COMPSCI 111 / 111G Mastering Cyberspace: An introduction to - - PowerPoint PPT Presentation

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COMPSCI 111 / 111G Mastering Cyberspace: An introduction to - - PowerPoint PPT Presentation

COMPSCI 111 / 111G Mastering Cyberspace: An introduction to practical computing Digital Images Vector Graphics One picture is worth more than ten thousand words Anonymous Learning Outcomes Students should be able to: Understand


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Digital Images Vector Graphics

COMPSCI 111 / 111G

Mastering Cyberspace: An introduction to practical computing

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“One picture is worth more than ten thousand words”

  • Anonymous
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Learning Outcomes

Students should be able to:

– Understand the history of digital images – Describe the differences between bitmap graphics and vector graphics – Calculate the size in bytes of a bitmap image – Compare and contrast different compression methods (jpeg, gif and png)

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What is a Digital Ima mage?

  • A digital image is a representation of a two-dimensional

image as a finite set of digital values, called picture elements or pixels

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In What Form m is a Digital Ima mage Stored?

  • Common image formats include:

– 1 sample per point (grayscale) – 3 samples per point (Red, Green, and Blue) – Video (above information plus time)

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What is Digital Ima mage and Video Pr Processing?

  • Digital image (and video) processing focuses on two major tasks

– Improvement of pictorial information for human interpretation – Processing of image data for storage, transmission and representation for autonomous machine perception

  • Some argument about where image processing ends and fields

such as image analysis and computer vision start !

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What is DIP? P? (cont…)

  • The continuum from image processing to computer vision

can be broken up into low-, mid- and high-level processes

Low Level Process Input: Image Output: Image Examples: Noise removal, image sharpening Mid Level Process Input: Image Output: Attributes Examples: Object recognition, segmentation High Level Process Input: Attributes Output: Understanding Examples: Scene understanding, autonomous navigation In this course we will stop here

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History of Digital Ima mage Pr Processing

  • Early 1920s: One of the first applications of digital

imaging was in the newspaper industry

– The Bartlane cable picture transmission service – Images were transferred by submarine cable between London and New York – Pictures were coded for cable transfer and reconstructed at the receiving end

  • n a telegraph printer

Early digital image

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History of DIP P (cont…)

  • Mid to late 1920s: Improvements to the Bartlane system

resulted in higher quality images

– New reproduction processes based

  • n photographic

techniques – Increased number

  • f tones in

reproduced images Improved digital image Early 15 tone digital image

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History of DIP P (cont…)

  • 1960s: Improvements in computing technology and the
  • nset of the space race led to a surge of work in digital

image processing

– 1964: Computers used to improve the quality of images of the moon taken by the Ranger 7 probe – Such techniques were used in other space missions including the Apollo landings A picture of the moon taken by the Ranger 7 probe minutes before landing

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History of DIP P (cont…)

  • 1970s: Digital image processing begins to be used in

medical applications

– 1979: Sir Godfrey N. Hounsfield & Prof. Allan M. Cormack share the Nobel Prize in medicine for the invention of tomography, the technology behind Computerised Axial Tomography (CAT) scans Typical head slice CAT image

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My history with digital images

  • Got my first digital camera in 1996
  • Casio QV10
  • Only 2000 Kilo pixels !!!
  • Changed my use of photography

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My father – Aug 1996

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Bitmap Graphics

Storing pictures digitally

– Sample the image (divide into dots) – Image resolution (number of dots) 200 x 250 40 x 50 20 x 25 http://en.wikipedia.org/wiki/Raster_graphics

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Black and White pictures

Digital Pictures consist of small dots

– Each dot is called a picture element (pixel)

Storing information

– Black and White are only two states – Use bits to represent pixels (0 = OFF, 1 = ON) – One to one mapping, so known as Bitmap 1 1 1 1 1 0 0 1 1 1 1 1 1 1 0 0 1111100110011111 http://en.wikipedia.org/wiki/Pixel

