Digital Media Dr. Jim Rowan ITEC 2110 Bitmapped Images Device Resolution • Determines how finely the device approximates the continuous phenomenon • Can be expressed a number of different ways – Number of dots per inch – Number of pixels per inch Device Resolution • When considering scanners and printers pay attention to the resolution • The number of dots per inch a printer produces will dictate the print size of the image – This can cause what appears to be a small image to become quite large Device Resolution affects Display Size • Is it smaller than you thought? • Same image, displayed at different resolutions Image Formats • The pixel x and y dimensions of the image can be seen as a measure of how much DETAIL is contained in the picture • Most encode (by putting in the header) the resolution of the image in Pixels Per Inch (PPI) • Many encode (by putting in the header) the original size as pixel width and pixel height Resolution Increase? • Is image resolution lower than the output device? – Must scale it up... – Must add pixels... – Requires interpolation between pixels For example==> Here the original 4x4 image is doubled in size to 8x8 by adding pixels If you double the image size you have to add pixels... But what color do you make the additions? ? You can consider what the colors are that surround the original pixel Mathematically this usually takes the form of matrix operation ? Resolution Decrease… • Is image resolution higher than the output device? – Must discard some pixels... – AKA downsampling • Downsampling: A paradox – There are fewer bits since you’re throwing some pixels out – But... subjective quality goes up – How? Downsampling routine can use the tossed-out pixels to modify the remaining pixel • Intentionally doing this is called oversampling For example ==> If you cut the image size in half (8x8 -> 4x4)-> 64 - 16 = 48 pixels removed 64 pixels You remove 3/4 of the pixels! What do you do with thrown away pixels? 16 pixels One answer: throw them away! Here it works... because it is a solid color Another answer: Use the information in the surrounding pixels to influence the remaining pixel How do you do this? Remember… it’s just numbers in there! Convolution Calculations Convolution is the mathematical process that image software (like GIMP or Photoshop) use to do special effects (More of this in the next lecture) Browsers... generally bad at downsampling • Their image processing is not very sophisticated • What are the implications? – Use image processing programs to do downsampling • (GIMP, Photoshop) are sophisticated enough to take advantage of the extra information so... • Images for WWW should be downsampled before they are used on the web. Data Compression • What we’ve seen so far: – Storing an image as an array of pixels – With color stored as three bytes per pixel – Image file gets BIG fast! • How to reduce that? • Using a color table reduces the file size of the stored image (as seen before) • Other data compression techniques ==> Data Compression Consider this image: With no compression... RGB encoding => 64 x 3 = 192 bytes 64 pixels Side Note We’ve been talking about RGB encoding for images… So… How many different colors can you make if using a 24 bit RGB color scheme? Side Note 2 24 bits ===> 3 bytes How many colors? 2*24 = 16,777,216 different colors Data Compression Table (or dictionary) with just two colors: Consider this image: 64 pixels 0 100 100 256 0 0 00000000 01111110 01111110 01111110 01111110 01111110 01111110 00000000 ==> 14 bytes or 112 bits Data Compression Run Length Encoding Consider this image: RLE compression... 9RGB6RGB2RGB6RGB2RGB 6RGB2RGB6RGB2RGB6RGB 2RGB6RGB9RGB = 52 bytes 64 pixels Run Length Encoding • This advantage would be dependent on the CONTENT of the image. • Why? • Could it result in a larger image? • How? • Generally, any data compression CAN result in a larger file than using the pixel array storage – Dependent on the image contents Run Length Encoding: Always better than RGB? Consider this image: RLE compression... 1RGB1RGB1RGB1RGB1RGB. .. 