to minimum intensity (remember, we set 1.0 = max) • Varies by display device • This is the maximum a device can possibly display vs. the minimum it can display. • Contrast: the maximum vs. minimum it can display at the same time. • i.e. for one image on screen, maximum vs. minimum.

  37. Topics • The Human Visual System • Displaying Intensity and Luminance • Display Using Fixed Intensities • Understanding Color • Display of Color • Color Models

  38. Limited Display Levels • We can’t always get a continuous range of display levels • Printing: either ink is there or not there • We can adjust amount of ink (i.e. how much space it takes), but not its intensity • Other display might limit the number of levels – e.g. 256 levels of intensity. • We need ways to mimic continuous colors with discrete levels

  39. Example

  40. Example

  41. Halftoning/Dithering • Idea: Eyes integrate over an area • All light hitting one receptor cell is combined. • Eye only cares about the integrated information from an entire area • So, we can get varying intensity by filling in fractions of areas vs.

  42. Halftoning • Subdivide image into blocks of pixels. • You will lose resolution! • e.g. a 100x100 region divided into 4x4 blocks of pixels can only display a 25x25 image. • The number of intensity levels is related to the number of pixels in a block • 2x2 = 5 intensity levels • 3x3 = 10 intensity levels • nxn = n2+1 intensity levels

  43. Example: 2x2 block • Level 0: Intensities 0.0 – 0.2 • Level 1: Intensities 0.2 – 0.4 • Level 2: Intensities 0.4 – 0.6 • Level 3: Intensities 0.6 – 0.8 • Level 4: Intensities 0.8 – 1.0

  44. Example Image

  45. Example Image

  46. Example Image Average Intensities over Blocks Halftone Image

  47. 2x2 Halftone Example

  48. 2x2 Halftone Example

  49. 3x3 Halftone Example

  50. Halftoning Patterns • The pattern you use to fill makes a difference. • Want a “random” pattern, so that artificial artifacts don’t appear • Brain is very good at recognizing some things, like lines

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