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Displaying images

Images are displayed on an output device

– Screen / Printer – Physical devices have limitations Screen Printer Very small dots Large dots

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Resizing bitmap images

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Resizing images

Image information with given resolution

– 8 x 6 pixels Sampled at higher resolution 16 x 12 Sampled at lower resolution 4 x 3

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Printing Bitmaps

Printer and Screen have different sized dots

– Scale (resample) the bitmap to ensure it looks good on both Printer Printer resolution 600 or 1200 dpi On disk On screen Screen resolution 72 dpi

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Exercises

Imagine you have taken a picture with a 4 megapixel digital

  • camera. For ease of calculation, assume that the picture is

square, not rectangular. Assume that you are printing this picture out on a printer that has approximately 4000 dots per inch. How many inches across would the picture be when it was printed?

  • 4,000,000 = 2000 * 2000

Therefore the picture would take up 0.5 by 0.5 inches. If you viewed this image on a screen that had 1000 dots across, what portion of the image would be visible?

  • You would see ½ the width and ½ the height.
  • Therefore you would see: ½ * ½ = ¼ of the image

4 million pixels

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Colour Bitmaps

Colours

– Use more than 1 bit per pixel – Map the binary number to a colour 1100 0010 1111 1111 1010 0101 0010 1111 1000 0111 0000 1101 0110 1111 1110 1010 Each pixel uses 4 bits

Bits Colour 0000 Black 0001 Red 0010 Green 0011 Blue 0100 Yellow … …

Colour table used for display

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How much memory is required?

One binary number used for each pixel

– 1 bit 2 colours – 2 bits 4 colours – 4 bits 16 colour – 8 bits 256 colours – 16 bits 65536 colours – 24 bits 16,777,216 colours

How many bits are required for a 16 colour image 100 pixels wide x 8 pixels high? – 100x8x4 = 3200 bits = 400 bytes An image using 24 bit colour, 1000 wide x 1000 high (1 Megapixel)?

– 3 MB

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Exercises

  • How many colours can be represented by 3 bits?
  • 23 = 8 colours
  • How many bits are required to represent 128 different colours?
  • 128 = 27. Therefore 7 bits are required.
  • How much memory would be required to store a black and white

image that is 10 pixels high and 5 pixels wide? Show your working.

  • Number of colours = 21. Therefore 1 bit is required per pixel.

Number of pixels = h * w = 10 * 5 = 50 Memory needed = 50 * 1 = 50 bits

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Exercises

  • How much memory (in bytes) would be required to store an

image that has 256 different colours and is 3 pixels high and 5 pixels wide? Show your working.

  • Number of colours = 256 = 28. Therefore 8 bits or 1 byte are

required per pixel. Number of pixels = h * w = 3 * 5 = 15 Memory needed = 15 * 1 = 15 bytes

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Displays

Screens use a combination of Red, Green and Blue lights

– RGB colour

Use one byte (8 bits) for each colour

– 256 different levels of red brightness – 256 different levels of green brightness – 256 different levels of blue brightness A single pixel at distance A single pixel close up

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Compressing Images

Simply reducing number of colours Image is 200 pixels wide, 200 pixels high = 40,000 pixels

31,942 colours 75 KB 256 colours 40 KB 16 colours 20 KB

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Compression Algorithms

Graphics Interchange Format (GIF)

– Lossless method – 256 colours – Good for graphics, poor for photos – Uses an algorithm that was patented Image Size: 200x200 Original (256 colours): 40KB GIF (256 colours): 32KB Image Size: 200x100 Original (256 colours): 20KB GIF (256 colours): 3KB http://en.wikipedia.org/wiki/Gif

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Compression Algorithms

Portable Network Graphics (PNG)

– Replacement to GIF – Lossless method – 16 million colours (24 bit) – Good for graphics, poor for photos Image Size: 200x200 Original (16M colours): 120KB PNG (16M colours): 68KB Image Size: 200x100 Original (256 colours): 20KB PNG (16M colours): 4KB http://en.wikipedia.org/wiki/Png

