Perceptual fidelity for digital image display Adela Katharine Devlin A thesis submitted to the University of Bristol, UK in accordance with the requirements for the degree of Doctor of Philosophy in the Faculty of Engineering, Department of Computer Science. 2004 c. 32 000 words Abstract Many applications require that the original version of an image will appear the same regardless of where or how it is displayed. However, the conditions in which an image is displayed can adversely affect its appearance. Computer monitor screens not only emit light, but can also reflect extraneous light present in the viewing environment. This can cause images displayed on a monitor to appear faded by reducing their perceived contrast. Current approaches to this problem involve measuring this ambient illumination with specialised hardware, then altering the display device or changing the viewing conditions. This is not only impractical, but also costly and time consuming. For a user who does not have the equipment, expertise or budget to control these facets of image display, a practical alternative is sought. This thesis presents a method whereby the display device itself can be used to determine the effect of ambient light on perceived contrast, thus enabling the viewers themselves to perform visually-based calibration. This method is grounded in established psychophysical experimentation, and we present both an extensive procedure and an equivalent rapid procedure. Our work is extended by providing a novel method of contrast correction so that the contrast of an image viewed in bright conditions can be corrected to appear the same as an image viewed in a darkened room. This is verified through formal psychophysical validation studies. These methods and algorithms are easy to apply in practical settings, while accurate enough to be useful. Declaration The work in this thesis is original and no portion of the work referred to here has been submitted in support of an application for another degree or qualification of this or any other university or institution of learning. Signed: Adela Katharine Devlin Date: Acknowledgements This work was funded for the most part by EPSRC Student CASE Award 00314469 in conjunction with the Defence Evaluation and Research Agency. First, thanks to Alan Chalmers for seeing this PhD through from start to finish, and for taking me to so many fantastic places along the way. There’ve been some ups and downs, but I hope we’ve ended on an up! The whole of the infinite number of Ph.D. students in the Graphics Group also deserve thanks, especially Patrick, Pete and Ki without whom I would never have survived the final night in Saarbrucken. To those I’ve met over conference beers, cheers! (That’s got to include the Acknowledgement Tart, Greg Ward.) Much appreciation to those who have shared advice, especially Tom Troscianko. Many, many thanks indeed to Erik Reinhard who has kept up the encouragement and advice and made conferences even more fun than usual. His knowledge and enthusiasm has proved invaluable, and I thank him for his contributions and his friendship. Big shout out to the lunchtime posse — the highly insecure (what was that password again?) crypto group and the downwardly-mobile wearable team. Alphabetically, sort of: Amoss and his lucky charms, Dan ‘cyberdolphin’ Page, Frè Vercauteren, Martijn and his antimatter flapjacks, Matt ‘she’s-not-that-young’ Baldwin, Mike ‘aboot’ McCarthy, Paul ‘oooh-yeah’ Duff, Rich ‘I’m not an aggressive person’ Noad, and, in his bid for world domination, Nigel Smart. For coffee-drinking support and general bitchin’, I thank you. To the cinema-goers, music-lovers, pub drinkers and indecisive diners (that’d be Barry, Eric, and Tim, ably co-ordinated by Peter ‘babe’ Flach), cheers! Indeed, much appreciation to everyone who has made my time in the department so damn enjoyable (including Chris, Mike and Nige who had to put up with me in their office). Sarah, Stef, Dave and Angus — there were moments when climbing (and alcohol) was all that kept me going, and you guys were there, wielding wine bottles and holding the rope (except for Angus who was having difficulty with the 6a sitting start off of the sofa, but who more than made up for it with the alcohol). Special thanks to the House of Dysfunction and all who play in her: Antti, Mary, Carl, and thebest-flatmate-ever, Genevieve. Much gratitude to the Mudcatters for online and real-life music, and for putting up with my repertoire of badly-fiddled polkas. Not forgetting the gurls: Chris and Helen — yay! Love yez babes. Also, my Northbrook buddies deserve (platonic) lurve for packing me off to Bristol with fond memories of awful hangovers and an unsurpassable roadtrip to Memphis: Whoremonger, Needledick and Nicegirlsorcha — now I’ve got time to write that novel. To those who’ve been with me all the way and supported my bid to be an Eternal Student — me mammy, me da, and our Louise — yous are the best family I’ve ever had. These acknowledgements are in no order of preference, except for this: Henk Muller, my best mate, thank you for so much, including saving my life literally and metaphorically on several occasions. vfw. To Fintan, who’s always asking “what did I send you to university for?”. Contents List of Figures vi List of Tables x 1 Introduction 1 1.1 Contributions of this thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.2 Thesis outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1.3 Application: virtual heritage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1.3.1 Captured images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.3.2 Rendered representations . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.3.3 Consistency in delivery . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2 Background 2.1 2.2 19 Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.1.1 Radiometry and photometry . . . . . . . . . . . . . . . . . . . . . . . . 20 2.1.2 Light propagation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Visual perception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 2.2.1 The human eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 2.2.2 Visual sensitivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 i 2.3 2.4 2.5 2.6 3 2.2.3 Contrast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 2.2.4 Thresholds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 2.2.5 The Contrast Sensitivity Function . . . . . . . . . . . . . . . . . . . . . 28 2.2.6 Adaptation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 2.2.7 Brightness perception . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 2.2.8 Lightness and colour constancy . . . . . . . . . . . . . . . . . . . . . . 31 Digital image creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 2.3.1 Capturing digital images . . . . . . . . . . . . . . . . . . . . . . . . . . 32 2.3.2 Generating digital images . . . . . . . . . . . . . . . . . . . . . . . . . 32 Display technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 2.4.1 Cathode Ray Tubes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 2.4.2 Liquid Crystal Displays . . . . . . . . . . . . . . . . . . . . . . . . . . 35 2.4.3 Plasma Display Panels . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Controlling the display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 2.5.1 Gamma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 2.5.2 Tone reproduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 2.5.3 Gamut mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 The viewing environment 57 3.1 The influences of ambient illumination . . . . . . . . . . . . . . . . . . . . . . . 57 3.2 Accounting for viewing conditions . . . . . . . . . . . . . . . . . . . . . . . . . 59 3.2.1 Physical alterations to the hardware . . . . . . . . . . . . . . . . . . . . 59 3.2.2 Viewing environment standards . . . . . . . . . . . . . . . . . . . . . . 60 ii 3.2.3 3.3 3.4 Measurement and image correction . . . . . . . . . . . . . . . . . . . . 61 Related work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 3.3.1 Ergonomics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 3.3.2 Medical imaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 4 Measuring reflected ambient light 4.1 4.2 4.3 69 Conducting experiments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 4.1.1 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 4.1.2 Ethics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 4.1.3 Sample design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 4.1.4 Pilot studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 4.1.5 Problems with psychophysics and statistical significance . . . . . . . . . 73 Experiment 1: contrast discrimination thresholds . . . . . . . . . . . . . . . . . 74 4.2.1 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 4.2.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 4.2.3 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 4.2.4 Stimuli . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 4.2.5 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 4.2.6 Results and discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Experiment 2: rapid characterisation . . . . . . . . . . . . . . . . . . . . . . . . 84 4.3.1 Alternative and pilot experiments . . . . . . . . . . . . . . . . . . . . . 84 4.3.2 Main experiment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 4.3.3 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 iii 4.4 5 6 4.3.4 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 4.3.5 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 4.3.6 Results and discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Correcting for Ambient Light 95 5.1 Contrast adjustment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 5.2 Luminance remapping requirements . . . . . . . . . . . . . . . . . . . . . . . . 96 5.3 Existing remapping methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 5.3.1 Gamma manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 5.3.2 Hyperbolic functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 5.3.3 Histogram equalisation . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 5.3.4 Spatially varying techniques . . . . . . . . . . . . . . . . . . . . . . . . 99 5.4 Schlick’s rational function as a basis for remapping . . . . . . . . . . . . . . . . 99 5.5 A new luminance remapping algorithm . . . . . . . . . . . . . . . . . . . . . . . 101 5.5.1 The range [0; L] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 5.5.2 The range [L; M ] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 5.5.3 Complete remapping function . . . . . . . . . . . . . . . . . . . . . . . 103 5.5.4 Function inversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 5.5.5 Colour space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 5.6 Results and discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 5.