Smartphones are becoming our primary camera and our primary way to consume images. The technical differences between those devices are shrinking. How do you differentiate between them?
Considering all devices coming with approximatively the same hardware from sensors to optic, the differences should come from the software. if you take Android OS, despite its presence on most of the smartphone, the manufacturers using this OS can still pre-load their devices with advanced options.
My point here is not to list or say which one is better than the other, but to highlight all the options now available. What I think is interesting here is to see what is considered to be granted from the user point of view: auto-focus, white balancing, hdr, face detection, low light condition, panorama and to wonder what people really understood of these tools. The marketing department surely has something to say about the last point.
To know a bit about the production workflow around this problematic, I really see the the battle of new algorithms/automatic image as the way for company to market their image (see the last Iphone campaign). A bit like the battle between film manufacturers (Kodak, Agfa, Fuji...) back in the days, where for the same ISO sensitivities (for me my favorite was 400 color by Fujifilm) the same color signal will appear slightly different on paper. The camera allows you to record the scene and the film/digital camera chosen will print the look of the final image.
So what can you really do? A lot will answer the emergency color scientist. It is super important and very interesting to study how our visual system is functioning, how it adapts with the light condition (eg. how to improve an image when observe on your phone in low light condition). All sounds pretty cool to me, color scientists can be useful.
La suite dans le futur.
Affichage des articles dont le libellé est hdr imaging. Afficher tous les articles
Affichage des articles dont le libellé est hdr imaging. Afficher tous les articles
02/03/2016
Algo in mobile phone camera
Libellés :
Agfa,
algorithm,
Android OS,
Apple,
autofocus,
color imaging,
color science,
color scientist,
digital photography,
fujifilm,
hdr imaging,
Huawei,
iOS,
ISO,
LG,
photography,
Samsung,
smartphone
25/10/2015
Personal insights on color science
Context
In a previous post I talked about the last event in my field I did attend. Now I want to talk about my perception of this domain which is called color science. I'm pretty sure it can be applied to other fields of research as well.
From the first time I joined this community, from article reader, article contributor to reviewer, committee member and session chair my understanding of what is color science has evolved. One important thing is to stay humble, especially with the new comers. I have been one them, it was impressive. Impressive because you meet the people, authors of research articles that are part of the foundation of you work. You can add a person, a voice to written words, it's actually pretty cool.
There aren't thousand concepts to understand/enter the world of color science. Like in every fields it's about observation and trying to explain what's happening. But here it's all about light - its spectral properties - how we perceive this signal - a single light source to an image in the visible spectrum - and how can we develop robust scientific/engineering "stuffs" around it. What I find interesting is to witness what is the new thing coming each year, how a technical improvement can open a door for further applications.
Color trends
Among the research sub-fields presented at CIC this year I want to come back on four of them.
There is the recurrent discussion about color metrics, from a purely mathematical/geometrical approach to a more perception-wise approach trying to add an average human appreciation of the difference between two signals. Having a good metric is always helpful to evaluate your algorithm/experiment. Over the years the metrics are evolving, context is important (from display calibration to color textile differences...).
There is the what I call "purely geometrical approach" discussion where having a signal as vector of n values - for n wavelength - a group of sensors - basic configuration made of three basis like RGB basis - you want to know the value of this signal once projected on the known basis/sensors. From that you can jump into optimization, addressing various problems such as finding the scene illuminant/white point, study metamerism. It seems obvious but it's not.
There is printing and 3D printing - there I meant color 3D printing. Just think of how to design a color test-chart for such printing system. HDR display is also coming stronger than ever. What is interesting with these two examples is that they both require to know your workflow, they are the "end" of a process chain: you need to understand the acquisition process to do a good reproduction. Understanding the use of the technology is obviously required.
On the last paragraph one can add the understanding of gamut mapping and how you "move" into your color space as something very important. For printers you have multi-inks system changing the shape of the color space available. For high resolution TV and HDR screen the color gamut shape may not change a lot - almost - but the variability of screen size, intensity scale, technology available make it difficult - to be understood as something cool and challenging for me - to offer a comfortable experience to the user among the different platforms.