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Compression Algorithms - JPEG

Joint Photographic Experts Group (JPEG)

– Lossy method – 16 Million colours (24 bit) – Averages nearby colours – Different degrees of compression – Good for photos, poor for graphics

Image Size: 200x200 Original: 120KB JPEG (50%): 6KB Image Size: 200x200 Original: 120KB JPEG (99%): 2KB Image Size: 200x100 Original: 60KB JPEG (50%): 5KB

http://en.wikipedia.org/wiki/jpeg

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Vector Graphics

Object-oriented graphics

– Objects created independently – Defined by mathematical formulae

Advantages

– Very small memory requirements – Memory independent of the image size – Scale to any size without loss of quality Object Type: Square Height: 100 Width: 100 Position_X: 354 Position_Y: 289 Fill Colour: Light Blue http://en.wikipedia.org/wiki/Vector_graphics

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Bitmap and Vector Graphics

Bitmap .gif, .jpg, .png Vector Graphics .svg

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Scalable Vector Graphics

Format for representing vector graphics images

– Open standard created by W3C – New, gaining popularity – XML, text file similar to HTML

<?xml version="1.0" encoding="utf-8" standalone="yes"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/ svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="520" height="520"> <style type="text/css"> <![CDATA[ text{font-size:362px;font- weight:bold;font-family:"Times New Roman", serif} #P0 {fill:#d4a000;stroke:#000;stroke-width:9} #P1 {fill:url(#tl)} #P2 {fill:url(#bl)} #P3 {fill:url(#br)} #P4 {fill:url(#tr)} ]]> </style> <defs> <linearGradient id="dk"> <stop/> <stop style="stop-opacity:0" offset="1"/> </linearGradient> <linearGradient id="lt"> <stop style="stop-color:#ffe681"/> <stop style="stop-color:#ffe681;stop-opacity:0" offset="1"/> </ linearGradient> <linearGradient x1="136.4" y1="136.4" x2="167.5" y2="167.5" id="tl" xlink:href="#lt" gradientUnits="userSpaceOnUse"/> <linearGradient x1="136.4" y1="383.6" x2="167.5" y2="352.5" id="bl" xlink:href="#lt" gradientUnits="userSpaceOnUse"/> <linearGradient x1="383.6" y1="383.6" x2="352.5" y2="352.5" id="br" xlink:href="#dk" gradientUnits="userSpaceOnUse"/> <linearGradient x1="383.6" y1="136.4" x2="352.5" y2="167.5" id="tr" xlink:href="#dk" gradientUnits="userSpaceOnUse"/> </defs> <path id="P0" d="M260,6.3L 6.3,260L 260,513.7L 513.7,260L 260,6.3z"/> <text y="380" x="200">!</text> <path id="P1" d="M260,12.7L 260,75L 75,260L 12.7,260L 260,12.7z"/> <path id="P2" d="M260,507.3L 260,445L 75,260L 12.7,260L 260,507.3z"/> <path id="P3" d="M260,507.3L 260,445L 445,260L 507.3,260L 260,507.3z"/> <path id="P4" d="M260,12.7L 260,75L 445,260L 507.3,260L 260,12.7z"/> </svg>

http://en.wikipedia.org/wiki/Svg

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Key Stages in Digital Ima mage Pr Processing

Image Acquisition Image Restoration Image Compression Morphologica l Processing

Object Recognition

Image Enhancement

Segmentation

Real life scene Colour Image Processing Representatio n & Description Image Modelling (Transforms)

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Summary

Bitmap Images

  • Pixel width x pixel height = resolution
  • Use numbers to encode colour of each pixel (more colours =

more bits per pixel)

  • Look jagged when enlarged too much
  • Take a lot of memory but can be compressed (e.g. JPG)

Vector Images

  • Defined by mathematical formulae
  • Can be enlarged and still look nice
  • Small compared to bitmap images

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