Color and perception Christian Miller CS Fall 2011

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Transcription:

Color and perception Christian Miller CS 354 - Fall 2011

A slight detour We ve spent the whole class talking about how to put images on the screen What happens when we look at those images? Are there any properties of human perception that we can take advantage of? OF COURSE!

Understanding vision Humans are quirky in what they can and can t see We re very tolerant of certain types of errors...... and others jump right out at you Learning about how vision works can give us a serious leg up Spend more time rendering the things we notice, and less time rendering the things we don t

Light Light is just streams of photons Photons exhibit wave/particle duality Massless, but carry energy proportional to their frequency (c / λ)

Color When photons in certain frequency ranges are received in our eye, we perceive them as colors Usually referenced by wavelength in nm [WP]

Lots of photons More photons = brighter light Photons of many different frequencies = colors blended together [WP]

Spectral power distribution Natural light Incandescent bulbs Shows how much power is emitted by a light source for every frequency in the spectrum [GE]

Fluorescent bulb Sodium lamp (streetlight) Warm white CFL [GE]

Sensing light Light enters through the pupil, refracts through the lens, and is projected onto the retina [WP]

Retina A layered assembly of nerve cells and light sensors Sensors (rods and cones) are actually on the back, light must pass through all other layers first [WP]

Light sensing cells Rods (intensity) and cones (3x color: RGB) Each type of cell has a spectrum that it responds to

Rods and cones Light to frequency converters: the more photons they absorb, the more they fire ~4.5 million cones, ~90 million rods Cones work best in bright light, rods best in dark Cone luminances aren t perceptually equivalent Green is the most intense (59%), then red (30%), then blue (11%)

More facts Cones have significantly better response time Both sensors can get fatigued or overloaded Camera flash gives you a blind spot Negative afterimage: stare at one color for too long, and you ll be oversensitive to the opposite color

Trichromatic vision The 3 types of cones have overlapping response curves, meaning that several different combinations of photons can excite the same response This is the foundation of RGB color: we don t need to produce every wavelength of photon, we just need to trigger the cones in the same way This breaks down when coherency matters, like wavelength-dependent refraction

Tangent: color spaces RGB values are just one way to represent colors, you can transform it into other spaces Several other popular ones: Hue, Saturation, Value (HSV) Cyan, Magenta, Yellow, Black (CMYK)

RGB cube, HSV cylinder [WP]

CMYK Secondary colors, subtractive process, used in printing Can adjust the mixture for different effects [WP]

Perceptual problems Those color models are overly simplistic The color that you actually see depends on the surrounding lighting, the display characteristics of the device, and so on Result: <203, 44, 89> looks completely different on two different monitors, and when printed As a result, people have tried to create perceptual models of color that more accurately capture what you end up seeing

CIE 1931 XYZ color A bunch of detailed and tedious experiments were done in the late 20s to tell what colors can be differentiated from each other Came up with a mathematical model and standard that describes perceived colors Given a spectral distribution of photons, the model will tell you what color you will perceive Computes some extra parameters along the way: x, y, and z (plus brightness)

CIE XYZ [WP]

Devices Every display device can only show a subset of the full CIE space (shown: srgb standard) [WP]

Yet more color spaces There s an enormous number of color spaces Some perceptually normalized (L*a*b*, srgb, etc.) Some not (Chroma/luma, RGB, etc.) I won t spend all lecture going over it...

Back to the eye: Light adaptation The retina has a dynamic range of about 100:1 The pupil can expand and contract to adjust exposure further Chemical changes also take place over time (~30 minutes) when light levels change Visual acuity shifts towards yellow in bright light, blue in low light

Gamma correction Under most conditions, perceptual response to brightness is logarithmic Must compensate by adjusting power with an exponential curve when displaying on a device [WP]

Retinal processing There s a ton of information coming in from the color sensors, way more than goes down the optic nerve Significant amounts of processing and compression that happens in the retina itself Accomplished by several types of retinal ganglion cells

Edge detection Small neighborhoods of sensors are grouped together into fields These fields extract edge information Almost idential to the edge detection kernels used in image processing... [WP]

Basic receptive field properties of ganglion cells. Kuffler, S. W. (1953). Discharge patterns and functional organization of the mammalian retina. Journal of Neurophysiology 16: 37-68. [YD]

Edge hypersensitivity Edges are perceived very sharply; they override most other types of information in an image [YD]

Chroma / luma Humans are way more sensitive to edges in brightness (luminance) than color (chrominance)

Motion detection Time-delay summations happen among ganglion cells, giving you motion information [YD]

Retina density Rods / cones / ganglion cells are not distributed uniformly Highest density and largest concentration of cones is in the fovea (about middle 2 of visual field) [YD]

[YD]

[YD]

Eye movements Saccades: short, quick jumps Vergence: both eyes fix and focus on a point Pursuit: smooth movements to keep a moving object on the right part of the fovea Vestibulo-ocular reflex: stabilize image while head is moving or rotating

Sensor distribution Color sensors are distributed in a spatially uniform, but radially random pattern (blue noise) Means we re equally sensitive along all angles, but only at a certain resolution [JY]

Relevance to graphics Just from what we know so far, there are several useful pieces of information for graphics To sum up the punchlines...

Summary: Color We can represent color as RGB triples Perceptual mapping is important for accurate color reproduction The eye uses a few different brightness scaling methods to adjust for lighting conditions No device can display all visible colors, and they have very poor dynamic range RGB assumption breaks down if you do any wavelength-dependent effects

Summary: Edges Humans are ridiculously sensitive to edges Edge detection starts in the retina Given that we have a limited number of pixels to work with, CG tends to generate too many edges Smoothing this out is what anti-aliasing is for Can store / draw chroma at much lower resolution than luma

Summary: motion Motion is as strong a signal as edges, if not more Also starts in the retina, with time-delay correspondences between ganglion cells Inadvertent motions in CG (jaggies, crawlies, numerical imprecision) are distracting, and must be addressed

Summary: visual resolution Your best visual acuity is in a 2 cone in the middle of your field of view (fovea) Everything outside of that is bad or worse The eye uses several motion strategies to get the right part of the image into the fovea Everything else is just filled in by guessing later

Summary: blue noise Sampling pattern of fovea is evenly distributed spatially but uniformly distributed radially (blue noise) Visual noise that fits this pattern will be practically invisible, since it s the noise your visual system automatically filters out If you must have errors in your images, try to make it blue noise!

But wait... We haven t even started the visual cortex yet Color theory, object recognition, pattern recognition, spatial cues, lighting cues, etc... Take a sensation and perception class

Figures courtesy... Wikipedia [WP] GE light spectral profiles [GE] http://www.gelighting.com/na/business_lighting/education_resources/learn_about_light/ distribution_curves.htm Yvon Delville s Sensory and Behavioral Neuroscience course notes, UT Austin [YD] John Yellot, Spectral Consequences of Photoreceptor Sampling in the Rhesus Retina, Science, Vol. 221, July 1983 [JY]