首页> 外文会议>Conference on Color Imaging VIII: Processing, Hardcopy, and Applications, Jan 21-24, 2003, Santa Clara, California, USA >Bit-depth extension using spatiotemporal microdither based on models of the equivalent input noise of the visual system
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Bit-depth extension using spatiotemporal microdither based on models of the equivalent input noise of the visual system

机译:基于视觉系统等效输入噪声的模型,使用时空微抖动进行位深度扩展

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Continuous tone, or "contone", imagery usually has 24 bits/pixel as a minimum, with eight bits each for the three primaries in typical displays. However, lower-cost displays constrain this number because of various system limitations. Conversely, higher quality displays seek to achieve 9-10 bits/pixel/color, though there may be system bottlenecks limited at 8. The two main artifacts from reduced bit-depth are contouring and loss of amplitude detail; these can be prevented by dithering the image prior to these bit-depth losses. Early work in this area includes Roberts' noise modulation technique, Mitsa's blue noise mask, Tyler's technique of bit-stealing, and Mulligan's use of the visual system's spatiotemporal properties for spatiotemporal dithering. However, most halftoning/dithering work was primarily directed to displays at the lower end of bits/pixel (e.g., 1 bit as in halftoning) and higher ppi. Like Tyler, we approach the problem from the higher end of bits/pixel/color, say 6-8, and use available high frequency color content to generate even higher luminance amplitude resolution. Bit-depth extension with a high starting bit-depth (and often lower spatial resolution) changes the game substantially from halftoning experience. For example, complex algorithms like error diffusion and annealing are not needed, just the simple addition of noise. Instead of a spatial dither, it is better to use an amplitude dither, termed microdither by Pappas. We have looked at methods of generating the highest invisible opponent color spatiotemporal noise and other patterns, and have used Ahumada's concept of equivalent input noise to guide our work. This paper will report on techniques and observations made in achieving contone quality on ~100 ppi 6 bits/pixel/color LCD displays with no visible dither patterns, noise, contours, or loss of amplitude detail at viewing distances as close as the near focus limit (~120 mm). These include the interaction of display nonlinearities and their role of generating a low-spatial frequency flicker from mutually high-pass spatial and temporal noise, as well as the temporal response symmetries.
机译:连续色调或“连续色调”图像通常至少具有24位/像素,对于典型显示中的三个基色,每个像素有8位。但是,由于各种系统限制,低成本显示器限制了该数字。相反,尽管可能存在限制为8的系统瓶颈,但更高质量的显示器力图实现9-10位/像素/彩色。这些可以通过在这些位深度损失之前对图像进行抖动来防止。该领域的早期工作包括Roberts的噪声调制技术,Mitsa的蓝色噪声屏蔽,Tyler的位窃取技术以及Mulligan使用视觉系统的时空特性进行时空抖动。但是,大多数半色调/抖动工作主要是针对位/像素的较低端(例如,半色调中为1位)和更高的ppi。像泰勒一样,我们从位/像素/颜色的较高端(例如6-8)处理问题,并使用可用的高频颜色内容生成更高的亮度幅度分辨率。具有高起始位深度(并且通常具有较低的空间分辨率)的位深度扩展极大地改变了游戏的半色调体验。例如,不需要复杂的算法,例如误差扩散和退火,只需简单地添加噪声即可。代替空间抖动,最好使用幅度抖动,Pappas称之为微抖动。我们研究了产生最高的不可见对手颜色时空噪声和其他图案的方法,并使用了Ahumada的等效输入噪声概念来指导我们的工作。本文将报告在约100 ppi 6位/像素/彩色LCD显示器上达到连续色调质量的技术和观察结果,这些显示器在可见距离(接近聚焦极限)附近没有可见的抖动模式,噪声,轮廓或振幅细节损失(〜120毫米)。这些包括显示非线性的相互作用以及它们之间的相互影响,这些相互影响是通过相互之间的高通时空噪声和时间响应对称性来产生低空间频率闪烁。

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