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Greg Humphreys
CS445: Intro Graphics
University of Virginia, Fall 2004
Raster Graphics and Color
Overview
• Display hardware
 How are images displayed?
• Raster graphics systems
 How are imaging systems organized?
• Color models
 How can we describe and represent colors?
Overview
• Display hardware
 How are images displayed?
• Raster graphics systems
 How are imaging systems organized?
• Color models
 How can we describe and represent colors?
Display Hardware
• Video display devices
 Cathode Ray Tube (CRT)
 Liquid Crystal Display (LCD)
 Plasma panels
 Thin-film electroluminescent displays
 Light-emitting diodes (LED)
• Hard-copy devices
 Ink-jet printer
 Laser printer
 Film recorder
 Electrostatic printer
 Pen plotter
Cathode Ray Tube (CRT)
Figure 2.4 from H&B
Liquid Crystal Display (LCD)
Figure 2.16 from H&B
2
Display Hardware
• Video display devices
» Cathode Ray Tube (CRT)
» Liquid Crystal Display (LCD)
 Plasma panels
 Thin-film electroluminescent displays
 Light-emitting diodes (LED)
• Hard-copy devices
 Ink-jet printer
 Laser printer
 Film recorder
 Electrostatic printer
 Pen plotter
Overview
• Display hardware
 How are images displayed?
• Raster graphics systems
 How are imaging systems organized?
• Color models
 How can we describe and represent colors?
Raster Graphics Systems
Display
Processor
System
Memory
CPU
Frame
Buffer
MonitorVideo
Controller
System Bus
I/O Devices
Figure 2.29 from H&B
Frame Buffer
Frame
Buffer Figure 1.2 from FvDFH
Frame Buffer Refresh
Figure 1.3 from FvDFH
Refresh rate is usually 60-120 Hz
DAC
Direct Color Framebuffer
• Store the actual intensities of R, G, and B individually
in the framebuffer
• 24 bits per pixel = 8 bits red, 8 bits green, 8 bits blue
• 16 bits per pixel = ? bits red, ? bits green, ? bits blue
3
Color Lookup Framebuffer
• Store indices (usually 8 bits) in framebuffer
• Display controller looks up the R,G,B values before
triggering the electron guns
Color indices
DAC
Color CRT
Figure 2.8 from H&B
Overview
• Display hardware
 How are images displayed?
• Raster graphics systems
 How are imaging systems organized?
» Color models
 How can we describe and represent colors?
Specifying Color
• Color perception usually involves three quantities:
 Hue: Distinguishes between colors like red, green, blue, etc
 Saturation: How far the color is from a gray of equal
intensity
 Lightness: The perceived intensity of a reflecting object
• Sometimes lightness is called brightness if the object
is emitting light instead of reflecting it.
• In order to use color precisely in computer graphics,
we need to be able to specify and measure colors.
How Do Artists Do It?
• Artists often specify color as tints, shades, and tones of
saturated (pure) pigments
• Tint: Adding white to a pure pigment, decreasing saturation
• Shade: Adding black to a pure pigment, decreasing lightness
• Tone: Adding white and black to a pure pigment
White Pure Color
Black
Grays
Tints
Shades
Tones
HSV Color Model
Figure 15.16&15.17 from H&B
H S V Color
0 1.0 1.0 Red
120 1.0 1.0 Green
240 1.0 1.0 Blue
* 0.0 1.0 White
* 0.0 0.5 Gray
* * 0.0 Black
60 1.0 1.0 ?
270 0.5 1.0 ?
270 0.0 0.7 ?
4
Intuitive Color Spaces
HSV is an intuitive color space, corresponding to our
perceptual notions of tint, shade, and tone
Hue (H) is the angle
around the vertical axis
Saturation (S) is a value
from 0 to 1 indicating
how far from the vertical
axis the color lies
Value (V) is the height
of the “hexcone”
Precise Color Specifications
• Pigment-mixing is subjective --- depends on human observer,
surrounding colors, lighting of the environment, etc
• We need an objective color specification
• Light is electromagnetic energy in the 400 to 700 nm
wavelength range
• Dominant wavelength is the wavelength of the color we “see”
• Excitation purity is the proportion of pure colored light to white
light
• Luminance is the amount (or intensity) of the light
Electromagnetic Spectrum
• Visible light frequencies range between ...
