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Filtering and Color

Filtering and Color. To filter a color image, simply filter each of R,G and B separately Re-scaling and truncating are more difficult to implement: Adjusting each channel separately may change color significantly

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Filtering and Color

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  1. Filtering and Color • To filter a color image, simply filter each of R,G and B separately • Re-scaling and truncating are more difficult to implement: • Adjusting each channel separately may change color significantly • Adjusting intensity while keeping hue and saturation may be best, although some loss of saturation is probably OK

  2. Compositing • Compositing combines components from two or more images to make a new image • The basis for film special effects (even before computers) • Create digital imagery and composite it into live action • Important part of animation – even hand animation • Background change more slowly than foregrounds, so composite foreground elements onto constant background

  3. Very Simple Example = over

  4. Mattes • A matte is an image that shows which parts of another image are foreground objects • Term dates from film editing and cartoon production • To composite with a matte: • Take foreground pixels over white parts of the matte and copy them into the background image

  5. Alpha • Basic idea: Encode opacity information in the image • Add an extra channel, the alpha channel, to each image • alpha = 1 implies full opacity at a pixel • alpha = 0 implies completely clear pixels • Images are now in RGBA format, and typically 32 bits per pixel (8 bits for alpha)

  6. Smoothing Edges • Reduce alpha gradually at edges to smooth them

  7. Pre-Multiplied Alpha • Instead of storing (R,G,B,), store (R,G,B,) • The compositing operations in the next several slides are easier with pre-multiplied alpha • To display and do color conversions, must extract RGB by dividing out  • =0 is always black • Some loss of precision as  gets small, but generally not a problem

  8. Alpha and Translucent Objects • If the image is of a translucent object, then  represents the amount of the background that is blocked • When combining two translucent objects: • (1-a)(1-b) of the background shows through both • a(1-b) passes through B but is blocked by A • b(1-a) passes through A but is blocked by B • ab of the background is blocked by both

  9. Alpha and Opaque Objects • Assume a pixel represents the color of a small area • Typically a square, but not necessarily • Interpret  to represent the fraction of the pixel area covered by an object • Question: When we combine two images, how much of the pixel is covered? • What should the new  be?

  10. Sub-Pixel Configurations • We will assume partial overlap, implying that we have no specific knowledge of the sub-pixel structure No overlap o= a+ b Full overlap o= b Partial overlap o= a+ (1-a)b

  11. Compositing Assumptions • We will combine two images, f and g, to get a third composite image • Not necessary that one be foreground and background • Background can remain unspecified • Both images are the same size and use the same color representation • Multiple images can be combined in stages, operating on two at a time

  12. Sample Images

  13. Image Decomposition • The composite image can be broken into regions • Parts covered by f only • Parts covered by g only • Parts covered by f and g • Parts covered by neither f nor g • Same goes for sub-pixels in places where 1

  14. Sample Decomposition

  15. Basic Compositing Operation • The different compositing operations define which image “wins” in each sub-region of the composite • At each pixel, combine the pixel data from f and the pixel data from g with the equation: • F and G describe how much of each input image survives, and cf and cg are pre-multiplied pixels, and all four channels are calculated

  16. “Over” Operator • Computes composite with the rule that f covers g

  17. “Over” Operator

  18. “Inside” Operator • Computes composite with the rule that only parts of f that are inside g contribute

  19. “Inside” Operator

  20. “Outside” Operator • Computes composite with the rule that only parts of f that are outside g contribute

  21. “Outside” Operator

  22. “Atop” Operator • Computes composite with the over rule but restricted to places where there is some g

  23. “Atop” Operator

  24. “Xor” Operator • Computes composite with the rule that f contributes where there is no g, and g contributes where there is no f

  25. “Xor” Operator

  26. “Clear” Operator • Computes a clear composite • Note that (0,0,0,>0) is a partially opaque black pixel, whereas (0,0,0,0) is fully transparent, and hence has no color

  27. “Set” Operator • Computes composite by setting it to equal f • Copies f into the composite

  28. Unary Operators • Darken: Makes an image darker (or lighter) without affecting its opacity • Dissolve: Makes an image transparent without affecting its color

  29. “PLUS” Operator • Computes composite by simply adding f and g, with no overlap rules • Useful for defining cross dissolve in terms of compositing:

  30. Obtaining  Values • Hand generate (paint a grayscale image) • Automatically create by segmenting an image into foreground background: • Blue-screening is the analog method • Remarkably complex to get right • “Lasso” is the Photoshop operation • With synthetic imagery, use a special background color that does not occur in the foreground • Brightest blue is common

  31. Compositing With Depth • Can store pixel “depth” instead of alpha • Then, compositing can truly take into account foreground and background • Generally only possible with synthetic imagery • Image Based Rendering is an area of graphics that, in part, tries to composite photographs taking into account depth

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