Color John C. Hart CS 418 Intro to Computer Graphics.

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Presentation transcript:

Color John C. Hart CS 418 Intro to Computer Graphics

Light Spectrum

Cone Response Stockman, MacLeod & Johnson (1993) J. Optical Society of America A, 10, , via Wikipedia log human cone response wavelength

RGB Additive Color Red, Green, Blue Color model used in luminous displays (CRT, plasma, LCD) Physically linear Perceptually logarithmic Additive Designed to stimulate each kind of cone R G B Geoff Martin

Light Adds R(L 1 ) + R(L 2 ) = R(L 1 + L 2 ) +=

Light Stage

Point Light Sources Debevec et al., Acquiring the Reflectance Field of a Human Face, Proc. SIGGRAPH 2000

Environment Lighting Debevec et al., Acquiring the Reflectance Field of a Human Face, Proc. SIGGRAPH 2000

CMY Subtractive Color Cyan, Magenta, Yellow Color model used in pigments and reflective materials (ink,paint) Grade school color rules Blue + Yellow = Green? Cyan + Yellow = Green Also CMYK (blacK) C + M + Y = Brown? C + M + Y = Black (in theory) C + M + Y = Gray (in practice) C M Y

NTSC TV Colors YIQ –Yluminance = 59%G + 30%R + 11%B –Intermodulation (or In-Phase) –Quadrature Flesh tones in I given more bandwidth than Q, but not as much as luminance Luminance resolution of NTSC video is about 500 pixels Full-color resolution of NTSC video is about 160 pixels (limited by Q’s carrier) Y I Q Example by Wikipedia user: (3ucky(3all

Digital Video Colors YUV –yLuminance –U  B – Y –V  R – Y Aka YPbPr (analog) and YCbCr (digital) YUV422 transmits pixel pairs with individual luminance but shared chrominance

Selecting Colors HSV = Hue, Saturation, Value 1978, Alvy Ray Smith Hue [0,360] is angle about color wheel 0  = red, 60  = yellow, 120  = green, 180  = cyan, 240  = blue, 300  = magenta Saturation [0,1] is distance from gray S = (maxRGB – minRGB)/maxRGB Value [0,1] is distance from black V = maxRGB HLS = Hue, Saturation, Lightness Double cone, saturation in middle  = maxRGB – minRGB maxRGB = R  H = (G – B)/  maxRGB = G  H = 2+(B – R)/  maxRGB = B  H =4+ (R – G)/  H = (60*H) mod 360 Eric Pierce

CIE XYZ CIE: International Commission on Illumination 3-D space defined by three color- matching functions –X  R, Y  G, Z  B –Y indicates brightness Projected to 2-D using x = X/(X + Y + Z) y = Y/(X + Y + Z) Perceptually designed L,a*,b* space measures perceptual distance between colors

Gamut Portion of the spectrum reproduced by a given color space TV’s (even HDTV’s) can only display a small portion of perceivable colors Printers can display a slightly different portion of colors

Gamma We perceive differences in intensity more carefully for darker shades Monitors accommodate this feature I = cV  Gamma usually between 2 and 2.5 Need to correct pixel values so they display correct intensity log I = log c +  log V

Lynwood Dunn ( ) Visual effects pioneer Acme-Dunn optical printer

Academy of Motion Picture Arts & Sciences Scientific and Engineering Award To Alvy Ray Smith, Tom Duff, Ed Catmull and Thomas Porter for their Pioneering Inventions in Digital Image COMPOSITING. PRESENTED MARCH 2, 1996

The Over Operator How to indicate which parts of front picture are clear and which are opaque Use alpha channel to indicate opacity [Smith] Over operator [Porter & Duff S’84] A over B: C A over B =  A C A + (1 –  A )  B C B  A over B =  A + (1 –  A )  B Note that  A C A used in color equations, so store  A C A instead of C A A over B w/premultiplied alpha C A over B = C A + (1 –  A ) C B  A over B =  A + (1 –  A )  B B A C = (  R  G  B  )

C Is Over Transitive? A over (B over C) = C A + (1-  A )(C B + (1-  B )C C ) = C A + (1-  A )C B + (1-  A )(1-  B )C C = C AB + (1 –  A – (1-  A )  B )C C = C AB + (1-  AB ) C C = (A over B) over C What about  =  A + (1-  A )  BC =  A + (1-  A )(  B + (1-  B )  C ) =  A + (1-  A )  B + (1-  A )(1-  B )  C =  AB + (1-  AB )  C B A

Accumulating Opacity Depends on order of accumulation Back to front –Over operator C out =  C + (1 –  ) C in  out =  + (1 –  )  in –No need to maintain  Front to back –Under operator C out =  in C in + (1 –  in ) C  out =  in + (1 –  in )  –Need to maintain  C in,  in C out,  out C,  C out,  out C in,  in C,  view

Order Independent Transparency Alpha blending works for sorted rendering –Front to back –Back to front Doesn’t work for out-of-order –Front, back, middle Would need to keep track separately of the front part and the back part Could keep a linked list at each pixel –A-buffer (Catmull) –Not practical for hardware

Depth Peeling Cass Everett, NVIDIA Tech Rep, 2001 Needs 2 z-buffers (previous, current) One rendering pass per layer Fragment written to frame buffer if –Farther than previous z-buffer –Closer than current z-buffer After each pass, current z-buffer written to previous z-buffer Surviving fragment composited “under” displayed fragment

Depth Peels

Results