Now that I'm a bit more in control with the tools/concepts in my field and sub-fields I have the tendency to prefer the projects combining several concepts - like high quality printing and movie post-production - and I always appreciate to hear how the authors are presenting their projects, which story they are telling us.
In a previous post I talked about the last event in my field I did attend. Now I want to talk about my perception of this domain which is called color science. I'm pretty sure it can be applied to other fields of research as well.
From the first time I joined this community, from article reader, article contributor to reviewer, committee member and session chair my understanding of what is color science has evolved. One important thing is to stay humble, especially with the new comers. I have been one them, it was impressive. Impressive because you meet the people, authors of research articles that are part of the foundation of you work. You can add a person, a voice to written words, it's actually pretty cool.
There aren't thousand concepts to understand/enter the world of color science. Like in every fields it's about observation and trying to explain what's happening. But here it's all about light - its spectral properties - how we perceive this signal - a single light source to an image in the visible spectrum - and how can we develop robust scientific/engineering "stuffs" around it. What I find interesting is to witness what is the new thing coming each year, how a technical improvement can open a door for further applications.
Color trends
Among the research sub-fields presented at CIC this year I want to come back on four of them.
There is the recurrent discussion about color metrics, from a purely mathematical/geometrical approach to a more perception-wise approach trying to add an average human appreciation of the difference between two signals. Having a good metric is always helpful to evaluate your algorithm/experiment. Over the years the metrics are evolving, context is important (from display calibration to color textile differences...).
There is the what I call "purely geometrical approach" discussion where having a signal as vector of n values - for n wavelength - a group of sensors - basic configuration made of three basis like RGB basis - you want to know the value of this signal once projected on the known basis/sensors. From that you can jump into optimization, addressing various problems such as finding the scene illuminant/white point, study metamerism. It seems obvious but it's not.
There is printing and 3D printing - there I meant color 3D printing. Just think of how to design a color test-chart for such printing system. HDR display is also coming stronger than ever. What is interesting with these two examples is that they both require to know your workflow, they are the "end" of a process chain: you need to understand the acquisition process to do a good reproduction. Understanding the use of the technology is obviously required.
On the last paragraph one can add the understanding of gamut mapping and how you "move" into your color space as something very important. For printers you have multi-inks system changing the shape of the color space available. For high resolution TV and HDR screen the color gamut shape may not change a lot - almost - but the variability of screen size, intensity scale, technology available make it difficult - to be understood as something cool and challenging for me - to offer a comfortable experience to the user among the different platforms.
Now that I'm a bit more in control with the tools/concepts in my field and sub-fields I have the tendency to prefer the projects combining several concepts - like high quality printing and movie post-production - and I always appreciate to hear how the authors are presenting their projects, which story they are telling us.
24/09/2013
Back in IBC - Cutting Edge Session 1&2
It was almost on all lips during IBC this year, you have to improve the immersive experience for the viewers. Not only the story or TV program have to be original and addictive and if possible an endless source of money generator, no, they also have to be more immersive.
But what is an immersive experience? Different people, different interpretations. The idea is to offer to a spectator - while he is at the cinema or in front of its tv - an experience the more realistic it can be, the viewer should forget he is watching a display (e.g. watching a football game on your sofa and feeling you are in the stadium). The question becomes how to improve the display to make it more immersive? That's what the conference speakers (#ibcconf hosted during the show #ibcshow early September in Amsterdam) were trying to answer in their presentation. And especially in the sessions "Cutting Edge 1 & 2" new technologies were discussed. I took part in session 2 and we are all presenting what are the things comings, which technology will be predominant in a near future and hopefully the one we propose will be.