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Validation of luminance remapping 111 iv 6.1 6.2 Validation experiment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 6.1.1 Hypotheses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 6.1.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 6.1.3 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 6.1.4 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 6.1.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 7 Conclusions 117 7.1 Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 7.2 Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 7.3 Further research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 7.4 Closing remarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Bibliography 122 A Materials 137 A.1 Experimental Informed Consent Form . . . . . . . . . . . . . . . . . . . . . . . 138 A.2 Instructions for Experiment 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 A.3 Instructions for Experiment 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 B Results 143 v vi List of Figures 1.1 Example of a ‘washed out’ image . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.2 Virtual heritage: system diagram . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.3 Experimental archaeology: physical reconstruction of fuel types. . . . . . . . . . 9 1.4 Simulations: differences in lighting . . . . . . . . . . . . . . . . . . . . . . . . . 11 1.5 Examples of medieval pottery. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 1.6 Medieval house simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 1.7 The House of the Vettii today . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 1.8 Simulation of the House of the Vettii . . . . . . . . . . . . . . . . . . . . . . . . 14 1.9 Simulation with the inclusion of furniture . . . . . . . . . . . . . . . . . . . . . 15 1.10 Cap Blanc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.1 The electromagnetic spectrum . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2.2 The Luminous Efficiency Curve . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.3 Specular and diffuse reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 2.4 A schematic section through the human eye . . . . . . . . . . . . . . . . . . . . 25 2.5 Weber’s law: JND measurement . . . . . . . . . . . . . . . . . . . . . . . . . . 27 2.6 Threshold versus intensity function . . . . . . . . . . . . . . . . . . . . . . . . . 28 2.7 The Campbell-Robson sensitivity chart and the contrast sensitivity function . . . 29 vii 2.8 Plot of the Stevens’ Power Law . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 2.9 Simplified schematic diagram of a CRT . . . . . . . . . . . . . . . . . . . . . . 34 2.10 Gamma values for a CRT monitor . . . . . . . . . . . . . . . . . . . . . . . . . 37 2.11 Example of test patterns for gamma measurement . . . . . . . . . . . . . . . . . 39 2.12 Image used for simple gamma correction . . . . . . . . . . . . . . . . . . . . . . 40 2.13 A comparative view of dynamic range. . . . . . . . . . . . . . . . . . . . . . . . 41 2.14 Ideal tone reproduction process . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 2.15 Linear scaling versus tone reproduction. . . . . . . . . . . . . . . . . . . . . . . 42 2.16 Example of dynamic range extent using varying exposures. . . . . . . . . . . . . 43 2.17 Chromaticity diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 3.1 ICC colour management architecture . . . . . . . . . . . . . . . . . . . . . . . . 63 4.1 Example of the set up for the light condition . . . . . . . . . . . . . . . . . . . . 76 4.2 Example stimulus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 4.3 The staircase method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 4.4 Flowchart showing procedure for Experiment 1. . . . . . . . . . . . . . . . . . . 81 4.5 Simplified measurement using a Campbell-Robson chart . . . . . . . . . . . . . 85 4.6 A type of gamma chart used to measure contrast discrimination . . . . . . . . . . 86 4.7 Grid of squares used for simplified characterisation. . . . . . . . . . . . . . . . . 88 4.8 Flowchart showing procedure for Experiment 2. . . . . . . . . . . . . . . . . . . 90 4.9 Experiment 2: average JND values . . . . . . . . . . . . . . . . . . . . . . . . . 91 5.1 Problems with remapping by subtraction . . . . . . . . . . . . . . . . . . . . . . 96 5.2 Splitting the remapping function into two ranges . . . . . . . . . . . . . . . . . . 101 viii 5.3 Remapping functions for LR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 5.4 Remapping results 5.5 Comparison with other techniques . . . . . . . . . . . . . . . . . . . . . . . . . 108 6.1 Validation experiment: average JND values . . . . . . . . . . . . . . . . . . . . 114 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 ix x List of Tables 2.1 Radiometric and photometric measurements . . . . . . . . . . . . . . . . . . . . 22 2.2 Display technology comparison . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3.1 Typical lighting recommendation for offices . . . . . . . . . . . . . . . . . . . . 59 4.1 Example of RGB values used in bit-stealing . . . . . . . . . . . . . . . . . . . . 78 4.2 Experiment 1: average JND results, pedestal value = 5% grey . . . . . . . . . . . 81 4.3 Experiment 1: average JND results, pedestal value = 10% grey . . . . . . . . . . 82 4.4 Experiment 1: average JND results, pedestal value = 20% grey . . . . . . . . . . 82 5.1 Requirements for a luminance remapping function . . . . . . . . . . . . . . . . . 97 B.1 Experiment 1: average JND results, pedestal value = 5% grey . . . . . . . . . . . 144 B.2 Experiment 1: average JND results, pedestal value = 10% grey . . . . . . . . . . 144 B.3 Experiment 1: average JND results, pedestal value = 20% grey . . . . . . . . . . 144 B.4 Experiment 2: average JND results, pedestal value = 5% grey . . . . . . . . . . . 145 B.5 Experiment 2: average JND results, pedestal value = 10% grey . . . . . . . . . . 146 B.6 Experiment 2: average JND results, pedestal value = 20% grey . . . . . . . . . . 147 B.7 Validation experiment: average JND results . . . . . . . . . . . . . . . . . . . . 148 xi xii Chapter 1 Introduction Many applications that use electronic display devices require images to appear a certain way. In areas as diverse as medical imaging [AKK+ 82, BRN82, RJP87, Nat03], aviation [Fed00], visualisation [War00], photography [Hun96], and predictive lighting and realistic image synthesis [AF95], similarity is desirable between the image as it was created and the resultant image that is viewed by the end-user. The user must be confident that the image they are viewing is faithful to the original — they require perceptual fidelity. However, a given image will not always be perceived in the same way. Problems may arise because the sequence of events from image creation to perception is open to adverse influence, which can result in an image that deviates from the way it was intended to look. As images are often displayed on different monitors and in different locations from where they were created (such as images displayed over a network, or on the Internet), it is necessary to ensure that steps have been taken to ensure perceptual consistency, where any point in an image will look the same regardless of changes in viewing location and display device. To ensure that the scene as it was created closely resembles the scene as it is displayed, it is necessary to be aware of any factors that might adversely influence the display medium. A digital image goes through a sequence of processing before it is ultimately displayed on the screen of a visual display unit (VDU). Fidelity in modelling or capturing a scene, the use of predictive lighting software (in the case of computer-generated images), the use of tone reproduction methods and gamma correction, all go towards achieving perceptual accuracy. However, further 1 2 to the adjustments to the actual image, the processes that occur after the luminances are displayed on screen and before they reach the retina must also be considered. This is a physical problem with a direct perceptual impact. For certain applications, such as trade or industry where a direct match between a displayed design and the resulting product is essential, it is likely that a specific viewing environment exists, and full calibration of all equipment has occurred. However, there are other fields where it is not possible to guarantee the fidelity of a displayed image. This may be due to lack of equipment, facilities or cost. Nonetheless, in these circumstances the user may wish to ensure that they have taken any possible steps within their measure towards perceptual fidelity. One example of an area where perceptual consistency between images is important is in cultural heritage applications. In terms of cultural heritage, computer graphics has enabled the capturing and creation of images that can be used as perceptually equivalent representations of an original [DC01, CD02, DCB02]. Virtual reality and visualisation techniques can provide a highly detailed model of a site or artefact. Improvements in scanning and digital photography have led to the widespread use of this technology to preserve original text and art. For digital archiving to be used as a technique for representation or preservation, the integrity of an image must be vouchsafed [DCR04]. The need to exert control over image presentation has given rise to standards and guidelines concerning digital display and ergonomics, such as the guidelines of the UK’s Arts and Humanities Data Service (AHDS) [Art] and the International Organization for Standardization (ISO) [Int]. In addition, museums, libraries and archives using digital images are aware of the problems of inconsistencies in image display. Reilly and Frey’s report to the American Library of Congress highlighted the differences between images when viewed on different systems or monitors, with Library staff finding it problematic ‘when discussing the quality of scans with vendors over the telephone, because the two parties did not see the same image’ [RF96]. Some institutions do address these factors. The Bodleian Library’s online image catalogue at the University of Oxford states: 3 Note that the apparent quality of the images as viewed on-screen is in part dependent upon the quality of the monitor used to view them, and the apparent colour-values are likewise dependent on whether the monitor has been correctly calibrated, and the ambient lighting conditions of the room. [Bod]. This thesis investigates a potential influence on perceptual fidelity: the lighting in the viewing environment, and in particular, reflections caused by the average amount of light present in a room — the ambient illumination. It argues that the presence of ambient light in the viewing environment has an adverse effect on the user’s perception of an image, and that this effect must be characterised and corrected in order to adhere to