6,757 research outputs found
The preferred system gamma is primarily determined by the ratio of dynamic range of the original scene and the displayed image
The dynamic range of real world scenes may vary from
around 102
to greater than 107
, whilst the dynamic range of monitors
may vary from 102
to 105
. In this paper, we investigate the
impact of the dynamic range ratio (DRratio) between the captured
scene and the displayed image, upon the value of system gamma
preferred by subjects (a simple global power law transformation
applied to the image). To do so, we present an image dataset
with a broad distribution of dynamic ranges upon various subranges
of a SIM2 monitor. The full dynamic range of the monitor
is 105 and we present images using either the full range, 75% or
50% of this, while maintaining a fixed mid-luminance level. We
find that the preferred system gamma is inversely correlated with
the DRratio and importantly, is one (linear) when the DRratio is
one. This strongly suggests that the visual system is optimized
for processing images only when the dynamic range is presented
correctly. The DRratio is not the only factor. By using 50% of
the monitor dynamic range and using either the lower, middle or
upper portion of the monitor, we show that increasing the overall
luminance level also increases the preferred system gamma,
although to a lesser extent than the DR ratio
Characteristics of flight simulator visual systems
The physical parameters of the flight simulator visual system that characterize the system and determine its fidelity are identified and defined. The characteristics of visual simulation systems are discussed in terms of the basic categories of spatial, energy, and temporal properties corresponding to the three fundamental quantities of length, mass, and time. Each of these parameters are further addressed in relation to its effect, its appropriate units or descriptors, methods of measurement, and its use or importance to image quality
Color television study Final report, Nov. 1965 - Mar. 1966
Color television camera for transmission from lunar and earth orbits and lunar surfac
The Influence of media displays and image quality attributes for HDR image reproductions
High Dynamic Range (HDR) photography has been in existence at least since the time of Ansel Adams, with his experiments using analog film and darkroom techniques for the production of black and white prints in the 1940\u27s (Ashbrook, 2010). This photographic method has the ability to provide a more accurate representation of a scene through a greater range of the light and dark areas captured in an image. In the mid-20th century HDR Photography it has continued to grow in popularity among those interested in photography wishing to optimize their resulting image beyond a more commonly used technique. Presently, the limitations of commonly available reproduction technologies can lead to unpredictable output results through media such as monitor displays and inkjet prints. The purpose of this research was to determine the influence of quality attributes and image content on the preference of display media for HDR image reproductions. To achieve this purpose, a psychophysical experiment was conducted of 38 observers with previous imaging related exposure. This part of the study consisted of HDR comparisons across both a monitor display device and inkjet prints. Through qualitative and quantitative methods, common trends were identified among observer responses. The results show that for inkjet prints are the most preferred for the output of HDR images, specifically when printed on a metallic substrate. Additionally, the content of displayed images can directly impact display preference depending on the viewer\u27s perception and relationship formed with the photographic image. When evaluating HDR images across two media platforms, quality attributes comprising of a strong influence towards preference are sharpness, naturalness, contrast and highlights while artifacts, physical qualities and shadows were found to have barely any influence. Within the attributes related to HDR, relationships between attributes are found to be significant regarding image evaluation, leading to areas of further research
Study of spin-scan imaging for outer planets missions
The constraints that are imposed on the Outer Planet Missions (OPM) imager design are of critical importance. Imager system modeling analyses define important parameters and systematic means for trade-offs applied to specific Jupiter orbiter missions. Possible image sequence plans for Jupiter missions are discussed in detail. Considered is a series of orbits that allow repeated near encounters with three of the Jovian satellites. The data handling involved in the image processing is discussed, and it is shown that only minimal processing is required for the majority of images for a Jupiter orbiter mission
Evaluation of the color image and video processing chain and visual quality management for consumer systems