Starting from a rectangle display with a fixed resolution (e.g. HD), a fixed frame per second rate (e.g. 25fps), a fixed color dynamic (e.g. each color channel pixel coded on 8bits) what do we do? How do we introduce new "things" without destroying completely the existing workflow (from image acquisition, encoding and compression, diffusion and display)?
Increasing the resolution to 4K was written everywhere this year, increasing the resolution almost 4 times the one corresponding to HD (which is the one for Blue-Ray, DVD is way smaller), but so far there is not real content or affordable customer product for home. Professional movie cameras (or the latest GoPro) can offer this resolution, but only movie theater could follow on that (also I don't remember what is the offcial/recommended resolution for film distribution). Comparing to some years ago, the switch to full digital is a reality in many movie theaters and even so the quality in full digital is said to be lower than with film, two things are interesting: there is limit for an average viewer to see/perceive a difference in quality above 2K (so do we need to go so high?) and depending where you sit in a theater you will perceive different resolutions. In case you don't know this already, the human eye is performing filtering on the signal he receives, details will be perceived in an image depending of the viewing distance (this is use in many image compression algorithm where you remove what is not seen anyway).
Researchers at BBC where showing their latest work on fps, which fps is achievable in order to increase the viewing comfort. They said that above 100fps it's better, for you to appreciate the difference they were showing the same sequence (athletes doing high jump) with "normal" fps and higher fps side by side.
About hdr, the display market is almost reduces to one company (Dolby). The technique for taking hdr images (high dynamic range images) is known, basically you have to combine several pictures taken at different exposures. One can see the issues when you want to record movie file and not a single image. Researchers at Fraunhofer ISS proposed a very neat solution where sensors with different sensitivities pseudo-randomly distributed where used. And taking into account sparsity they could in one single shot obtain an hdr image. A brilliant friend did suggest me the following "but why don't they read continuously the captors to get the values at different exposures and create the hdr data on the fly", hmm why? And hdr must not be misunderstood with RAW file format despite data in that format possibly available in higher that 8bits per channel.
And there is our approach which consists in surrounding physically the viewers: the screen is curved (e.g. cylinder or digital dome to spherical display). To do so we combine several projectors to project images on the whole curved surface. This year we proposed a study case where 3D stereoscopic content was streamed to a digital dome. The installation we described use two fish-eye cameras and a 2 diameters dome tilted at 90degres such that while standing you are looking straight in the middle of the curved screen (the field of view proposed is bigger than your natural field of view, you should feel immersed). 3D and immersive experience go together and research is actively done to make the 3D experience more seamless to the user, meaning no glasses to wear, auto-stereoscopy and multi-views. Here as well the colleagues at Fraunhofer HHI and ISS have a strong presence. The matter of 3D and immersive display (or surround cinema) is tricky, the whole 3D thing is tricky (which makes it very interesting), because looking with one eye in real life doesn't make you see a flat image, you still perceive depth. And coming back to immersive display/surround cinema, the way you generate 3D images has to take into account where the viewer may look at, the freedom you are offering (possibility to look in every direction) is a challenge for the generation of proper stereoscopic effect. And I probably lost 98% of my friends after these lines.
All these large, curved, multi-blended displays need to be accurately color calibrated on the top of their geometrical calibration (we also do that at Fraunhofer FOKUS in our department VISCOM). The viewers need to have the feeling to look at one single light source only. The more you forget about the technique during the show you are watching/attending, the more immersive is the experience.
Last but not least, sound is of course in the game. You can't talk about surround cinema without surround sound. That wasn't too much mentioned in the sessions, but both image and sound are working together, beautiful isn't it... That is not my specialty, mine is color and image processing and more, I let the sound to my colleague specialists.
But what is an immersive experience? Different people, different interpretations. The idea is to offer to a spectator - while he is at the cinema or in front of its tv - an experience the more realistic it can be, the viewer should forget he is watching a display (e.g. watching a football game on your sofa and feeling you are in the stadium). The question becomes how to improve the display to make it more immersive? That's what the conference speakers (#ibcconf hosted during the show #ibcshow early September in Amsterdam) were trying to answer in their presentation. And especially in the sessions "Cutting Edge 1 & 2" new technologies were discussed. I took part in session 2 and we are all presenting what are the things comings, which technology will be predominant in a near future and hopefully the one we propose will be.