1RGB1RGB1RGB -> 256 bytes 64 pixels (a tiny lie!) RGBRGBRGB... RGBRGB -> 192 bytes Run Length Encoding • RLE is Lossless • What is lossless? Original compression routine Exact duplicate Original compressed original decompress routine Dictionary-based (aka Table-based) compression technique • (Note: Data compression works on files other than images) • Construct a table of strings (colors) found in the file to be compressed • Each occurrence in the file of a string (color) found in the table is replaced by a pointer to that occurrence. Lossless techniques Can be used on image files color table can be lossless tiff is lossless but it doesn’t compress One lossless technique is a zip file Run length encoding is also lossless • A lossless technique must be used for executable files • Why? JPEG compression • Lossy • Best suited for natural photographs and similar images – Fine details with continuous tone changes • JPEG takes advantage that humans don’t perceive the effect of high frequencies accurately (High frequency components are associated with abrupt changes in image intensity… like a hard edge) JPEG compression... • JPEG finds these high frequency components by – treating the image as a matrix – using the Discrete Cosine Transform (DCT) to convert an array of pixels into an array of coefficients • DCT is expensive computationally so it the image is broken into 8x8 pixel squares and applied to each of the squares JPEG compression... • Discards most of the high frequency components because they do not contribute much to the perceptible quality of the image • Encodes the frequencies at different quantization levels giving the low frequency components more quantization levels • ==>JPEG uses more storage space for the more visible elements of an image JPEG compression... • Lossy • Effective for the kinds of images it is intended for ==> 95% reduction in size • Allows the control of degree of compression • Suffers from artifacts that causes edges to blur... WHY? • HMMMmmmm… One reason lossy compression works Side Note! To make matters worse… • The human vision system is very complex – – – – – Upside down Split- left side of eye to right side of brain Right side of eye to left side of brain Cones and rods not uniformly distributed Cones and rods are upside down resulting in blind spots in each eye that we just ignore! Partially responsible for making lossy techniques to work ==> Optical Illusions • See Additional Class Information: Illusions Bitmapped image manipulation • Like GIMP and Photoshop… • Pixel point processing • Pixel group processing • Adjustment of color in an image • Color adjustment, linear – brightness • adjusts every pixel brightness up or down – contrast • adjusts the RANGE of brightness • increasing or reducing the difference between brightest and darkest areas Remember this dilemma? Rescaling a bitmapped image is called resampling: Two kinds Downsampling Upsampling Different ways to do this that result in different results P111 Nearest Neighbor, bilinear a& bicubic Pixel Group Processing • Final value for a pixel is affected by its neighbors • Because the relationship between a pixel and its neighbors provides information about how color or brightness is changing in that region • How do you do this? • ==> Convolution! Convolution & Convolution Masks • Very expensive computationally – each pixel undergoes many arithmetic operations • If you want all the surrounding pixels to equally affect the pixel in question... • You need an image and a mask – Then apply the mask to the image Visually it looks like 1/9 1/9 1/9 1/9 1/9 1/9 X 1/9 1/9 1/9 Convolution mask Convolution kernel Using this convolution mask on this convolution kernel the final value of the pixel (2,2) will be: pixel (2,2) = 1/9(1,1) + 1/9(1,2)+ 1/9(1,3) +1/9(2,1) +1/9(2,2) +1/9(2,3) +1/9(3,1) +1/9(3,2) +1/9(3,3) X 1/9 1/9 1/9 1/9 1/9 1/9 X 1/9 1/9 1/9 Convolution mask Using this convolution mask on this convolution kernel the final value of the pixel (3,2) will be: pixel (3,2) = 1/9(1,2) + 1/9(1,3)+ 1/9(1,4) +1/9(2,2) +1/9(2,3) +1/9(2,4) +1/9(3,2) +1/9(3,3) +1/9(3,4) X 1/9 1/9 1/9 1/9 1/9 1/9 X 1/9 1/9 1/9 Convolution mask Using this convolution mask on this convolution kernel the final value of the pixel (4,2) will be: pixel (4,2) = 1/9(1,3) + 1/9(1,4)+ 1/9(1,45) +1/9(2,3) +1/9(2,4) +1/9(2,5) +1/9(3,3) +1/9(3,4) +1/9(3,5) X 1/9 1/9 1/9 1/9 1/9 1/9 X 1/9 1/9 1/9 Convolution mask Using this convolution mask on this convolution kernel the final value of the pixel (5,2) will be: pixel (5,2) = 1/9(1,4) + 1/9(1,5)+ 1/9(1,6) +1/9(2,4) +1/9(2,5) +1/9(2,6) +1/9(3,4) +1/9(3,5) +1/9(3,6) X 1/9 1/9 1/9 1/9 1/9 1/9 X 0/9 3/9 0/9 Using a different Convolution mask... Homework: What would be the effect of this mask? X X X X Convolution Calculations Refer to additional information for examples to be worked Questions?