perceptual fidelity. It has been suggested that ambient light can cause a reduction in the perceived contrast of an image displayed on a CRT screen, causing an image viewed under a high level of ambient light to appear ‘washed out’ [Gla95, Tra91, War00]. An example of this is given in Figure 1.1 where the same image is shown as it appears when displayed in a room with no ambient light present (top), and when displayed under illumination by a D65 light bulb (bottom). While the presence of such illumination may have a detrimental effect on image appearance, many working conditions require a certain level of illumination in a room, to enable note-taking, for example. Therefore, the extraneous illumination cannot simply be removed, but rather should be accounted for in some way. Current approaches to this problem involve measuring the ambient illumination with specialised hardware, and altering the display device or changing the viewing conditions. Measuring the amount of ambient illumination in an environment is possible through the use of specialised equipment, such as a photometer, spectroradiometer or illuminance meter. However, this method requires additional hardware — an extra expense and impractical to acquire — and the knowledge to use this hardware. Moreover, this equipment measures the physical value of the light present in the viewing environment rather than its perceptual impact. In this thesis we present a method, based on an experimental framework, whereby the display device itself can be used to determine the level of ambient illumination affecting an image. We provide a method of contrast correction to alter the perceived contrast, so that an image viewed in bright conditions appears the same as an image viewed in a darkened room. This work is tested 1.1 Contributions of this thesis 4 Figure 1.1: Example of a ‘washed out’ image. The presence of extraneous light in the viewing environment can reduce the perceived contrast of an image (bottom image) compared to an image displayed in darkness (top image). For completeness, the full screen shot is shown as an inset. through validation studies. These methods are simple, inexpensive, and require no additional hardware. They are aimed at users who do not have appropriate equipment or facilities that ensure accurate display, and therefore our methods are can be seen as a necessary bridge between a lack of display quality control and a high-cost rigidly-calibrated system. 1.1 Contributions of this thesis We produce a wide-ranging literature review, introducing relevant terminology, discussing pertinent aspects of visual perception, and examining issues regarding image creation and 1.2 Thesis outline 5 display. We present an experimental framework that assesses the effect of ambient light on image perception, using validated psychophysical approaches. We hypothesise that reflected ambient illumination affects perceived contrast, and obtain statistical evidence through our experiments to support this theory. We develop a form of rapid visual self-calibration to enable the measurement of ambient light without the need for specialised equipment or external hardware. We present one possible algorithmic form of correction to compensate for ambient reflections. Its success is validated through a formal psychophysical user study. 1.2 Thesis outline The remainder of this chapter gives an example application where perceptual fidelity in image display is desirable and outlines the process of image creation and viewing. The subsequent chapters are divided as follows: Chapter 2: Background Chapter 2 provides fundamental information on digital image display, beginning with the terminology of light and its properties. Aspects of the human visual system pertaining to the perception of displayed images are examined. In addition, it focuses on the display of digital images, from their creation or capture and the technology used to display them, through to techniques used to control the appearance of the displayed image. Chapter 3: The viewing environment This chapter assesses lighting in workplace viewing environments. The effect of reflected ambient light on the perception of contrast is discussed. Methods of dealing with ambient lighting are examined and approaches towards perceptual fidelity are detailed. Finally, previous related work is described. Chapter 4: Measuring reflected ambient light Formally-designed psychophysical studies to measure the perceptual impact of reflected ambient light are presented. A detailed first experiment establishes this impact, and a quick and effective experiment is developed to measure 1.3 Application: virtual heritage 6 changes in contrast perception through visual calibration by the users themselves, without the need for specialised equipment. Chapter 5: Correcting for ambient light This chapter details a novel algorithm that can be used to correct for the effect of ambient light. This is a straightforward rational function, and is invertible, so that images created under given ambient lighting can be displayed as they would have originally appeared. Visual examples of the algorithm’s implementation are given. Chapter 6: Validation The experimental validation of the algorithm described in Chapter 5 is described and discussed. This validation follows the procedure of our shortcut experiment, thus measuring perceived contrast in light and dark conditions, and for corrected and uncorrected stimuli. Chapter 7: Conclusions This final chapter summarises the results and contributions of this thesis, and future work revealed during the process is suggested. 1.3 Application: virtual heritage This section highlights an application where consistency in image perception is desirable: cultural (and more specifically, virtual) heritage. There are two aspects of virtual heritage that require perceptual fidelity between images as they were created and images as they are viewed. Either an image is a captured duplicate of an original artefact or site (such as a photograph of a manuscript, intended to record or preserve that manuscript), or it is created as a three-dimensional representation (such as a computer model of a site). It is therefore desirable that the resulting image should be perceived in the same way by all users, regardless of where they view it, or on which system it is displayed. Figure 1.2 provides an outline of the process from the archaeological data in its raw form through to display of the subsequent image. 1.3 Application: virtual heritage 7 3D model rendering Archaeological data original lighting storage: e.g. database, web server image capture display End user ambient light Figure 1.2: Virtual heritage: system diagram showing an overview of the process from raw scene data to final image display. 1.3.1 Captured images Digital image archives are growing in use, and are seen as a way of not only preserving friable or fragile material in digital form, but also of disseminating this material to a much greater audience. This has remarkable implications for research into archives once limited in terms of physical location and number of users. A virtual equivalent of an artefact can be examined without any harm to the original, and can reach a global audience through a medium such as the Internet. It is tempting to think that preserving information through image capture is as simple as taking a photograph, but a wide range of factors need to be addressed: how the artefact will be photographed, the conditions in which this takes place, the file format that is used to store it, or what information will be used to describe it, to name just a few examples. Underlying all this difficulty in determining how best to capture an image is a general assumption that this image is in some way definitive. However, not only is this image a single form of representation, but it is by no means guaranteed that it will be displayed in a consistent manner. 1.3.2 Rendered representations Computer graphics have been used to model archaeological sites and artefacts since the 1980s, whereby a three dimensional representation of a site is created, then lighting and textures are added, resulting in an image or animation that represents an original scene. Current use of computer graphics in archaeology provides the public with a glimpse of the past that might otherwise be difficult to visualise. However, these images are often chosen due to their artistic impact, and have been manipulated to provide the most aesthetically pleasing representation of a site. To date, 1.3 Application: virtual heritage 8 the emphasis has been on using such images for presentation purposes only, with interpretative and research purposes taking second place to the demand for visually stunning presentation. The pervasive media of television and the Internet, and the public fascination for the past, have seen the adoption of computer-generated representations for entertainment and education of the interested layman, rather than as a research tool for archaeologists. For computer graphics to benefit the archaeological community, they must offer the archaeologist the chance to extend or enhance their analysis of a site or artefact. The accuracy of the images produced must therefore be quantifiable — the archaeologist must be confident that what they see in the generated image is comparable to what they would have seen in the original example [CD02]. One area of realistic simulations that is often neglected is that of the original lighting of a site or artefact. Light cannot be captured in the archaeological record and consequently its importance is rarely considered in interpretations of past environments. The ways in which we view, perceive and understand objects is governed by our current lighting methods of steady, bright electric light or large windows, but in order to understand how an environment and its contents were viewed in the past we must consider how they were illuminated. Standard three-dimensional modelling software tends to base the lighting conditions on daylight, fluorescent light or filament bulbs and not the lamp and candlelight used in past. In some cases, scenes are illuminated with lighting values that would be impossible in the real world. Realistic lighting simulation must address both the physical interaction of light in a scene and the spectral profile of the light source. With control over this, an accurately-lit representation of an environment can be achieved and the virtual version of an original site or artefact can be manipulated without having to physically touch or harm the real version. Accurate illumination Once an archaeological site or artefact has been modelled in a three-dimensional modelling package it must be rendered; that is, the colours, textures, light and shading are computed, thus producing the final two-dimensional image from the three-dimensional geometry. In order to obtain an approximation of the original lighting in an archaeological