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Optimal Halftoning over Hexagonal Grids

机译:六角形网格上的最佳半色调

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Halftoning approaches to image rendering on binary devices have traditionally relied on rectangular grids for dot placement. This practice has been followed mainly due to restrictions on printer hardware technology. However, recent advances on printing devices coupled with the availability of efficient interpolation and resampling algorithms are making the implementation of halftone prints over alternate dot placement tessellations feasible. This is of particular interest since blue noise dithering principles indicate that the visual artifacts at several tone densities, which appear in rectangular-grid halftones, can be overcome through the use of hexagonal tessellations. While the spectral analysis of blue noise dithering provides the desired spectral characteristics one must attain, it does not provide the dithering structures needed to achieve these. In this paper, these optimal dithering mechanisms are developed through modifications of the Direct Binary Search (DBS) algorithm extensively used for rectangular grids. Special attention is given to the effects of the new geometry on the Human Visual System (HVS) models and on the efficient implementation of the hexagonal-grid DBS. This algorithm provides the best possible output at the expense of high computational complexity, and while the DBS algorithm is not practical in most applications, it provides a performance benchmark for other more practical algorithms. Finally, a tone-dependent, hexagonal-grid, error-diffusion algorithm is developed, where the DBS algorithm is used to optimize the underlying filter weights. The characteristics of the HVS are thus implicitly used in the optimization. Extensive simulations show that hexagonal grids do indeed reduce disturbing artifacts, providing smoother halftone textures over the entire gray-scale region. Results also show that tone-dependent error-diffusion can provide comparable results to that of the DBS algorithms but at a significantly lower computational complexity.
机译:在二进制设备上进行图像渲染的半色调方法传统上依赖于矩形网格进行点放置。主要由于对打印机硬件技术的限制而采用了这种做法。但是,在打印设备上的最新进展以及有效插值和重采样算法的可用性使在替代点放置方格上实现半色调打印变得可行。这是特别令人感兴趣的,因为蓝噪声抖动原理表明,可以通过使用六边形棋盘格来克服矩形网格半色调中出现的几种色调密度下的视觉伪影。虽然蓝噪声抖动的频谱分析提供了一个必须达到的所需频谱特性,但它没有提供实现这些所需的抖动结构。在本文中,通过修改广泛用于矩形网格的直接二进制搜索(DBS)算法,开发了这些最佳抖动机制。特别注意了新几何图形对人类视觉系统(HVS)模型的影响以及六边形网格DBS的有效实现。该算法以较高的计算复杂度为代价提供了最佳的输出结果,尽管DBS算法在大多数应用中并不实用,但它为其他更实用的算法提供了性能基准。最后,开发了一种基于色调的六边形网格,误差扩散算法,其中使用DBS算法优化底层滤波器权重。因此,在优化中隐式使用了HVS的特性。大量的仿真表明,六边形网格确实可以减少干扰的伪影,从而在整个灰度级区域提供更平滑的半色调纹理。结果还表明,依赖于音调的错误扩散可以提供与DBS算法可比的结果,但计算复杂度要低得多。

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