09/17/02 (C) 2002, University of Wisconsin, CS 559 Last Time Color Spaces File formats.

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Presentation transcript:

09/17/02 (C) 2002, University of Wisconsin, CS 559 Last Time Color Spaces File formats

09/17/02 (C) 2002, University of Wisconsin, CS 559 Today A bit more on JPEG Color quantization Dithering Homework 1 due, here, now

09/17/02 (C) 2002, University of Wisconsin, CS 559 JPEG Multi-stage process intended to get very high compression with controllable quality degradation Start with YIQ color –Why? Recall, it’s the color standard for TV

09/17/02 (C) 2002, University of Wisconsin, CS 559 Discrete Cosine Transform A transformation to convert from the spatial to frequency domain – done on 8x8 blocks Why? Humans have varying sensitivity to different frequencies, so it is safe to throw some of them away Basis functions:

09/17/02 (C) 2002, University of Wisconsin, CS 559 Quantization Reduce the number of bits used to store each coefficient by dividing by a given value –If you have an 8 bit number (0-255) and divide it by 8, you get a number between 0-31 (5 bits = 8 bits – 3 bits) –Different coefficients are divided by different amounts –Perceptual issues come in here Achieves the greatest compression, but also quality loss “Quality” knob controls how much quantization is done

09/17/02 (C) 2002, University of Wisconsin, CS 559 Entropy Coding Standard lossless compression on quantized coefficients –Delta encode the DC components –Run length encode the AC components Lots of zeros, so store number of zeros then next value –Huffman code the encodings

09/17/02 (C) 2002, University of Wisconsin, CS 559 Color Quantization The problem of reducing the number of colors in an image with minimal impact on appearance –Extreme case: 24 bit color to black and white –Less extreme: 24 bit color to 256 colors, or 256 grays Why do we care? Sub problems: –Decide which colors to use (if there is a choice) –Decide which of those each original color maps to

09/17/02 (C) 2002, University of Wisconsin, CS 559 Example (24 bit color)

09/17/02 (C) 2002, University of Wisconsin, CS 559 Uniform Quantization Break the color space into uniform cells Find the cell that each color is in, and map it to the center Generally does poorly because it fails to capture the distribution of colors –Some cells may be empty, and are wasted Equivalent to dividing each color by some number and taking the integer part –Say your original image is 24 bits color (8 red, 8 green, 8 blue) –Say you have 256 colors available, and you choose to use 8 reds, 8 greens and 4 blues (8 × 8 × 4 = 256 ) –Divide original red by 32, green by 32, and blue by 64

09/17/02 (C) 2002, University of Wisconsin, CS 559 Uniform Quantization 8 bits per pixel in this image Note that it does very poorly on smooth gradients Normally the hardest part to get right, because lots of similar colors appear very close together Does this scheme use information from the image?

09/17/02 (C) 2002, University of Wisconsin, CS 559 Populosity Algorithm Build a color histogram: count the number of times each color appears Choose the n most commonly occurring colors –Typically group colors into small cells first Map other colors to the closest chosen color Problem?

09/17/02 (C) 2002, University of Wisconsin, CS 559 Populosity Algorithm 8 bit image, so the most popular 256 colors Note that blue wasn’t very popular, so the crystal ball is now the same color as the floor Populosity ignores rare but important colors!

09/17/02 (C) 2002, University of Wisconsin, CS 559 Median Cut Look at distribution of colors Recursively: –Find the “longest” dimension (r, g, b are dimensions) –Choose the median of the long dimension as a color to use –Split along the median plane, and recurse on both halves Works very well in practice This algorithm is building a kD-tree, a common form of spatial data structure –Also used in nearest neighbor computations and many other areas of computer graphics

09/17/02 (C) 2002, University of Wisconsin, CS 559 Median Cut in Action Original colors in color space Median in long dimension Put median color in color table Recurse

09/17/02 (C) 2002, University of Wisconsin, CS 559 Median Cut 8 bit image, so 256 colors Now we get the blue Median cut works so well because it divides up the color space in the “most useful” way

09/17/02 (C) 2002, University of Wisconsin, CS 559 Optimization Algorithms The quantization problem can be phrased as optimization –Find the set of colors and mapping that result in the lowest quantization error Several methods to solve the problem, but of limited use unless the number of colors to be chosen is small –It’s expensive to compute the optimum –It’s also a poorly behaved optimization