representation, two factors must be 1.3 Application: virtual heritage 9 Figure 1.3: Experimental archaeology: physical reconstruction of fuel types. addressed in the rendering process. First, the spectral composition of the light — the colour of the light given off by the burning fuel — must match that of the fuel type that would have been used in a specific archaeological instance. Second, the distribution of this light — the path it takes around a scene and the reflections and inter-reflections that occur — must mimic the behaviour of light in the real world. The only trace of light in the archaeological record are the methods used to provide it, be they hearths, candles, lamps or windows. In pre-industrial societies, daylight was the regulating factor of the working hours. Compared to conditions today, sunlight is now far less relevant to how we work [MCB97]. The evidence from architecture tells us the most about lighting — a lack of glass and a need for security often meant smaller windows, therefore dimmer interiors. Going further back in time, the unyielding darkness of a deep cave would require some form of artificial light for navigation purposes alone. It seems plausible that objects and environments were affected by the limitations of lighting, and this influence may have extended into their design. By recreating the means of illumination for a given environment and simulating it accurately, the archaeologist may (literally) find new ways of viewing things. The type of flames that were generally used were diffusion wick flames. A typical flame of this nature consists of three parts: the inner core, the blue intermediate zone, and the outer core [GW79]. These different zones produce different emissions depending on the fuel type and environmental conditions. Various examples of possible light sources have been physically recreated in consultation with the Department of Archaeology at the University of Bristol, (Figure 1.3). These include tallow candles (of vegetable origin) and reeds coated in vegetable tallow, a rendered animal fat lamp, beeswax candles (processed and unrefined) and olive oil lamps (one with olive oil only, one 1.3 Application: virtual heritage 10 with olive oil and salt, and one with olive oil and water). Each of the above fuels produces a different colour when burnt. To obtain this unique spectral profile for each fuel, detailed data was gathered using a spectroradiometer, a device that measures the absolute value of the spectral characteristics without making physical contact with the flame. The spectroradiometer measures the emission spectrum of the light source in the visible bandwidths in 5nm increments, thus providing an accurate breakdown of the flame-light composition of each fuel type. The measurements were all taken in a completely dark room, and were taken against a diffuse white powder (Eastman Kodak Standard, 99% optically pure). An average of ten readings was calculated for each fuel type. The resulting spectrographic data was converted into red, green and blue (RGB) values to enable display on a computer monitor. These RGB values provide us with the data required during the rendering process to simulate the fuel type of the original light source. Conversion of the spectral profile of the illuminants to RGB values for use in a computer simulation does lead to an approximation of the colours present. However, at present this is the most effective method in terms of computational time and efficiency. The advent of ray-tracing and radiosity in computer graphics has enabled the simulation of light interaction, providing rendering techniques that mimic the physical behaviour of light in a scene. Despite the availability of physically-based rendering software many users prefer to produce images that are aesthetically pleasing rather than perceptually accurate [War94b]. Also, where the use of predictive lighting software may require some specialist knowledge, access to standard modelling software is often available in a more user-friendly form. In many cases this can lead to problems with the validity of computer simulations where the user may — due to time or varying areas of expertise — lack the skills desired to create a meaningful model, though be fully able to produce an attractive picture. The rendering package used to create the images for the case studies below is Greg Ward’s Radiance [War94b]. Radiance is a lighting visualisation tool kit that accurately captures luminance and radiances, models a variety of illumination types, supports a variety of reflectance models and supports complicated geometry [WLS97]. The values that have been measured from the original 1.3 Application: virtual heritage 11 Figure 1.4: Simulation with modern 55w lighting (left) and under tallow lighting (right). light sources can be used in Radiance as lighting values for a computer-generated model, meaning that a scene can be rendered under its appropriate lighting conditions. Changes in perception Even with the RGB approximation, significant perceptual differences related to variations in fuel type are apparent. Figure 1.4 shows a test scene containing a MacBeth colour chart illuminated with modern lighting and light from a tallow candle. The difference in fuel type has a discernible effect on the appearance of the MacBeth chart. Psychophysical tests can be used to validate simulations and compare them with real scenes [MCTR98, MCTG00, CMD+ 01]. Given the type of lighting that would have been used in past environments, this demonstrates the need to investigate sites and artefacts under their original lighting conditions to ensure we see them as they were intended to look. Case studies The following case studies demonstrate how predictive lighting can be used to benefit the archaeologist through the development and testing of new hypotheses. All three examples use the techniques described above, with the archaeological dataset taken from, respectively, measurements made by a tape measure, a scale plan, and a laser scanner. All textures were created from photographs, with the inclusion of a colour chart for calibration. Medieval House The initial impetus for work on validated illumination was the question as to how 1.3 Application: virtual heritage 12 Figure 1.5: Examples of medieval pottery. c 2002. Figure 1.6: Medieval house simulations. Images courtesy of Patrick Ledda, medieval pots would have looked in their original setting [MCB97]. This case study considers the ways in which medieval interiors were illuminated and how lighting conditions might affect the ways in which objects were perceived and designed. A computer-generated model of the hall of a medieval town house was created. The model is based on the Medieval Merchant’s House museum in Southampton, a half-timbered structure renovated by English Heritage as accurately as possible to represent a 13th century dwelling of some economic status. This model allows the examination of medieval pottery in a close approximation to its original setting (Figure 1.6). This reveals details that may bring insight into medieval ways of living. For example, only the top half of some jugs are glazed and decorated, and this is perhaps indicative of how they were illuminated in use, perhaps by daylight through windows or 1.3 Application: virtual heritage 13 Figure 1.7: The room in the House of the Vettii as it appears today. from torches hung on walls, suggesting many pots would have appeared most colourful when lit from above (Figure 1.5). Even more crucial is the relationship between light and colour. As shown, colours will change in appearance according to the types of light source present. The recreation of medieval lighting conditions is therefore seen as a vital step in comprehending attitudes to colour, shape and decoration. If there is any symbolic meaning in the use of colour on pottery then this might be revealed through the recreation of a medieval environment. The modelling of a realistic environment through the application of computer graphics and psychophysics is potentially the most far-reaching and flexible way of exploring human perceptions in the past. Pompeii Frescoes For highly-decorative interiors, predictive lighting can be useful in testing how a room may have been laid out or used by the original inhabitants. The UNESCO World Heritage site of the Archaeological Areas of Pompeii, Ercolano and Torre Annunziata contain fine examples of Roman frescoes. The House of the Vettii in Pompeii was chosen for the study, with the work focusing on a reception room off the colonnaded sculpture garden [Nap98]. This room is lavishly decorated in the IV Style (Figure 1.7) and was chosen due to the rich colours, good state of preservation, and artistic effects such as trompe l’oeil, a painting technique that deceives the eye into viewing a two-dimensional image as having three-dimensional structure. The frescoes were recorded photographically, with the use of a colour chart for calibration purposes and to identify illumination levels. A three-dimensional model was generated from a scale plan. The most readily available fuel type for this area was deemed to be olive oil, so the spectral profile of the olive oil 1.3 Application: virtual heritage 14 Figure 1.8: Simulation viewed under modern lighting (left) and under olive oil lamp (right). lamps was used to illuminate the scene. Also, a technique for including real flame captured from video footage and inserted in the virtual scene gave a realistic appearance to the lamps without having to model the actual flame. Therefore, the virtual scene contained the correct illumination levels for a scene lit by olive oil lamps, with a real flame incorporated (Figure 1.9). Full details of this work appear in Devlin and Chalmers [DC01]. In the resulting images it is plainly demonstrable how the scenes vary depending on how they are illuminated. Under modern lighting conditions such as we might see today, the colours are not as vibrant as they appear under lamp light (Figure 1.8). When viewed under olive oil lamp, the red and yellow paint of the frescoes is particularly well-emphasised. Also, the trompe l’oeil artwork resembling mock windows and external architecture actually takes on the appearance of a real view to the exterior as the three-dimensional depth cues are increased. By changing the number and the positions of the light sources in the room, various effects can be achieved. It is possible to test how lighting may have been distributed in order to highlight the artwork in the most effective manner. Such positioning of lighting may have determined the arrangement of furniture in a room. Again, such manipulations are possible when working with a virtual version of the scene. Cave Art The prehistoric site of Cap Blanc illustrates the potential computer graphics has to offer archaeological interpretation. The rock shelter site of Cap Blanc, overlooking the Beaune valley in the Dordogne, contains