 Red = 4.3 x 1014 hertz (700nm)
 Violet = 7.5 x 1014 hertz (400nm)
Figures 15.1 from H&B
Visible Light
• Hue = dominant frequency (highest peak)
• Saturation = excitation purity (ratio of highest to rest)
• Lightness = luminance (area under curve)
White Light Orange Light
Figures 15.3-4 from H&B
Color Matching
• In order to match a color, we can adjust the
brightness of 3 overlapping primaries until the two
colors look the same.
 C = color to be matched
 RGB = laser sources (R=700nm, G=546nm, B=435nm)
• Humans have trichromatic color vision
C = R + G + B C + R = G + B
BR
G
C BGRC
Linear Color Matching
Grassman’s Laws:
1. Scaling the color and the primaries by the same factor
preserves the match:
2. To match a color formed by adding two colors, add
the primaries for each color:
5
?
RGB Spectral Colors
• Match each pure color in the visible spectrum
(rainbow)
• Record the color coordinates as a function of
wavelength
Figure 15.5 from H&B
Human Color Vision
• Humans have 3 light sensitive pigments in their
cones, called L, M, and S
• Each has a different
spectral response curve:
• This leads to metamerism
• “Tristimulus” color theory
Just Noticeable Differences
• The human eye can distinguish hundreds of thousands of
different colors
• When two colors differ only in hue, the wavelength between
just noticeably different colors varies with the wavelength!
 More than 10 nm at the extremes of the spectrum
 Less than 2 nm around blue and yellow
 Most JND hues are within 4 nm.
• Altogether, the eye can distinguish about 128 fully saturated
hues
• Human eyes are less sensitive to hue changes in less
saturated light (not a surprise)
Luminance
Compare color source
to a gray source
Luminance
Y = .30R + .59G + .11B
Color signal on a BW TV
(Except for gamma)
Chromaticity and the CIE
• Negative spectral matching functions?
• Some colors cannot be represented by RGB
• Enter the CIE
• Three new standard primaries called X, Y, and Z
• Y has a spectral matching function exactly equal to
the human response to luminance
XYZ Matching Functions
• Match all visible
colors with only
positive weights
• Y matches luminance
• These functions are
defined tabularly at 1-
nm intervals
• Linear combinations
of the R,G,B matching
functions
6
Spectral Locus
Human perceptual
gamut
Chromaticity Diagram
Converting from RGB
to XYZ is a snap:
Given x, y, and Y, we can
recover the X,Y,Z coordinates
Measuring Color
• Colorimeters measure the X, Y, and Z values for any color
• A line between the “white point” of the chromaticity diagram
and the measured color intersects the horseshoe curve at
exactly the dominant wavelength of the measured color
• A ratio of lengths will give the excitation purity of the color
• Complementary colors are two colors that mix to produce
pure white
• Some colors are non-spectral --- their dominant wavelength is
defined as the same as their complimentary color, with a “c”
on the end
Gamuts
CRT Gamut
A Problem With XYZ Colors
• If we have two colors C1 and C2, and we add ΔC to
both of them, the differences between the original
and new colors will not be perceived to be equal
• This is due to the variation of the just noticeable
differences in saturated hues
• XYZ space is not perceptually uniform
• LUV space was created to address this problem
The RGB Color Model
• This is the model used in color CRT monitors
• RGB are additive primaries
• We can represent this space as a unit cube:
R (1,0,0)
G (0,1,0)
B (0,0,1) C (0,1,1)
M (1,0,1)
Y (1,1,0)
W (1,1,1)
K (0,0,0)
7
More on RGB
• The color gamut covered by the RGB model is
determined by the chromaticites of the three
phosphors
• To convert a color from the gamut of one monitor to
the gamut of another, we first measure the
chromaticities of the phosphors
• Then, convert the color to XYZ space, and finally to
the gamut of the second monitor
• We can do this all with a single matrix multiply
The CMY Color Model
• Cyan, magenta, and yellow are the complements of
red, green, and blue
 We can use them as filters to subtract from white
 The space is the same as RGB except the origin is white
instead of black
• This is useful for hardcopy devices like laser printers
 If you put cyan ink on the page, no red light is reflected
CMYK
• Most printers actually add a fourth color, black
• Use black in place of equal amounts of C, M, and Y
• Why?
