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Transcript
Lightness, Brightness and
Contrast
Week 3 :CCT370 – Introduction to Computer Visualization
The Big Picture (again)
 Ecological optics/perception
 Gibson
 Perception is in service of action

For evolutionary (survival)
advantage
 See/perceive things that allow
action

E.g., surfaces for walking on, objects
for interacting with, …
 Leads to (visual) system that:
 Does extract “elementary”
elements to use in perception



Features
Stage 1
Basis of sensory systems
 AND interaction throughout
system leads to perception

Stages 2 and 3
Unfortunately …
 This evolutionarily derived system has pitfalls
 Especially when used with various electronic media
 Which is what we are concerned with!
 E.g., to see objects need to find edges ...
 But, in effect “oversee” edges, e.g., Mach band
 And other things …
Simultaneous Brightness Contrast
 Gray patch on dark background looks lighter than same patch on
light background
Saw “Overdection” in GC
 Flat shading “looks worse than is…”
 Mach banding at polygon edge for flat shading
Hermann Grid Illusion
 Black spots appear at intersections of bright lines
 Couple of other things going on here …
So, …
 What perceived is NOT what is there!
 Here, perceived edges, discontinuities, …
 … and flashing dots (for heaven’s sake)!
 That way for evolutionary reasons
 System to detect edges …

For forming boundaries among things, to perceive objects
 … and in general work well
 We’ve just been pushing systems boundaries
 Finding places where fail
 Important to know where, and how, fails for designing visualizations
 At core of explanation is that “neurons detect differences”
 … as Ware says
 Will examine how neurons work
 ~Feature extraction
Overview
 Neurons detect differences …

… and inhibit, as well as excite
 And are connected to many others, …., as we’ve discussed
 Neurons, receptive fields, and brightness illusions

Hermann grid, Mach bands, simultaneous brightness contrast


Contrast effects and artifacts in cg
Lots of illustrations to complement theory
 Edge enhancement
 Luminance, brightness, and lightness
 Physical energy, and perceived reflectance/color
 Perception of surface lightness
Neurons Detect Differences
 Last time, saw that receptors act as transducers
 Changing energy or chemicals to nerve signals
 In fact, receptors transmit signals about relative (vs. absolute) amount of energy,
e.g., light
 How light differs from one receptor to another
 How light has changed in past instant
 Ware:
 “Neurons in the early stages of the visual system do not behave like light meters; they behave
like change meters.”
 Implication is that visualization not good for measuring absolute numerical values, but
rather for displaying patterns of differences or changes over time
 Again, nature of visual system leads to “errors”
 Especially in computer graphics
Visualization and Neurology
 Main point of today is that as visualization designers we should:
1. At least be “sensitive” to the occurrence of these errors
2. As possible, be able to specify the conditions under which they occur
 Below – gravitational field
 Neurologically detecting difference leads to Mach banding and contrast errors
Neurons, Receptive Fields, and Brightness
Illusions
 In fact, considerable processing
of information in eye itself
 Several layers of cells culminate
in retinal ganglion cells
 Recall, n retinal cells into
ganglion cells differs, as f
(distance) fovea
 Reception of retinal cells is by
fields of neurons
 Ganglion cells send information
through optic nerve to lateral
geniculate nucleus
 Then, on to primary visual
processing areas at back of
brain, visual cortex
Receptive Fields
 Receptive field of a cell:
 Visual area over which cell responds to
light
 Patterns of light falling on retina influence
way neuron responds

Even though may be many synapses
removed from receptors
 Retinal ganglion cells organized with
circular receptive fields that are either (1)
on-center or (2) off-center


Cells are firing constantly
1. For on-center

(from baseline firing rate):

When stimulated in center of its receptive
field, it emits pulses at greater rate
When stimulated outside center of field,
emits pulses at lower rate



Inhibitory effect of edge
2. For off-center, the opposite
A. Receptive field structure of on-center cell
B. Response in activity of array of on-center cells to being stimulated
by a bright edge
- Output of system:
Enhanced response on bright side of edge
- Cell fires more on bright side because there is
less light in inhibitory region, hence less inhibited
Depressed response on dark side of edge
Intermediate to uniform areas on either side of edge
C. Smoothed plot of activity level
Receptive Fields – Another Graphical View
 Again, 1. For on-center
 (from baseline firing rate)
 When stimulated in center of its receptive field, it emits pulses at greater rate
 When stimulated outside center of field, emits pulses at lower rate
 Inhibitory effect of edge
 And, can be on-center-off-surround or off-center-on-surround
Demo
 DoG in Photoshop
Center-surround Receptive Fields
 Receptive fields
distributed across
retina (and overlap)
 Work simultaneously
to “enhance” and
“suppress” rate of
firing of collection of
receptors in the field
 Center-surround
Receptive Fields
 Act as edge detectors
more than level
detectors