impressive examples of Upper Palaeolithic haut-relief carving. A frieze of horses, bison and deer — some overlaid on other images — was carved some 15 000 years ago into the limestone as deeply as 45cms, covering 13m of the wall of the shelter. Since its discovery in 1909 by Raymond Peyrille, several descriptions, sketches, and surveys of the frieze have been 1.3 Application: virtual heritage 15 Figure 1.9: Simulation viewed under olive oil lamp, with furniture to show shadow effects. published, but these are variable in their detail and accuracy . In 1999, a laser scan of was taken of part of the frieze at 20mm precision [RBCS+01], using a low power laser to ensure there was no possibility of damage to the site. Figure 1.10 (top) shows part of the frieze from Cap Blanc. Some 55,000 points were obtained and converted into a triangular mesh. Using detailed photographs as textures (each with a rock art chart to enable colour calibration) and appropriate lighting values, the model was then rendered in Radiance. Figure 1.10 (bottom left) shows the horse carving illuminated by a simulated 55W incandescent bulb (as in a low-power floodlight), which is how visitors view the actual site today. The bottom right image in Figure 1.10 shows the horse under the simulation of an animal fat tallow candle as it may have been viewed 15 000 years ago. The difference between the two images is significant, with the candle illumination giving a warmer glow to the scene, as well as increasing the shadows. The dynamic flame, and its position in the environment may also contribute to changes in perception. It is conceivable that the dynamic nature of flame, coupled with the careful use of three-dimensional structure, may have been used by the prehistoric artists to create the appearance of motion, as the carvings can seem animated under the moving shadows of a flickering flame. The legs of the horse are not present in any detail, and this has long been believed to be due to erosion, although 1.3 Application: virtual heritage 16 Figure 1.10: Cap Blanc: part of the frieze (top); the simulation lit by 55w incandescent bulb (bottom left), and lit by animal fat lamplight (bottom right). this does not explain why the rest of the horse is not equally eroded. The possibility exists that the legs were deliberately not carved in any detail, thereby accentuating any motion by creating some form of motion blur. Furthermore traces of red ochre have been found on the carvings, and it is interesting to speculate whether the application of this at key points on the horse’s anatomy may also have been used to enhance any motion effects. Again, lighting simulation provides an opportunity to explore such scenarios [CGH00]. 1.3.3 Consistency in delivery A definitive explanation should never be expected in archaeology. Archaeology by its very nature is dynamic, with new ideas surfacing daily. Representing an artefact or a past environment is fraught with difficulties from the outset, so a means of validating computer-generated representations or examining virtual copies of artefacts provides an exciting opportunity to explore and test new ideas, with computer graphics becoming as beneficial to the archaeologist as they are to the public. For the above applications, display factors need to be taken into consideration so that colours and 1.3 Application: virtual heritage 17 light levels are portrayed effectively, whether the final image is shown on a computer monitor, on an audio-visual display system, or as a printed page. With such images, the interpretation of the information hinges on the appearance of the displayed result. 1.3 Application: virtual heritage 18 Chapter 2 Background Assessing the impact of ambient illumination in the viewing environment requires an understanding of several diverse areas. This chapter provides an overview of some of the fundamental concepts appropriate to the study. The first section describes the necessary concepts and terminology concerning the physical behaviour of light. The second section examines relevant information on visual perception. An account of the process of digital image creation is described in the third section, and is followed by a section providing an overview of current display technologies. Techniques for controlling the display of digital images are provided in the fifth section. 2.1 Light The light that humans can see can be defined as electromagnetic radiation falling on the retina of the eye [Pri99]. The visible range of light is only a narrow span of the entire spectrum, and this visual band consists of electromagnetic energy with wavelengths in the range of 400 to 700 nanometres. This radiation is perceived as colour, ranging from red in the longer wavelengths, to violet in the shorter wavelengths. Figure 2.1 illustrates the comparatively small range of visible light in the electromagnetic spectrum. 19 2.1 Light 20 Wavelength (nanometers) 0.01 100 1 1nm Gamma rays 10 4 10 1 micron X-rays UV 6 1 mm Infrared Blue 10 8 10 10 1 meter Radio Waves Red 400 500 600 700 Visible region Figure 2.1: The electromagnetic spectrum. We perceive electromagnetic energy having wavelengths in the range 400-700 nm as visible light. 2.1.1 Radiometry and photometry The first distinction must be made between radiometry and photometry. Radiometry refers to the measurement of the whole of the optical electromagnetic spectrum (the ultraviolet, visible and infrared bands) and can be measured in physical quantities. Photometry refers to the measurement of visible radiation as weighted by the photopic response of the human eye. This photopic response is the spectral sensitivity of the human cone system to radiation, which peaks at around 555 nanometres [WLS97]. Therefore, the fundamental difference between radiometry and photometry is their units of measurement. The radiometric quantities are explained below. Their symbols and derivation are shown in Table 2.1. Radiant energy The basic unit of energy. Radiant intensity The radiant flow from a point source in a particular direction. Radiance The energy passing through a point in a specific direction. Radiant power or flux Radiant energy flowing through an area per unit of time. Irradiance The integrated radiation arriving at a surface. Human visual response varies at different light levels and from person to person. Following tests 2.1 Light 21 Luminous efficiency 1.0 400nm 555nm 700nm Wavelength Figure 2.2: The Luminous Efficiency Curve. The spectral response of the human eye for photopic adaptation. (After [WS00].) with human observers, the International Commission on Illumination (Commission Internationale de l’Eclairage, CIE) selected the wavelength 555nm, to which the eye is most sensitive, as the reference wavelength for the lumen, the standard photometric unit of light measurement. The lumens at all other wavelengths are scaled according to this photopic luminous efficiency function. Used in conjunction with a base unit, it enables the values of photometric quantities for all types of luminous source to be precisely defined (Figure 2.2). In 1979 the International General Conference on Weights and Measures (Conférence Générale des Poids et Mesures, CGPM) defined the International System of Unit’s (SI) base unit for the measurement of luminous intensity as the candela (cd). A base unit is a particular physical quantity, defined and adopted by convention, with which other particular quantities of the same kind are compared to express their value. The candela is the luminous intensity, in a given direction, of a source that emits monochromatic radiation of frequency 540 1012 hertz and that has a radiant intensity in that direction of 1/683 watt per steradian [Nat]. From this base unit, derived units can be defined. These definitions are in the International System as defined in British Standard 3763 [Pri99]. Their symbols and derivation from the base unit can be viewed in Table 2.1. 2.1 Light 22 S YMBOL Value R ADIOMETRIC Unit P HOTOMETRIC Value Unit I N SI BASE UNITS Q Radiant Energy Joule Luminous Energy Talbot I Radiant Intensity Watt/sr Luminous Intensity candela (cd) L Radiance Watt/m2 sr Luminance nit cd/m2 Φ Radiant Power Watt Luminous Flux lumen (lm) m2 m 2 E Irradiance Watt/m2 Illuminance lux (lx) m2 m 4 cd = m 2 cd cd = cd Table 2.1: Radiometric and photometric measurements and how they are calculated in base units. Luminous energy Radiant energy that produces a visual sensation. Luminous intensity The quantity which describes the power of a source or surface to emit light in a given direction. Luminance The intensity of light emitted in a given direction per projected area of a luminous or reflecting surface. Luminous flux The light emitted by a source, or received by a surface. Illuminance The luminous flux density at a point on a surface. In this thesis, photometric measurements will be employed, as the work concerns the response of the human visual system in relation to image perception. 2.1.2 Light propagation When light of a single frequency strikes a surface, three types of interaction occur: absorption, where the energy provides no further illumination; reflection, where incident light is mirrored back into the environment; and transmission, where incident light travels through the material of the surface and returns to the environment. If the total energy that is received by the surface 2.1 Light 23 Figure 2.3: Specular, or smooth, materials reflect light in one direction (left), whereas diffuse, or rough, materials scatter light in all directions (right). represents unity, then: t +r+a = 1 (2.1) when t is the fractional transmittance, r is the fractional reflectance and a is the fractional absorptance. The quantities that are reflected, transmitted and absorbed are weighted depending upon the material properties of the surfaces they strike. A surface’s reflective behaviour is characterised by its bidirectional reflectance distribution function (BRDF), which describes the quantity of incident radiance to reflected radiance [Gla95]. Reflective and transmittive properties come in two forms: Specular Specular materials reflect light in one direction, or transmit it without any scattering (Figure 2.3, left). Diffuse With diffuse materials, incident light is scattered equally in all directions (Figure 2.3, right). The majority of materials consist of a combination of these categories (known as mixed), and their overall reflection will depend upon a weighted combination of diffuse and specular components. Other attributes, such as sub-surface scattering, may also influence a material’s properties [Gla95]. 