•Black ink is darker than mixing C, M, and Y
•Black ink is cheaper than colored ink
The YIQ Color Model
• YIQ is used to encode television signals
• Y is the CIE Y primary, not yellow
• Y is luminance, so I and Q encode the chromaticity of the color
• If we just throw I and Q away, we have black and white TV
• This assumes known chromaticities for your monitor
• Backwards compatibility with black and white TV
• More bandwidth can be assigned to Y
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Displays and color system in computer graphics(Computer graphics tutorials)

  • 1. 1 Greg Humphreys CS445: Intro Graphics University of Virginia, Fall 2004 Raster Graphics and Color Overview • Display hardware  How are images displayed? • Raster graphics systems  How are imaging systems organized? • Color models  How can we describe and represent colors? Overview • Display hardware  How are images displayed? • Raster graphics systems  How are imaging systems organized? • Color models  How can we describe and represent colors? Display Hardware • Video display devices  Cathode Ray Tube (CRT)  Liquid Crystal Display (LCD)  Plasma panels  Thin-film electroluminescent displays  Light-emitting diodes (LED) • Hard-copy devices  Ink-jet printer  Laser printer  Film recorder  Electrostatic printer  Pen plotter Cathode Ray Tube (CRT) Figure 2.4 from H&B Liquid Crystal Display (LCD) Figure 2.16 from H&B
  • 2. 2 Display Hardware • Video display devices » Cathode Ray Tube (CRT) » Liquid Crystal Display (LCD)  Plasma panels  Thin-film electroluminescent displays  Light-emitting diodes (LED) • Hard-copy devices  Ink-jet printer  Laser printer  Film recorder  Electrostatic printer  Pen plotter Overview • Display hardware  How are images displayed? • Raster graphics systems  How are imaging systems organized? • Color models  How can we describe and represent colors? Raster Graphics Systems Display Processor System Memory CPU Frame Buffer MonitorVideo Controller System Bus I/O Devices Figure 2.29 from H&B Frame Buffer Frame Buffer Figure 1.2 from FvDFH Frame Buffer Refresh Figure 1.3 from FvDFH Refresh rate is usually 60-120 Hz DAC Direct Color Framebuffer • Store the actual intensities of R, G, and B individually in the framebuffer • 24 bits per pixel = 8 bits red, 8 bits green, 8 bits blue • 16 bits per pixel = ? bits red, ? bits green, ? bits blue
  • 3. 3 Color Lookup Framebuffer • Store indices (usually 8 bits) in framebuffer • Display controller looks up the R,G,B values before triggering the electron guns Color indices DAC Color CRT Figure 2.8 from H&B Overview • Display hardware  How are images displayed? • Raster graphics systems  How are imaging systems organized? » Color models  How can we describe and represent colors? Specifying Color • Color perception usually involves three quantities:  Hue: Distinguishes between colors like red, green, blue, etc  Saturation: How far the color is from a gray of equal intensity  Lightness: The perceived intensity of a reflecting object • Sometimes lightness is called brightness if the object is emitting light instead of reflecting it. • In order to use color precisely in computer graphics, we need to be able to specify and measure colors. How Do Artists Do It? • Artists often specify color as tints, shades, and tones of saturated (pure) pigments • Tint: Adding white to a pure pigment, decreasing saturation • Shade: Adding black to a pure pigment, decreasing lightness • Tone: Adding white and black to a pure pigment White Pure Color Black Grays Tints Shades Tones HSV Color Model Figure 15.16&15.17 from H&B H S V Color 0 1.0 1.0 Red 120 1.0 1.0 Green 240 1.0 1.0 Blue * 0.0 1.0 White * 0.0 0.5 Gray * * 0.0 Black 60 1.0 1.0 ? 270 0.5 1.0 ? 270 0.0 0.7 ?
