Color Topics in Computer Graphics. Elements of Color. Color Perception Color Spaces Gamma Tone Mapping. Visible Spectrum. The Eye

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Color Topics in Computer Graphics Elements of Color Color Perception Color Spaces Gamma Tone Mapping Lecture 3 Slide 1 Lecture 3 Slide 2 Visible Spectrum We perceive electromagnetic energy having wavelengths in the range 400-700 nm as visible light. The photosensitive part of the eye is called the retina. The Eye The retina is largely composed of two types of cells, called rods and cones. Only the cones are responsible for color perception. Lecture 3 Slide 3 Lecture 3 Slide 4

The Fovea Cones are most densely packed within a region of the eye called the fovea. The Fovea There are three types of cones, referred to as S, M, and L. They are roughly equivalent to blue, green, and red sensors, respectively. Their peak sensitivities are located at approximately 430nm, 560nm, and 610nm for the "average" observer. Colorblindness results from a deficiency of one cone type. Lecture 3 Slide 5 Lecture 3 Slide 6 Color Perception Different spectra can result in perceptually identical sensations called metamers Color perception results from the simultaneous stimulation of 3 cone types (trichromat) Our perception of color is also affected by surrounding effects and adaptation Color Matching In order to define the perceptual 3D space in a "standard" way, a set of experiments can (and have been) carried out by having observers try to match color of a given wavelength, lambda, by mixing three other pure wavelengths, such as R=700nm, G=546nm, and B=436nm in the following example. Note that the phosphors of color TVs and other CRTs do not emit pure red, green, or blue light of a single wavelength, as is the case for this experiment. Lecture 3 Slide 7 Lecture 3 Slide 8

CIE Color Space In order to achieve a representation that uses only positive mixing coefficients, the CIE ("Commission Internationale d'eclairage") defined three new hypothetical light sources, x, y, and z, which yield positive matching curves: CIE Chromaticity Diagram Often it is convenient to work in a 2D color space. This is commonly done by projecting the 3D color space onto the plane X+Y+Z=1, yielding a CIE chromaticity diagram. The projection is defined as: If we are given a spectrum and wish to find the corresponding X, Y, and Z quantities, we can do so by integrating the product of the spectral power and each of the three matching curves over all wavelengths. The weights X,Y,Z form the three-dimensional CIE XYZ space, as shown below. Lecture 3 Slide 9 This gives the chromaticity diagram shown on the right. Lecture 3 Slide 10 Definitions: Spectrophotometer Illuminant C Complementary colors Definitions (continued) Spectrophotometer: A device to measure the spectral energy distribution Illuminant C: A standard for white light that approximates sunlight. It is defined by the color temperature of 6774K Complementary colors: colors that can be mixed together to yield white light, e.g., colors on segment CD are complementary to the colors on segment CB (see previous slide) Dominant wavelength: The spectral color that can be mixed with white light in order to reproduce the desired color. Color B in the figure is the dominant wavelength for color A. Dominant wavelength Non-spectral colors Perceptually uniform color space Non-spectral colors: Colors not having a dominant wavelength. For example, color E in the figure. Perceptually uniform color space: A color space in which the distance between two colors is always proportional to the perceived distance. The CIE XYZ color space and the CIE chromaticity diagram are not perceptually uniform, as the right figure in the previous slide illustrates. The CIE LUV color space is designed with perceptual uniformity in mind. Lecture 3 Slide 11 Lecture 3 Slide 12