2.2 Visual perception 24 2.2 Visual perception Perception is the process that enables humans to make sense of the stimulus that surrounds them. Visual perception deals with the information that reaches the brain through the eyes. It links the physical environment with the physiological and psychological properties of the brain, transforming sensory input into meaningful information. In recent years visual perception has increased in importance in computer graphics, predominantly due to the demand for realistic computer generated images [MRC+ 86, RWP+ 95, Fer03]. The goal of perceptually-based rendering is to produce imagery that evokes the same responses as an observer would have when viewing a real-world equivalent. To this end, work has been carried out on exploiting the behaviour of the human visual system (HVS). For this information to measured quantitatively, a branch of perception known as psychophysics is employed, where quantitative relations between physical stimuli and psychological events can be established [SB94]. Psychophysical experiments are a way of measuring psychological responses in a quantitative way so that they correspond to actual physical values. It is a branch of experimental psychology that examines the relationship between the physical world and peoples’ reactions and experience of that world. Psychophysical experiments can be used to determine responses such as sensitivity to a stimulus. In the field of computer graphics, this information can then be used to design systems that are finely attuned to the perceptual attributes of the visual system. To make an assessment of the effects of reflected ambient light on the perception of electronically displayed images, it is necessary to understand several perceptual phenomena that may play a part in the process. The attributes of the HVS relevant to this thesis are detailed below. 2.2.1 The human eye The human visual system receives and processes electromagnetic energy in the form of light waves. This starts with the path of light through the pupil (Figure 2.4), which changes in size to control the amount of light reaching the back of the eye. Light then passes through the lens, which 2.2 Visual perception 25 pupil iris lens retina cornea optic nerve Figure 2.4: A schematic section through the human eye. provides focusing adjustments, before reaching the photoreceptors in the retina at the back of the eye. These receptors in the retina consist of about 120 million rods and 8 million cones [SB94]. Rods are highly sensitive to light and provide low intensity vision in low light levels, but they cannot detect colour. They are located primarily in the periphery of the visual field. In contrast to this, high-acuity colour vision is provided through three types of cones: L, which are sensitive to long wavelengths; M, which are sensitive to medium wavelengths; and S, which are short wavelength sensitive. Finally, the photopigments in the rods and cones transform this light into electrical impulses that are passed to neuronal cells and transmitted to the brain via the optic nerve. 2.2.2 Visual sensitivity The way in which we perceive images depends on the amount of light available. In dark scenes our visual acuity — the ability to resolve spatial detail — is low and colours cannot be distinguished. This is due to photoreceptor performance, as mentioned above. It is the rods that provide us with achromatic vision at these scotopic levels, functioning within a range of 10 6 to 10 cd =m2 , such as starlight. The cones are active at photopic levels of illumination, covering a range of 0.01 to 108 cd =m2 , such as sunlight. The overlap (the mesopic levels), when both rods and cones are functioning, lies between 0.01 to 10 cd =m2 [Fer01]. 2.2 Visual perception 26 2.2.3 Contrast The term contrast generally refers to the intensity difference between given light and dark values. If the difference is great then the contrast is said to be high; if small, then the contrast is low. Contrast can be computed in several ways [Pel90], but one of the most common ways is the Michelson formula. The Michelson formula is used to compute the contrast of a periodic pattern, and is defined as C= Lmax Lmin Lmax + Lmin (2.2) where Lmax and Lmin refer respectively to the maximum and minimum luminance values in the pattern. 2.2.4 Thresholds It is easily demonstrated that in a brightly-lit room the addition of a single candle is not obvious, but when the room is dark, lighting a candle makes an immediate impression. Similarly, a whisper is sufficient to be heard in a quiet environment, whereas a shout is necessary in noisy conditions. In 1834 the German physiologist E.H. Weber observed this principle1 , defining Weber’s Law: the ratio of the increment threshold to the background intensity is a constant, denoted the Weber fraction. A threshold is a psychological limit to perception. The absolute threshold defines the transition between something that is undetectable and something that is detectable. The difference threshold is the minimum amount by which the intensity of a stimulus must be changed before it is detectable [SB94]. Weber’s Law therefore refers to the difference threshold — the minimum amount by which the stimulus intensity must be changed before a Just Noticeable Difference (JND) is observed. The size of this JND (∆I) is a constant proportion of the original stimulus value. The Weber fraction is used to determine the contrast of a target against a background through the 1 Gustav Fechner, a German physicist and a contemporary of Weber, independently observed this principle and formalised Weber’s Law. 2.2 Visual perception 27 JND (∆I+I) Background luminance (I) Figure 2.5: Weber’s Law: a JND measures the contrast needed to discriminate a target from a background. measurement of a JND (Figure 2.5). The Weber fraction is expressed as: ∆I I =k (2.3) where I is the stimulus intensity (for example, a given luminance value), ∆I is the increment or decrement in intensity needed for an observer to notice a difference in the initial intensity, and k is the value of the constant ratio. It is a relationship that shows how standard physical scales do not represent the psychological experience [Thu59]. This thesis uses the Weber fraction as a definition for contrast due to the nature of the psychophysical experiments employed, as detailed in Chapter 4. The constancy of the Weber fraction has been called into question as it does not hold at extremes of range, i.e. it tends to increase greatly at extremely low values. However, Weber’s Law has been shown to hold in many situations [Wan95], forming part of Legge and Foley’s contrast masking model [LF80], for example. Plotting detection thresholds against their corresponding background luminances results in a threshold-versus-intensity (TVI) function (Figure 2.6) that is linear over a middle range covering 3.5 log units of background luminance, and this middle range corresponds to Weber’s Law [Fer01]. 2.2 Visual perception 28 Log threshold luminance (cd/m2) 5 4 cones 3 2 1 0 -1 rods -2 -3 -6 -4 -2 0 2 4 6 Log background luminance (cd/m2 ) Figure 2.6: Threshold versus intensity function for the rod and cone systems. (After [Fer01].) 2.2.5 The Contrast Sensitivity Function The ability to perceive a JND is known as contrast sensitivity. In 1968 Campbell and Robson presented a theory of perception showing that contrast sensitivity varies according to spatial frequency [CR68]. Spatial frequency indicates the number of gratings (pairs of bars, one black and one white, also known as a cycle) which form a retinal image at a given distance [SB94]. They measured this variation through the use of a compound sinusoidal grating stimulus, as shown in Figure 2.7. The use of gratings of different spatial frequencies (i.e. with different numbers of cycles per degree of angle of vision) means that contrast sensitivity can be measured at each spatial frequency. This provides a curve that describes the threshold contrast needed to detect a given spatial frequency, and this curve is known as the contrast sensitivity function (CSF), which is also shown in Figure 2.7. 2.2.6 Adaptation The visual system adjusts to the stimuli that are presented to it, resulting in changes in sensitivity known as adaptation. This process enables the visual system to respond to large variations in luminance, allowing it to adjust to the prevailing light level. The rods in the eye are around 2.2 Visual perception 29 Spatial frequency (cycles/degree) 0.1 1 10 100 1 000 0.001 100 0.01 Visible 01 10 1.0 Sensitivity (1/threshold contrast) Threshold contrast Invisible 1 0.1 1 10 100 Spatial frequency (cycles/mm on retina) Figure 2.7: The Campbell-Robson sensitivity chart (left, from [CR68]). The spatial frequency increases logarithmically from left to right; the contrast varies logarithmically from bottom to top. The resulting curve of the threshold determines an individual’s contrast sensitivity function (right, from [SB94]). ten times as sensitive as cones, and so provide maximum sensitivity at low light levels [Gla95]. Visual adaptation from light to dark is known as dark adaptation, and can last for tens of minutes; for example, the length of time it takes the eye to adapt at night when the light is switched off. Conversely, light adaptation, from dark to light, can take only seconds, such as leaving a dimly lit room and stepping into bright sunlight. This change in sensitivity is brought about through physiological processes. In high luminance levels the photopigment in the eye is bleached, causing a loss of sensitivity in the photoreceptors. The photoreceptors regain their sensitivity gradually, accounting for the temporal aspects of adaptation. Additionally, though less significantly, the amount of light entering the pupil changes [War00]. Adaptation also influences contrast sensitivity. When the visual system has adapted to a certain frequency, sensitivity to that, and nearby frequencies, is decreased [Gla95]. 2.2.7 Brightness perception While luminance intensity can be measured on a physical scale (Section 2.1.1), the term brightness actually denotes a perceptual variable, which refers to a perceived level of illumination, such as the amount of light an area appears to emit [SB94]. In addition, the term lightness usually refers 2.2 Visual perception 30 1 10 Simple fields under dark conditions Complex fields under dark conditions Log sensation magnitude Brightness = 0.33 Sensation magnitude 0.8 0.6 0.4 0.2 0 0 0.2 0.4 0.6 Stimulus intensity 0.8 1 1 0.1 0.01 0.1 1 10 100 Log stimulus intensity Figure 2.8: Plot of the Stevens’ Power Law. The exponent for brightness is known to be 0.33 (left); also shown on logarithmic co-ordinates (right). The power law does not hold for complex fields (right). to the perceived reflectance of a surface. Brightness can be estimated for unrelated stimuli (visual stimuli presented in isolation) and related stimuli (visual stimuli presented alongside other visual stimuli) [WS00]. The relationship between luminance intensity and perceived brightness is non-linear and can be described by a power law function S = kI a (2.4) known as the Stevens’ Power Law [Ste57, Ste61], where S is the magnitude of the sensation, k is a scale constant, and I is the intensity of the physical stimulus raised to a power a. The exponent for brightness was experimentally determined to be 0.33. This was established by viewing a 5 Æ target viewed in darkness. While this power law holds for simple fields viewed in darkness, experimental work by Bartleson and Breneman showed that for complex stimuli in both dark and ambient-lit conditions, the power function does not hold [BB67]. This is due to the contribution of the visual field outside of the target, known as the surround. When the surround is incorporated, by addition of a factor representing ambient illumination, the power law no longer holds. (This can be shown in logarithmic co-ordinates — a power function should be linear on a log-log scale, Figure 2.8.) 