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Computer Vision

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The sensation of color is caused by the brain. Some ways to get this sensation include: ... Color appearance is strongly affected by (at least): other nearby colors, ... – PowerPoint PPT presentation

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Title: Computer Vision


1
Chapter 6
Color and Shading
2
Color
  • Used heavily in human vision
  • Color is a pixel property, making some
    recognition problems easy
  • Visible spectrum for humans is 400nm (blue) to
    700 nm (red)
  • Machines can see much more ex. X-rays,
    infrared, radio waves

3
Causes of color
  • The sensation of color is caused by the brain.
  • Some ways to get this sensation include
  • Pressure on the eyelids
  • Dreaming, hallucinations, etc.
  • Main way to get it is the response of the visual
    system to the presence/absence of light at
    various wavelengths.
  • Issues that affect perception of color
  • Light sources with different spectrums (compare
    the sun and a fluorescent light bulb)
  • Differential reflection (e.g. some pigments) and
    absorption
  • Differential refraction - (e.g. Newtons prism)
  • Different distance and angle of reflection
  • Sensitivity of sensor

4
Some physics
  • White light is composed of all visible
    frequencies (400-700)
  • Ultraviolet and X-rays are of much smaller
    wavelength
  • Infrared and radio waves are of much longer
    wavelength

5
Color varies along a linear scale
(wavelength). Different colors typically have
different spectral albedo. Measurements by
E.Koivisto.
Violet Indigo Blue Green
Yellow Orange Red
Spectral albedos for different leaves, with color
names attached.
6
The appearance of colors
  • Color appearance is strongly affected by (at
    least)
  • other nearby colors,
  • adaptation to previous views
  • state of mind
  • Image from
  • http//web.mit.edu/persci/people/adelson/checkersh
    adow_illusion.html

7
The appearance of colors
  • Color appearance is strongly affected by (at
    least)
  • other nearby colors,
  • adaptation to previous views
  • state of mind
  • Image from
  • http//web.mit.edu/persci/people/adelson/checkersh
    adow_illusion.html

8
Color spaces
  • RGB primaries are monochromatic (formally
    645.2nm, 526.3nm, 444.4nm)
  • CIE XYZ Primaries are imaginary (negative
    spectral radiance), but have other convenient
    properties
  • Also
  • CMY subtractive color space used for printing
  • HSV perceptually salient space for several
    applications
  • YIQ used for TV good for compression
  • A choice of three primaries yields a linear color
    space --- the coordinates of a color are given
    by the weights of the primaries used to match it.
  • Choice of primaries is equivalent to choice of
    color space.

9
Comparing color spaces
10
Color cube
  • R, G, B values normalized to (0, 1) interval
  • humans perceive gray for triples on the diagonal
  • Pure colors on corners

11
Color receptors and color deficiency
  • Trichromacy is justified - in most people, there
    are three types of color receptor, called cones,
    which vary in their sensitivity to light at
    different wavelengths (shown by molecular
    biologists).
  • Some people have fewer than three types of
    receptor most common deficiency is red-green
    color blindness in men.

12
Chapter 7
Texture
13
Texture
  • Texture is a description of the spatial
    arrangement of color or intensities in an image
    or a selected region of an image.
  • Structural approach Texture is a set of
    primitive texels in some regular or repeated
    relationship.

14
Texture
  • Finding texels is difficult in most images

15
Statistical texture
  • Most common approach in computer vision to
    compute statistics in the image to represent
    texture.
  • Computationally efficient
  • Can be used for classification and segmentation
  • Simple approach apply edge detection
  • Number of edge pixels is one measure of texture
  • Orientation is another (average or histogram)

16
Co-occurrence matrix
  • A co-occurrence matrix is a 2D array N (or C) in
    which
  • Both the rows and columns represent a set of
    possible image values
  • Nd(i,j) indicates how many times value i
    co-occurs with value j in a particular spatial
    relationship d.
  • The spatial relationship is specified by a vector
    d (dr,dc).
  • Essentially a 2D histogram storing a particular
    spatial relationship between intensity values.

17
Co-occurrence matrix
1
0 1 2
1 1 0 0 1 1 0 0 0 0 2 2 0 0 2 2 0 0
2 2 0 0 2 2
j
i
0 1 2
6 0 4 2 2 0 0 0 4
d (0,1)
C
d
co-occurrence matrix
gray-tone image
18
Co-occurrence features
Numeric features computed from the co-occurrence
matrix can be used to represent and compare
textures.
19
Co-occurrence matrix
  • How do you choose d?
  • Are the textures small, medium, large?
  • One suggestion (Zucker and Terzopoulos) use a
    statistical test to select value(s) that have the
    most structure.

20
Texture representation
  • Another method to represent image texture is by
    convolving the image with a set of filters.
  • Each pixel is represented by a vector of filter
    responses, the texture signature
  • Strong response when image is similar to filter
  • Weak response when not similar
  • The filters that are typically used look like
  • Spots
  • Bars

21
Filters are templates
  • Applying a filter at some point can be seen as
    taking a dot-product between the image and the
    filter
  • Both are viewed as 1D vectors rather than 2D
    images
  • Filtering the image is a set of dot products
  • Insight
  • filters look like the effects they are intended
    to find
  • filters find effects they look like
  • why?

22
Filters are templates

Positive responses
23
Filters are templates

Positive responses
24
Scaled representations
  • Big bars and little bars (elongated features like
    limbs or stripes) are both interesting features
    to detect in an image
  • Also could be dots or other shapes
  • Inefficient to detect big bars with big filters
  • And there is superfluous detail in the filter
    kernel
  • Alternative
  • Apply filters of fixed size to images of
    different sizes
  • Typically, a collection of images whose edge
    length changes by a factor of 2 (or the square
    root of 2)
  • This is a pyramid by visual analogy (sometimes
    called a Gaussian pyramid)

25
A bar in the biggest image is a hair on the
zebras nose in middle images, a stripe in the
smallest, the animals nose
26
How can these textures be represented?
27
Representing textures
  • Real textures are made up of patterns of
    irregular subelements
  • Representation
  • find the subelements, and represent their
    statistics
  • What are the subelements?
  • not well defined, in general
  • usually reduced to most basic shapes spots and
    bars at various sizes and orientations
  • How do we find them?
  • by applying filters
  • After applying bar and spot filters apply
    statistics locally
  • mean
  • standard deviation
  • histograms

28
(No Transcript)
29
Filters (not to scale)
Original image
Filter responses
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