A: mid-low
B: Lowest
C: Highest
D: mid-high
Hermann Grid Illusion
 Black spots appear at intersections of bright lines
 There is more inhibition at points between two squares
 Hence, they seem brighter than at the points at the intersection
Hermann Grid Illusion with Receptive Fields
 Black spots appear at intersections of bright lines
 There is more inhibition at points between two squares
 Hence, they seem brighter than at the points at the intersection
Simultaneous Brightness Contrast
 Gray patch on a dark background looks lighter than the same patch on a light
background
Simultaneous Brightness Contrast
 Background removed! (honest, no change in foreground)
Simultaneous Brightness Contrast
 Same phenomenon, again
Simultaneous Brightness Contrast
 Gray patch on a dark background looks lighter than the same patch on a light
background
 Predicted by DOG model of concentric opponent receptive fields
Mach Bands
Ernst Mach
 At point where uniform area meets a luminance ramp, bright band is
perceived
 Said another way, appear where abrupt change in first derivative of brightness
profile
 Simulated by DOG model
 Particularly a problem for uniformly shaded polygons in computer graphics

Hence, various methods of smoothing are applied
Mach Bands and Receptor Fields, 1
 Point where uniform area meets luminance ramp, bright band is perceived
 Another way, appear where abrupt change in 1st derivative of brightness profile
 Simulated by DOG model
 Particularly a problem for uniformly shaded polygons in computer graphics

Hence, various methods of smoothing are applied
The Chevreul Illusion
 With sequence of gray bands, bands appear darker at one edge than
another
 Simulated by application of DOG model
 Again, “over-detection” of differences
The Chevreul Illusion
 Again
The Chevreul Illusion
The Chevreul Illusion
 Pixel arrays used in
rendering
The Chevreul Illusion
 At different iterations
Simultaneous Contrast and Error
 Contrast effects are clear
 Overestimate differences as edges
 Even see things that aren’t there!
 Lead to errors of judgment in extracting information from visual displays
 Gray scales, or any continuous tone, in particular lead to such errors
 E.g., gravitational map, error in extracting information of 20% of entire scale
Simultaneous Contrast and Error
 Contrast effects are clear
 Overestimate differences as edges
 Even see things that aren’t there!
 Lead to errors of judgment in extracting information from visual
displays
 Gray scales, or any continuous tone, in particular lead to such errors
 E.g., gravitational map, error in extracting information of 20% of entire
scale
Contrast Effects and Artifacts in CG
 As noted, for computer graphics
 Consequence of Mach bands, etc. for
shading algorithms
 At best loss of “realism”, at worst
perception of patterns at edges
 Shading of facets (polygons)
 Uniform

1 value for a polygon
 Gouraud
 Value for edges
 Average of surface normals at
boundaries where facets meet
 Interpolated between boundaries
 Still discontinuity at at facet boundaries
(edges)
 Phong
 Surface normal interpolated between
edges
 No Mach banding
Actual light Perceived/DOG
 Another dangerous illusion!
Edge Enhancement: Cornsweet Effect
 Lateral inhibition
 Can be considered 1st stage of an
edge detection process
 Signals positions and contrasts of
edges in environment
 Result is that “pseudo-edges” are
formed
 Cornsweet effect
 2 areas that physically have same
brightness can be made to look
different by having an edge that
shades off gradually to the 2 sides
 Brain does perceptual interpolation,
so that entire central region appear
lighter than surrounding regions
Cornsweet in action!
 This is a more extreme
example of the
Cornsweet effect. The
top and bottom greys
are the same shade of
grey. I didn't believe
that myself when I first
saw this image. To
prove the point, I
extended the grey areas
as shown below.
Cornsweet in action!
 Hold your hand
over the image
on your
computer
screen so that
you can only see
the grey bands
on the left on
their own.
Edge Enhancement: Art and Visualization
 Also used by artists
 Limited dynamic range of
paint
 Important to make
objects distinct
 Seurat
 Signat notes:
 Observance of the laws
of contrast, methodical
separation of the
elements (light, shadow,
local color, reactions)
 Visualization, generally
 Adjust background
 Make object stand out
Edge Enhancement: Seurat
 Bathing at Asnieres
Edge Enhancement: Seurat
 La Grande Jatte
Luminance, Brightness, Lightness
 Ecologically, need to be able to manipulate objects in
environment
 Information about quantity of light, of relatively little use
 Rather, what need to know about its use
 Human visual system evolved to extract surface properties
 Loose information about quantity and quality of light
 E.g., experience colored objects, not color light
 Color constancy
 Similarly, overall reflectance of a surface
 Lightness constancy
Luminance, Brightness, Lightness
 Consider physical stimulus and perception
– Physical
• Luminance
 Luminance
 Amount of light (energy) coming from region of space,