2.3 Digital image creation 31 2.2.8 Lightness and colour constancy The ability to judge a surface’s reflectance properties despite any changes in illumination is known as colour constancy. Lightness constancy is the term used to describe the phenomena whereby a surface appears to look the same regardless of any differences in the illumination [Pal99]. For example, white paper with black text maintains its appearance when viewed indoors in a dark environment or outdoors in bright sunlight, even if the black ink on a page viewed outdoors actually reflects more light than the white paper viewed indoors. Chromatic colour constancy extends this to colour: a plant seems as green when it’s outside in the sun as it does if it’s taken indoors under artificial light. A number of theories have been put forward regarding constancy [Wan95, Pal99, SB94]. Early explanations involved adaptational theories, suggesting that the visual system adjusts in sensitivity to accommodate changes. However, this would require a longer time than is needed for lightness constancy to occur, and adaptational mechanisms cannot account for shadow effects. Other proposed theories include unconscious inference (where the visual system ‘knows’ the relationship between reflectance and illumination and discounts it); relational theories (where perceived lightness depends upon the relative luminance — the contrast — between neighbouring regions); and anchoring (where the region with the highest luminance is regarded as being white and all other regions are scaled relative to it). 2.3 Digital image creation Digital images can be captured or generated. Capturing a digital image generally involves the use of a digital camera or scanning device, whereas generating a digital image means modelling and rendering a scene on a computer. In either case, the image is subsequently stored in some digital format (usually 24-bit RGB). Other colour models are feasible, and more bits can be used to increment the dynamic range, as discussed below. 2.4 Display technology 32 2.3.1 Capturing digital images Scanners are used to sample analogue images and convert them into digital image files, and are available in a variety of types (flatbed, film, drum and others). A digital camera samples a realworld scene, processes it internally and then stores it in a digital form. The majority of digital cameras and the most commonly-used flatbed and transparency scanners use charge-coupled device (CCD) technology. The CCD is an array of light-sensitive diodes that convert photons (light) into electrons (electrical charge) — the brighter the light, the greater the accumulated electrical charge. The value of the accumulated charge undergoes analogue-to-digital conversion, storing the information in digital form. 2.3.2 Generating digital images Computer graphics can also be used to create digital images. This is generally carried out through the process of three-dimensional modelling, with a subsequent rendering stage where the colours, textures, light and shading are computed, thus producing the final images. At all stages in this process the information is in digital form. 2.4 Display technology The two most commonly encountered visual display units (VDUs) are cathode ray tubes (CRTs) and liquid crystal displays (LCDs), although the use of plasma display panels (PDPs) for largescale, multi-viewer applications, such as art galleries or museums, is becoming more popular. This section provides an overview of the three devices. A comparative table of current VDU specifications is given in Table ??. 2.4 Display technology ATTRIBUTE 33 CRT LCD P LASMA Contrast Ratio* 4000+:1** 1300:1*** 3000:1**** Max Brightness 1000 cd =m2 450 cd =m2 700 cd =m2 y Viewing Angle 180Æ 160Æ 180Æ Fully Digital Display no yes yes Refresh Rate n/a 10-12ms*** 8ms 720p 1080i+ 1280 x 1024 1366 x 768 60-300 20-100 50-150+ Set Depth 16” - 30” 2” 3-6” Screen Size 20” - 40” 1” - 57”*** 30” - 80” High Low Medium Max Resolution Weight (lbs) Power consumption Table 2.2: Display technology comparison. (After [DeB04].) *Higher-end known value given. **Calculated. CRTs not generally shown with contrast ratios. ***New high-definition HD2+ development ****Real world tests drop this number considerably (400:1). yPlasma “real-world” measure about 100 cd =m2 2.4 Display technology 34 Picture tube Colour signals Screen Electron beams Electron guns Phosphor Glass envelope Figure 2.9: Simplified schematic diagram of a CRT (after [Gla95].) 2.4.1 Cathode Ray Tubes A colour CRT uses three electron guns (referred to as ‘red’, ‘green’ and ‘blue’ guns) which emit an electron beam [Tra91]. When a digital image is created it is stored as an array of values that represent an intensity of a particular part of that image. These values that are used to express colour actually specify the voltage that will be applied to each electron gun. The values are converted from digital to analogue, and video signals are produced, exciting the phosphors of the display and emitting light, which results in an image on screen (Figure 2.9). Brainard, Pelli and Robson define the light emitted by a single pixel as C(λ) = rR(λ) + gG(λ) + bB(λ) + A(λ) (2.5) where λ denotes wavelength, R(λ), G(λ) and B(λ) are the maximum light emitted by the phosphors, r, g and b are real numbers in the range [0; 1], and A(λ) is given as the ambient light emitted or reflected by the monitor when the input voltage is zero [BPR02]. One of the advantages of a CRT display is that the luminance it produces is generally independent of viewing angle. Therefore, measurements taken from a CRT from one viewing position apply to a wide range of viewing positions, and this is also the main reason why we have used CRTs for the experiments we present in this thesis. When running experiments with numerous participants, 2.4 Display technology 35 in various locations, it is imperative to ensure that each participant has the equivalent viewpoint to all the others. For this reason, many perceptual graphics applications use CRT technology, rather than the now popular LCD technology described below. 2.4.2 Liquid Crystal Displays An LCD consists of two layers of polarising material trapping a solution which has both liquid and crystal properties; that is, the liquid crystals may be fluid, but can also retain an ordered molecular structure. When an electrical field is applied to this solution, the crystals align so that light cannot pass through. Therefore, two states are possible: either light passes through a cell, or light is blocked, with each cell representing a pixel [Tra91]. Most LCD screens are backlit with a fluorescent light which is evenly diffused to give a uniform display. LCDs have grown in popularity in recent years due to the lower volume, weight and power consumption when compared with the CRTs [MNK99]. 2.4.3 Plasma Display Panels Like CRTs, plasma displays are emissive and use phosphor, and like LCDs they use a grid of electrodes as pixels. They work on the same principle as a neon sign, which emits light when an electrical current is passed through gas. Plasma is a gas which is electrically conductive, and as the electrons move through it they ionise the individual gas molecules. The energy gained from ionisation is emitted as light during the decay process. Although the process is simple, the implementation for mass production is, at present, costly and complex. Currently, a plasma display is several times as expensive as an LCD, which is again more expensive than a CRT. Prices of LCD and plasma screens are dropping rapidly, but unless the viewing angle dependence of LCDs is addressed, computer graphics use will tend towards CRTs. 2.5 Controlling the display 36 2.5 Controlling the display CRTs, LCDs and plasma screens all have different limitations in terms of how, and with what quality, images are displayed. These limitations are not benign — display devices alter images in various perceptually significant ways. This section details some of the corrections that may be applied to images before they are displayed, so that their visual quality is minimally affected by the chosen display device. In particular, in the following sections, we show the importance of gamma correction, tone reproduction, and gamut mapping, all of which are specific image treatments that make an image suitable for display. 2.5.1 Gamma The mapping between input voltage values and the actual light emitted by each of the phosphors would ideally be linear so that the input matches the output. If the intensity L is the value between 0–1 sent to the digital-to-analogue converter, and the output intensity is Ld , then the ideal relationship would be Ld = Lmax L (2.6) where Lmax is the maximum luminance of the display. However, for CRTs the mapping is normally not linear as the electron gun has a non-linear response to its input voltage. This non-linearity can be well-approximated with a power law Ld = Lmax L γ (2.7) where Ld is the displayed intensity, Lmax is the maximum displayable intensity, L is the input value between 0 and 1 and γ is an approximation of the display’s non-linearity. The constant γ, which is usually close to 2.5, also depends upon factors such as luminance and contrast settings of the screen. Monitor adjustment controls labelled ‘Contrast’ and ‘Brightness’ respectively control the luminance level and the black point of the monitor, which in turn influence what is displayed [Poy98]. 