  • 4. 4 Intuitive Color Spaces HSV is an intuitive color space, corresponding to our perceptual notions of tint, shade, and tone Hue (H) is the angle around the vertical axis Saturation (S) is a value from 0 to 1 indicating how far from the vertical axis the color lies Value (V) is the height of the “hexcone” Precise Color Specifications • Pigment-mixing is subjective --- depends on human observer, surrounding colors, lighting of the environment, etc • We need an objective color specification • Light is electromagnetic energy in the 400 to 700 nm wavelength range • Dominant wavelength is the wavelength of the color we “see” • Excitation purity is the proportion of pure colored light to white light • Luminance is the amount (or intensity) of the light Electromagnetic Spectrum • Visible light frequencies range between ...  Red = 4.3 x 1014 hertz (700nm)  Violet = 7.5 x 1014 hertz (400nm) Figures 15.1 from H&B Visible Light • Hue = dominant frequency (highest peak) • Saturation = excitation purity (ratio of highest to rest) • Lightness = luminance (area under curve) White Light Orange Light Figures 15.3-4 from H&B Color Matching • In order to match a color, we can adjust the brightness of 3 overlapping primaries until the two colors look the same.  C = color to be matched  RGB = laser sources (R=700nm, G=546nm, B=435nm) • Humans have trichromatic color vision C = R + G + B C + R = G + B BR G C BGRC Linear Color Matching Grassman’s Laws: 1. Scaling the color and the primaries by the same factor preserves the match: 2. To match a color formed by adding two colors, add the primaries for each color:
  • 5. 5 ? RGB Spectral Colors • Match each pure color in the visible spectrum (rainbow) • Record the color coordinates as a function of wavelength Figure 15.5 from H&B Human Color Vision • Humans have 3 light sensitive pigments in their cones, called L, M, and S • Each has a different spectral response curve: • This leads to metamerism • “Tristimulus” color theory Just Noticeable Differences • The human eye can distinguish hundreds of thousands of different colors • When two colors differ only in hue, the wavelength between just noticeably different colors varies with the wavelength!  More than 10 nm at the extremes of the spectrum  Less than 2 nm around blue and yellow  Most JND hues are within 4 nm. • Altogether, the eye can distinguish about 128 fully saturated hues • Human eyes are less sensitive to hue changes in less saturated light (not a surprise) Luminance Compare color source to a gray source Luminance Y = .30R + .59G + .11B Color signal on a BW TV (Except for gamma) Chromaticity and the CIE • Negative spectral matching functions? • Some colors cannot be represented by RGB • Enter the CIE • Three new standard primaries called X, Y, and Z • Y has a spectral matching function exactly equal to the human response to luminance XYZ Matching Functions • Match all visible colors with only positive weights • Y matches luminance • These functions are defined tabularly at 1- nm intervals • Linear combinations of the R,G,B matching functions
  • 6. 6 Spectral Locus Human perceptual gamut Chromaticity Diagram Converting from RGB to XYZ is a snap: Given x, y, and Y, we can recover the X,Y,Z coordinates Measuring Color • Colorimeters measure the X, Y, and Z values for any color • A line between the “white point” of the chromaticity diagram and the measured color intersects the horseshoe curve at exactly the dominant wavelength of the measured color • A ratio of lengths will give the excitation purity of the color • Complementary colors are two colors that mix to produce pure white • Some colors are non-spectral --- their dominant wavelength is defined as the same as their complimentary color, with a “c” on the end Gamuts CRT Gamut A Problem With XYZ Colors • If we have two colors C1 and C2, and we add ΔC to both of them, the differences between the original and new colors will not be perceived to be equal • This is due to the variation of the just noticeable differences in saturated hues • XYZ space is not perceptually uniform • LUV space was created to address this problem The RGB Color Model • This is the model used in color CRT monitors • RGB are additive primaries • We can represent this space as a unit cube: R (1,0,0) G (0,1,0) B (0,0,1) C (0,1,1) M (1,0,1) Y (1,1,0) W (1,1,1) K (0,0,0)
  • 7. 7 More on RGB • The color gamut covered by the RGB model is determined by the chromaticites of the three phosphors • To convert a color from the gamut of one monitor to the gamut of another, we first measure the chromaticities of the phosphors • Then, convert the color to XYZ space, and finally to the gamut of the second monitor • We can do this all with a single matrix multiply The CMY Color Model • Cyan, magenta, and yellow are the complements of red, green, and blue  We can use them as filters to subtract from white  The space is the same as RGB except the origin is white instead of black • This is useful for hardcopy devices like laser printers  If you put cyan ink on the page, no red light is reflected CMYK • Most printers actually add a fourth color, black • Use black in place of equal amounts of C, M, and Y • Why? •Black ink is darker than mixing C, M, and Y •Black ink is cheaper than colored ink The YIQ Color Model • YIQ is used to encode television signals • Y is the CIE Y primary, not yellow • Y is luminance, so I and Q encode the chromaticity of the color • If we just throw I and Q away, we have black and white TV • This assumes known chromaticities for your monitor • Backwards compatibility with black and white TV • More bandwidth can be assigned to Y
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