Starting from a rectangle display with a fixed resolution (e.g. HD), a fixed frame per second rate (e.g. 25fps), a fixed color dynamic (e.g. each color channel pixel coded on 8bits) what do we do? How do we introduce new "things" without destroying completely the existing workflow (from image acquisition, encoding and compression, diffusion and display)?
Increasing the resolution to 4K was written everywhere this year, increasing the resolution almost 4 times the one corresponding to HD (which is the one for Blue-Ray, DVD is way smaller), but so far there is not real content or affordable customer product for home. Professional movie cameras (or the latest GoPro) can offer this resolution, but only movie theater could follow on that (also I don't remember what is the offcial/recommended resolution for film distribution). Comparing to some years ago, the switch to full digital is a reality in many movie theaters and even so the quality in full digital is said to be lower than with film, two things are interesting: there is limit for an average viewer to see/perceive a difference in quality above 2K (so do we need to go so high?) and depending where you sit in a theater you will perceive different resolutions. In case you don't know this already, the human eye is performing filtering on the signal he receives, details will be perceived in an image depending of the viewing distance (this is use in many image compression algorithm where you remove what is not seen anyway).
Researchers at BBC where showing their latest work on fps, which fps is achievable in order to increase the viewing comfort. They said that above 100fps it's better, for you to appreciate the difference they were showing the same sequence (athletes doing high jump) with "normal" fps and higher fps side by side.
About hdr, the display market is almost reduces to one company (Dolby). The technique for taking hdr images (high dynamic range images) is known, basically you have to combine several pictures taken at different exposures. One can see the issues when you want to record movie file and not a single image. Researchers at Fraunhofer ISS proposed a very neat solution where sensors with different sensitivities pseudo-randomly distributed where used. And taking into account sparsity they could in one single shot obtain an hdr image. A brilliant friend did suggest me the following "but why don't they read continuously the captors to get the values at different exposures and create the hdr data on the fly", hmm why? And hdr must not be misunderstood with RAW file format despite data in that format possibly available in higher that 8bits per channel.
And there is our approach which consists in surrounding physically the viewers: the screen is curved (e.g. cylinder or digital dome to spherical display). To do so we combine several projectors to project images on the whole curved surface. This year we proposed a study case where 3D stereoscopic content was streamed to a digital dome. The installation we described use two fish-eye cameras and a 2 diameters dome tilted at 90degres such that while standing you are looking straight in the middle of the curved screen (the field of view proposed is bigger than your natural field of view, you should feel immersed). 3D and immersive experience go together and research is actively done to make the 3D experience more seamless to the user, meaning no glasses to wear, auto-stereoscopy and multi-views. Here as well the colleagues at Fraunhofer HHI and ISS have a strong presence. The matter of 3D and immersive display (or surround cinema) is tricky, the whole 3D thing is tricky (which makes it very interesting), because looking with one eye in real life doesn't make you see a flat image, you still perceive depth. And coming back to immersive display/surround cinema, the way you generate 3D images has to take into account where the viewer may look at, the freedom you are offering (possibility to look in every direction) is a challenge for the generation of proper stereoscopic effect. And I probably lost 98% of my friends after these lines.
All these large, curved, multi-blended displays need to be accurately color calibrated on the top of their geometrical calibration (we also do that at Fraunhofer FOKUS in our department VISCOM). The viewers need to have the feeling to look at one single light source only. The more you forget about the technique during the show you are watching/attending, the more immersive is the experience.
Last but not least, sound is of course in the game. You can't talk about surround cinema without surround sound. That wasn't too much mentioned in the sessions, but both image and sound are working together, beautiful isn't it... That is not my specialty, mine is color and image processing and more, I let the sound to my colleague specialists.
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