Color Gamuts The chromaticity diagram can be used to compare the "gamuts" of various possible output devices (i.e., monitors and printers). Note that a color printer cannot reproduce all the colors visible on a color monitor. The RGB Color Cube The additive color model used for computer graphics is represented by the RGB color cube, where R, G, and B represent the colors produced by red, green, and blue phosphors, respectively. The color cube sits within the CIE XYZ color space as follows: Lecture 3 Slide 13 Lecture 3 Slide 14 Color Printing Green paper is green because it reflects green and absorbs other wavelengths. The following table summarizes the properties of the four primary types of printing ink: dye color absorbs reflects cyan red blue and green magenta green blue and red yellow blue red and green black all none To produce blue, one would mix cyan and magenta inks, as they both reflect blue while each absorbing one of green and red. Unfortunately, inks also interact in non-linear ways. This makes the process of converting a given monitor color to an equivalent printer color a challenging problem. Black ink is used to ensure that a high quality black can always be printed, and is often referred to as to K. Printers therefore use a CMYK color model. Lecture 3 Slide 15 Color Conversion Converting from one color gamut to another is a simple procedure. Each phosphor color can be represented by a combination of the CIE XYZ primaries, yielding the following transformation from RGB to CIE XYZ: R X G = Y B Z R R R X B R Y G B Z B B The transformation yields the color on monitor 2, which is equivalent to a given color on monitor 1. Conversion to-and-from printer gamuts is difficult. A first approximation is as follows: C = 1 R M = 1 G Y = 1 B The fourth color, K, can be used to replace equal amounts of CMY: X Y Z G G G K = min(c,m,y) C' = C K M' = M K Y' = Y - K Lecture 3 Slide 16

Other Color Systems Several other color models also exist. Models such as HSV (hue, saturation, value) and HLS (hue, luminosity, saturation) are designed for intuitive understanding. Using these color models, the user of a paint program would quickly be able to select a desired color. Gamma Correction When we "compute" colors, we generally assume that they are linear quantities. Unfortunately, most display devices are nonlinear. The most common correction method is called gamma correction. Example: NTSC YIQ color space Lecture 3 Slide 17 Lecture 3 Slide 18 How to Gamma Correct Most people consider gamma correction a black art, it is, in fact, quite simple. Start with a simple test pattern. Advanced Topic: Tone Mapping Real scene: large range of luminances (from 10-6 to 10 6 cd/m 2 ) We only have one parameter γ so we match the function at one point. Lecture 3 Slide 19 Lecture 3 Slide 20

Tone Mapping Real scene: large range of luminance (from 10-6 to 10 6 cd/m 2 ) Limitation of the display 1-100 cd/m 2 Tone Mapping Real scene: large range of luminance (from 10-6 to 10 6 cd/m 2 ) Limitation of the display 1-100 cd/m 2 Goal: Reproduce a faithful impression Lecture 3 Slide 21 Lecture 3 Slide 22 Visual Adaptation At a given time, our sensitivity is limited The visual system adjusts its sensitivity Neither perfect No color vision at night Acuity decreases Nor instantaneous Adaptation is crucial for tone mapping Dazzling e.g., leaving a tunnel Slow dark adaptation Dynamic Visual Adaptation e.g., entering a dark theater More subtle variations Chromatic adaptation ❻ Discount the color of the illuminant ❻ White balance Lecture 3 Slide 23 Lecture 3 Slide 24

Architectural walkthroughs Motivation Better lighting immersion Differences in lighting ambiance Games Feeling of going from dark to light and vice-versa Simulators Adaptation is critical to reproduce the actual visibility conditions Our Tone Mapping Operator Threshold mapping Linear mapping Smallest perceptible intensities are matched Transition from night to day vision Chromatic cone signal Achromatic rod signal Summed with blue shift for rods Chromatic adaptation Similar to white balance Not always complete (depends on luminance) Acuity decreases in the dark Blur Lecture 3 Slide 25 Lecture 3 Slide 26 Time-Dependent Tone Mapping Results : Interactive Rendering Light adaptation Reasonably fast Different for decrement and increment Subtractive and multiplicative mechanisms Dark adaptation For large decrement of luminance Slow (up to 40 minutes) Chemical regeneration of photopigments Chromatic adaptation Sum of two exponentials Lecture 3 Slide 27 Lecture 3 Slide 28

Future Work Next Time Local model Challenge: interaction local adaptation / gaze movement Tone mapping for night scenes Interaction rod/cone system Display calibration Surrounding, brightness/contrast settings, gamut mapping Lecture 3 Slide 29 Lecture 3 Slide 30