10.Color&Perception

Light Fields

Light Fields: The intensity of light traveling in any direction from any position

The Plenoptic Function (全光函数)

Grayscale snapshot: is intensity of light

  • Seen from a single view point
  • At a single time
  • Averaged over the wavelengths of the visible spectrum

Color snapshot: is intensity of light

  • Seen from a single view point
  • At a single time
  • As a function of wavelength

A movie: ​ is intensity of light

  • Seen from a single view point
  • Over time
  • As a function of wavelength

Holographic movie: ​ is intensity of light

  • Seen from ANY viewpoint
  • Over time
  • As a function of wavelength

The Plenoptic Function:

  • Can reconstruct every possible view, at every moment, from every position, at every wavelength
  • Contains every photograph, every movie, everything that anyone has ever seen! it completely captures our visual reality! Not bad for a function...

Ray

ray: is 5D

  • 3D position
  • 2D direction

Infinite line: Assume light is constant (vacuum), 4D:

  • 2D direction
  • 2D position
  • non-dispersive medium

Light Field Camera

Integral Imaging ("Fly's Eye" Lenslets): Spatially-multiplexed light field capture using lenslets

  • Impose fixed trade-off between spatial and angular resolution

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The Lytro Light Fields Camera: Microlens design. Most significant function is Computational Refocusing (Virtually changing focal length & aperture size, etc. after taking the photo)

Understanding:

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How to get a "regular" photo from thelight field photo?

  • A simple case — always choose the pixel at the bottom of each block
  • Then the central ones & the top ones
  • Essentially "moving the camera around"

Computational / digital refocusing

  • Same idea: visually changing focal length, picking the refocused ray directions accordingly

In all, all these functionalities are available because: The light field contains everything

Any problems to light field cameras?

  • Insufficient spatial resolution(same film used for both spatial and directional information)
  • High cost (intricate design of microlenses)
  • Computer Graphics is about trade-offs

Color

Light

The Visible Spectrum of Light: Electromagnetic radiation

  • Oscillations of different frequencies (wavelengths)

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Spectral Power Distribution (SPD, 谱功率密度)

Salient property in measuring light

  • The amount of light present at each wavelength.

  • Units:

    • radiometric units / nanometer (e.g. watts / nm)
    • Can also be unit-less
  • Often use "relative units" scaled to maximum wavelength for comparison across wavelengths when absolute units are not important

Linearity of Spectral Power Distribution:

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Color

Color is a phenomenon of human perception; it is not a universal property of light. Different wavelengths of light are not "colors"

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Retinal Photoreceptor Cells (感光细胞): Rods and Cones

  • Rods are primary receptors in very low light ("scotopic" conditions), e.g. dim moonlight

    • ~120 million rods in eye
    • Perceive only shades of gray, no color
  • Cones are primary receptors in typical light levels ("photopic")

    • ~6-7 million cones in eye

    • Three types of cones, each with different spectral sensitivity:

      S, M, and L (corresponding to peak response at short, medium, and long wavelengths)

      pCipMEF.png

    • Provide sensation of color

Metamerism (同色异谱): Metamers are two different spectra (-dim) that project to the same (S,M,L) (3-dim) response.

  • These will appear to have the same color to a human

The existence of metamers is critical to color reproduction

  • Don't have to reproduce the full spectrum of a real world scene
  • Example: A metamer can reproduce the perceived color of a real-world scene on a display with pixels of only three colors

Additive Color:

  • Given a set of primary lights, each with its own spectral distribution (e.g. R,G,B display pixels):
  • Adjust the brightness of these lights and add them together:
  • The color is now described by the scalar values:

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Color Spaces

A Universal Color Space: CIE XYZ

  • Imaginary set of standard color primaries X,Y,Z
  • Primary colors with these matching functions do not exist
  • Y is luminance (brightness regardless of color)

Designed such that

  • Matching functions are strictly positive
  • Span all observable colors

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Separating Luminance, Chromaticity:

  • Luminance: Y

  • Chromaticity: x,y,z, defined as

    since , we only need to record two of the three

    usually choose x and y, leading to (x,y) coords at a specific brightness Y.

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The curved boundary

  • named spectral locus
  • corresponds to monochromatic light (each point representing a pure color of a single wavelength)

Any color inside is less pure.

Gamut

  • Gamut is the set of chromaticities generated by a set of color primaries
  • Different color spaces represent different ranges of colors
  • So they have different gamuts, i.e. they cover different regions on the chromaticity diagram

Standardized RGB (sRGB):

  • makes a particular monitor RGB standard
  • other color devices simulate that monitor by calibration
  • widely adopted today
  • gamut (色域) is limited

HSV Color Space (Hue-Saturation-Value)

Axes correspond to artistic characteristics of color. Widely used in a "color picker"

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Hue (色调):

  • the "kind" of color, regardless of attributes
  • colorimetric correlate: dominant wavelength
  • artist's correlate: the chosen pigment color

Saturation (饱和度):

  • the "colorfulness"
  • colorimetric correlate: purity
  • artist's correlate: fraction of paint from the colored tube

Lightness (or value) (亮度):

  • the overall amount of light
  • colorimetric correlate: luminance
  • artist's correlate: tints are lighter, shades are darker

CIELAB Space (L*a*b*): A commonly used color space that strives for perceptual uniformity

  • L* is lightness (brightness)

  • a*and b* are color-opponent pairs

    • a* is red-green
    • b* is blue-yellow

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Opponent Color (互补色) Theory: There's a good neurological basis for the color space dimensions in CIELAB

  • the brain seems to encode color early on using three axes: white — black, red —green, yellow — blue
  • the white — black axis is lightness; the others determine hue and saturation

CMYK: A Subtractive Color Space

Subtractive color model: The more you mix, the darker it will be

Cyan, Magenta, Yellow, and Key widely used in printing

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Last modification:September 26, 2023
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