09/17/02 (C) 2002, University of Wisconsin, CS 559 Perceptual Problems While a good quantization may get close colors, humans still perceive the quantization Biggest problem: Mach bands –The difference between two colors is more pronounced when they are side by side and the boundary is smooth –This emphasizes boundaries between colors, even if the color difference is small –Rough boundaries are “averaged” by our vision system to give smooth variation

09/17/02 (C) 2002, University of Wisconsin, CS 559 Mach Bands in Reality The floor appears banded

09/17/02 (C) 2002, University of Wisconsin, CS 559 Mach Bands in Reality Still some banding even in this 24 bit image (the floor in the background)

09/17/02 (C) 2002, University of Wisconsin, CS 559 Mach bands Emphasized Note that each bar on the left appears to have color variation across it –Left edge appears darker than right The effect is entirely due to Mach banding

09/17/02 (C) 2002, University of Wisconsin, CS 559 Dithering (Digital Halftoning) Mach bands can be removed by adding noise along the boundary lines General perceptive principle: replaced structured errors with noisy ones and people complain less Old industry dating to the late 1800’s –Methods for producing grayscale images in newspapers and books

09/17/02 (C) 2002, University of Wisconsin, CS 559 Dithering to Black-and-White Black-and-white is still the preferred way of displaying images in many areas –Black ink is cheaper than color –Printing with black ink is simpler and hence cheaper –Paper for black inks is not special To get color to black and white, first turn into grayscale: I=0.299R+0.587G+0.114B –This formula reflects the fact that green is more representative of perceived brightness than blue is –NOTE that it is not the equation implied by the RGB->XYZ color space conversion matrix

09/17/02 (C) 2002, University of Wisconsin, CS 559 Sample Images

09/17/02 (C) 2002, University of Wisconsin, CS 559 Threshold Dithering For every pixel: If the intensity < 0.5, replace with black, else replace with white –0.5 is the threshold –This is the naïve version of the algorithm To keep the overall image brightness the same, you should: –Compute the average intensity over the image –Use a threshold that gives that average –For example, if the average intensity is 0.6, use a threshold that is higher than 40% of the pixels, and lower than the remaining 60% For all dithering we will assume that the image is gray and that intensities are represented as –If you have a image, you can scale all the thresholds (multiply by 255)

09/17/02 (C) 2002, University of Wisconsin, CS 559 Naïve Threshold Algorithm

09/17/02 (C) 2002, University of Wisconsin, CS 559 Random Modulation Add a random amount to each pixel before thresholding –Typically add uniformly random amount from [-a,a] Pure addition of noise to the image –For better results, add better quality noise –For instance, use Gaussian noise Should use same procedure as before for choosing threshold Not good for black and white, but OK for more colors –Add a small random color to each pixel before finding the closest color in the table

09/17/02 (C) 2002, University of Wisconsin, CS 559 Random Modulation

09/17/02 (C) 2002, University of Wisconsin, CS 559 Ordered Dithering Break the image into small blocks Define a threshold matrix –Use a different threshold for each pixel of the block –Compare each pixel to its own threshold The thresholds can be clustered, which looks like newsprint The thresholds can be “random” which looks better Threshold matrix

09/17/02 (C) 2002, University of Wisconsin, CS 559 Clustered Dithering

09/17/02 (C) 2002, University of Wisconsin, CS 559 Dot Dispersion

09/17/02 (C) 2002, University of Wisconsin, CS 559 Pattern Dithering Compute the intensity of each sub-block and index a pattern NOT the same as before –Here, each sub-block has one of a fixed number of patterns – pixel is determined only by average intensity of sub-block –In ordered dithering, each pixel is checked against the dithering matrix before being turned on

09/17/02 (C) 2002, University of Wisconsin, CS 559 Floyd-Steinberg Dithering Start at one corner and work through image pixel by pixel –Usually scan top to bottom in a zig-zag Threshold each pixel Compute the error at that pixel: The difference between what should be there and what you did put there Propagate error to neighbors by adding some proportion of the error to each unprocessed neighbor e 3/165/161/16 7/16

09/17/02 (C) 2002, University of Wisconsin, CS 559 Floyd-Steinberg Dithering

09/17/02 (C) 2002, University of Wisconsin, CS 559 Color Dithering All the same techniques can be applied, with some modification –Below is Floyd-Steinberg: Error is difference from nearest color in the color table, error propagation is the same