Measured as units energy / unit area
E.g., foot-candles / square ft, candelas / square m
Physical
 Brightness
 Perceived amount of light coming from a source
 Here, will refer to things perceived as self-luminous
 Lightness
 Perceived reflectance of a surface
 E.g., white surface is light, black surface is dark
–
Number of photons
coming from a region
of space
– Perceptual:
• Brightness
–
Amount of light
coming from a glowing
source
• Lightness
–
Reflectance of a
surface, paint shade
Luminance
 Amount of light (energy) hitting the eye
 To take into account human observer:
 Weighted by the sensitivity of the photoreceptors to each wavelength

Spectral sensitivity function:
700
L   V E
400


E.g., humans about 100 times less sensitive to light at 450nm than at 510nm
Note, use of blue for detail, e.g., text, not seem good

Compounded by chromatic aberration in which blue focuses at different point
 Later, will examine difference cone sensitivities
Finer Detail Requires More Luminance
Difference
 Text: at least 3:1
 10:1 preferred
 Generalizes to data
 Detection of detail
requires more contrast
More detail -> More Contrast
Brightness
 Perceived amount of light coming from a glowing (self-luminous)
object
 E.g., instruments
 Perceived brightness very non-linear function of the amount of
light
 Shine a light of some intensity on a surface, and ask an observer, “How bright?”
Intensity =
1
4
16
- Steven’s power law
How bright is the point?”
1
2
Intensity ->
4
Perceived ^
Brightness |
Brightness – Power Law
 Stevens power law
 Perceived sensation, S, is proportional to stimulus intensity, I, raised to a power,




n
Intensity ->
n
S=I
n
Here, Brightness = Luminance
With n = 0.333 for patches of light, 0.5 for points
Applies only to lights in relative isolation in dark, so application more
complicated
Perceived ^
Brightness |
 Applies to many other perceptual channels
 Loudness (dB), smell, taste, heaviness, force, friction, touch,
etc.
 Enables high sensitivity at low levels without saturation at high
levels
Monitor Gamma
 Monitors in fact emit light in amounts that are not linearly related to
the voltage driving them
 Historically, effort of early television engineers to most efficiently use
available bandwidth
 Exploits non-linearity of human perception
 Attempt to make linear change in voltage map for more closely to
linear perceptual difference
g
 Luminance = Voltage
 g is monitor gamma
 L ranges from 1.4 through 3
 L=3 cancels n=0.33 Stevens’ function:

Brightness ~ (Voltage3)0.33 ~ Voltage
 Precise control of luminance requires careful monitor measurement
and calibration
 Can adjust on many monitors, as well as other corrections
Applicability
Monitor calibration
 http://www.youtube.com/watch?v=uEZxl_IM7FQ
Adaptation: Overall Light Level
 Amazing and high survival value
 Factor of 10,000 difference: sunlight to
moonlight
 Still can identify different-brightness
materials
 Absolute amount of light from surface
irrelevant
 Adaptation to change in overall light level
 Overall level of illumination “factored out”

Allows relative changes in an environment
to be perceived
 Factor of 2 hardly noticeable
 Iris opens and closes (small effect)
 Receptors photobleach at high light levels
(large effect)
 Can take time to regenerate when entering
dark areas
 Eventually switch to rods
50 lux interior to 50,000 lux bright sunlight
Contrast and Constancy
 Various constancies
 One is lightness constancy
 Easy to tell which piece of
paper is gray and which white
 White paper is lighter relative
to its background
 Desk color is constant
 Contrast of object with
background provides cue for
accurate perception
Perception of Surface Lightness
 Perception of surface lightness, and lightness
constancy depends on:
 Adaptation and contrast, as noted
 Direction of illumination and surface
orientation
 E.g., white surface turned away from light source
reflects less light than if turned toward light
 Lightest object in scene serves as “reference
white to determine gray values of other objects
 Cf., lightness scaling formulas
 Ratio of specular to nonspecular reflection
 E.g., everything black vs. white, specular cues
Next class
 Visualization Context: Colour
 Readings:
 Ware, Chapters 3
 Michel Foucault, This Is Not A Pipe, Chapter Two: The Unraveled
Calligram (1983).
 Today in lab:
 Fundamental Techniques in Photoshop CS4