With the advent of novel digital display technologies, color processing is increasingly becoming a key aspect in consumer video applications. Today’s state-of-the-art displays require sophisticated color and image reproduction techniques in order to achieve larger screen size, higher luminance and higher resolution than ever before. However, from color science perspective, there are clearly opportunities for improvement in the color reproduction capabilities of various emerging and conventional display technologies. This research seeks to identify potential areas for improvement in color processing in a video processing chain. As part of this research, various processes involved in a typical video processing chain in consumer video applications were reviewed. Several published color and contrast enhancement algorithms were evaluated, and a novel algorithm was developed to enhance color and contrast in images and videos in an effective and coordinated manner. Further, a psychophysical technique was developed and implemented for performing visual evaluation of color image and consumer video quality. Based on the performance analysis and visual experiments involving various algorithms, guidelines were proposed for the development of an effective color and contrast enhancement method for images and video applications. It is hoped that the knowledge gained from this research will help build a better understanding of color processing and color quality management methods in consumer video
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Perceptual models for high-refresh-rate rendering
Rendering realistic images requires substantial computational power. With new high-refresh-rate displays as well as the renaissance of virtual reality (VR) and augmented reality (AR), one cannot expect that GPU performance will scale fast enough to meet the requirements of immersive photo-realistic rendering with current rendering techniques.
In this dissertation, I follow the dual of the well-known computer vision approach: vision is inverse graphics: to improve graphical algorithms, I consider the operation of the human visual system. I propose to model and exploit the limitations of the visual system in the context of novel high-refresh-rate displays; specifically, I focus on spatio-temporal perception, a topic that has received remarkably less attention than spatial-only perception so far.
I present three main contributions. First, I demonstrate the validity of the perceptual approach by presenting a conceptually simple rendering technique motivated by our eyes' limited sensitivity to high spatio-temporal change which reduces the rendering load and transmission requirement of current-generation VR headsets without introducing perceivable visual artefacts. Second, I present two visual models related to motion perception: (a) a metric for detecting flicker; and (b) a comprehensive visual model to predict perceived motion quality on monitors with arbitrary refresh rates and monitor resolutions. Third, I propose an adaptive rendering algorithm that utilises the proposed models. All algorithms operate on physical colorimetric units (instead of display-referenced pixel values), for which I provide the appropriate display measurements and models. All proposed algorithms and visual models are calibrated and validated with psychophysical experiments
High dynamic range display systems
High contrast ratio (CR) enables a display system to faithfully reproduce the real objects. However, achieving high contrast, especially high ambient contrast (ACR), is a challenging task. In this dissertation, two display systems with high CR are discussed: high ACR augmented reality (AR) display and high dynamic range (HDR) display. For an AR display, we improved its ACR by incorporating a tunable transmittance liquid crystal (LC) film. The film has high tunable transmittance range, fast response time, and is fail-safe. To reduce the weight and size of a display system, we proposed a functional reflective polarizer, which can also help people with color vision deficiency. As for the HDR display, we improved all three aspects of the hardware requirements: contrast ratio, color gamut and bit-depth. By stacking two liquid crystal display (LCD) panels together, we have achieved CR over one million to one, 14-bit depth with 5V operation voltage, and pixel-by-pixel local dimming. To widen color gamut, both photoluminescent and electroluminescent quantum dots (QDs) have been investigated. Our analysis shows that with QD approach, it is possible to achieve over 90% of the Rec. 2020 color gamut for a HDR display. Another goal of an HDR display is to achieve the 12-bit perceptual quantizer (PQ) curve covering from 0 to 10,000 nits. Our experimental results indicate that this is difficult with a single LCD panel because of the sluggish response time. To overcome this challenge, we proposed a method to drive the light emitting diode (LED) backlight and the LCD panel simultaneously. Besides relatively fast response time, this approach can also mitigate the imaging noise. Finally yet importantly, we improved the display pipeline by using a HDR gamut mapping approach to display HDR contents adaptively based on display specifications. A psychophysical experiment was conducted to determine the display requirements
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