2.5 Controlling the display 37 1 g=1 g=2.5 g=1/2.5 Output value 0.8 0.6 0.4 0.2 0 0 0.2 0.4 0.6 0.8 1 Input value Figure 2.10: Gamma values for a CRT monitor. Most monitors have a gamma value of around 2.5, requiring the inverse to be applied to achieve linearity. This non-linear relationship between the input and the output is coincidentally close to the inverse of human luminance sensitivity (perceived brightness), as described in Section 2.2.7. Since it is desirable for the displayed output on a CRT to be linear with brightness, gamma correction can be used to map luminance into a perceptually uniform domain [Wan95, Poy98] (Figure 2.10). Different brands of computer deal with gamma correction in different ways, resulting in typical values for Macintosh computers of 1.8 and for Silicon Graphics machines of 1.5. Personal Computers (PCs) do not have gamma correction in hardware, and therefore the gamma for PCs depends on the monitor used, with a typical value of around 2.5 [Poy98]. For LCDs and plasma screens, the approach is more complicated. Some LCD monitors have a built-in artificial non-linearity to mimic CRT devices. Others do not have such hardware added and may have other unknown nonlinear responses to input signals. Gamma is effectively linear for plasma display panels due to pulse-width modulation [Poy03], which is a way of digitally controlling analogue signals where the full power is applied for a fraction of the time. 2.5 Controlling the display 38 Gamma calibration Calibration of a system refers to attaining a predefined set-up; for example, a specified gamma, offset and peak white luminance [Ber96]. This is achieved by characterising the properties of the system and then making adjustments based on the desired set-up. In the case of gamma, this can be achieved by measuring the output displayed on the screen and comparing it to the input values. This is best accomplished by displaying a pattern on screen consisting of horizontal or vertical stripes that step through from 0 to 255, as shown in Figure 2.11. For maximum accuracy this should be carried out for each of the voltage guns. Stripes should be arranged to equalise the power drain on the screen, so that a pair of adjacent stripes always totals the maximum voltage of 255. Also, the stripes should be wide enough that they are not affected by flare from adjacent stripes [Tra91]. The stripes of fixed voltage should be measured with a chromameter, preferably in a totally dark environment. The resulting values should be normalised (and, if the value for a voltage of zero is not actually zero due to a non-dark environment, this value can be subtracted from the other measured data before normalisation). A function of the form y = mx is fitted to the natural logarithm of the data to give the value of the best gamma fit. Shortcut gamma calibration It is also possible to estimate the gamma of a computer system by displaying an image such as that in Figure 2.12, which consists of a set of grey values next to an area of alternating black and white pixels [CD01]. Seen from a distance, the black-and-white pattern fuses to appear grey and the grey patch which matches the fused pattern best is selected. The intensity Lm of this patch is used to find the gamma response of the CRT: 0:5 = Lγm (2.8) 2.5 Controlling the display Figure 2.11: Example of test patterns for gamma measurement. 39 2.5 Controlling the display 40 3.0 2.8 2.6 2.4 2.2 2.0 1.8 1.6 1.4 1.2 1.0 0.8 0.6 Figure 2.12: Image used for simple gamma correction. (For printing purposes the spacing between the lines has been exaggerated. An actual gamma chart would have stripes the width of one pixel.) such that γ= log 0:5 log Lm (2.9) Gamma correction Once the gamma for a particular set-up is known, images to be displayed may be corrected with the following transformation which is generally known as gamma correction: L0 = L1 = γ (2.10) 2.5.2 Tone reproduction Ideally, if a scene in the real world and an image representing that scene (be it computer generated or photographed) are viewed under the same conditions, it is expected that the real-world scene and the image should have the same tones, i.e. the luminance levels of both scenes match. Physical accuracy alone of an image does not ensure that the scene in question will have a realistic visual appearance when it is displayed. This is due to the shortcomings of standard display devices, many of which can only reproduce a range of luminance of about 100:1 candelas per square metre (cd =m2 ), as opposed to real-world luminance, which ranges from 100 000 000:1, from bright sunlight down to starlight. The human eye can accommodate a luminance range of approximately 10 000:1 in a single view, and an observer’s adaptation to their surroundings, where their response to a scene changes over time, also needs to be taken into account. The ratio between the maximum 2.5 Controlling the display 41 Range of luminances: 100 000 000: 1 10 000: 1 100: 1 in the real-world that the eye can accommodate in single view displayable on a standard CRT monitor Figure 2.13: A comparative view of dynamic range. Display - Tone Reproduction Operator Display with - Limited Capabilities - Observer ? 6 Perceptual Match Scene Real-World Figure 2.14: Ideal tone reproduction process - Observer and the minimum tonal values in an image is known as the dynamic range. It is this high dynamic range (HDR) that exists in the real world that needs to be scaled in some way to fit a display device that is only capable of outputting a low dynamic range. Tone reproduction (also known as tone mapping) provides a method of mapping luminance values in the real world to a displayable range. Tone reproduction is necessary to ensure that the wide range of light in a real-world scene is conveyed on a display with limited capabilities. In addition to compressing the range of luminance, it can be used to mimic perceptual qualities, resulting in an image which provokes the same responses as someone would have when viewing the scene in the real world. For example, a tone reproduction operator may try to preserve aspects of an image such as contrast, brightness or fine detail — aspects that might be lost through compression. In situations where predictive imaging is required, tone reproduction is of great importance to ensure that the conclusions drawn from a simulation are correct (Figure 2.14). A straightforward linear scaling between the original high dynamic range data and the display is not the best solution (see Figure 2.15) as many — if not all — details can be lost. The mapping must be tailored in some non-linear way. Current state-of-the-art image capturing techniques 2.5 Controlling the display 42 Figure 2.15: Linear scaling of HDR data will cause almost all details to be lost, as the top image shows. Here, the light bulb is mapped to a few white pixels and the remainder of the image is black. Tone reproduction operators attempt to solve this issue, in this case recovering detail in both light and dark areas as well as all areas inbetween (bottom image). allow much of the luminance values to be recorded in high dynamic range images [DM97]. This is desirable, because in the future high dynamic range display devices will become available allowing this data to be displayed directly [SWW03]. By capturing and storing as much of the real scene as possible, and only reducing the data to a displayable form just before display, the image becomes future-proof. Formats such as the SGI LogLuv TIFF, which can hold 38 orders of magnitude 2.5 Controlling the display 43 Figure 2.16: The top images show the extent of the dynamic range. The bottom image is tonemapped (using Radiance’s pcond function) for display on a computer monitor. (Rendering c 2003.) of Kalabsha temple courtesy of Veronica Sundstedt, in its 32-bit version, have been recommended [War98, War01] to store HDR data. Figure 2.16 demonstrates how varying levels of exposure reveal different details. By combining the various exposure levels and tone mapping them, a better overall image can be achieved. Although tone reproduction for HDR reduction is a separate issue from the work presented in this thesis, it shares many common aims, not least the fact that tone mapping operators have been developed which seek to provide the most perceptually accurate reproduction of a scene on a computer monitor. For this reason, an account of major work to date is given in this section. Our work can be seen as addressing a specific aspect of faithfully reproducing perceived tone on a display device, but we are not concerned with the reduction of dynamic range (although we do wish to exploit the dynamic range of the monitor to its fullest), nor do we seek to map a real-world scene to a display device. Instead, we aim to preserve the original and intended appearance of contrast in an image regardless of the location or device on which it is displayed. A number of tone reproduction operators have been presented [DCWP02, DW00], with each generally addressing a specific aspect such as brightness preservation or contrast preservation. Some of the operators are concerned with achieving perceptual fidelity with a real-world scene, and 2.5 Controlling the display 44 mimic aspects of the human visual system. Others concentrate on producing a subjective best image that is pleasing to the eye. Two types of tone reproduction operators can be used: spatially uniform (also known as single-scale or global) and spatially varying (also known as multi-scale or local). Spatially uniform operators apply the same transformation to every pixel. A spatially uniform operator may depend upon the contents of the image as a whole, but the same transformation is applied to every pixel. Conversely, spatially varying operators apply a different scale to different parts of an image. Spatially uniform operators In 1984 Miller, Ngai and Miller [MNM84] were the first to use experimental data to try to match brightness in a real scene to brightness of a displayed image of that scene, for the purpose of determining pixel luminance for their architectural rendering system [AF95]. They used psychophysical data on brightness perception from work by Stevens and Stevens [SS60]. Upstill’s 1985 PhD thesis reinforced the need for perceptual tone reproduction through the use of an explicit perceptual model [Ups85]. Tumblin and Rushmeier [TR93], also focused on preserving the viewer’s overall impression of brightness, providing a theoretical basis for perceptual tone reproduction, again by using Stevens and Stevens data. This model of brightness perception does not hold for complex scenes, but was chosen by Tumblin and Rushmeier due to its low computational costs. Their aim was to create a ‘hands-off’ method of tone reproduction in order to avoid subjective judgements. They created observer models — mathematical models of the HVS that include light-dependent visual effects while converting real-world luminance values to perceived brightness images. The realworld observer corresponds to someone immersed in the environment, and the display observer to someone viewing the display device. Their tone reproduction operator converts the real-world luminances to the display values, which are chosen to match closely the brightness of the realworld image and the display image. If the display luminance falls outside the range of the framebuffer then the frame-buffer value is clamped to fit this range. Ward’s model [War94a] dealt with the preservation of perceived contrast rather than brightness. 2.5 Controlling the display 45 Ward aimed to keep computational costs to a minimum by transforming real-world luminance values to display values through a scaling factor, concentrating on small alterations in luminance that are discernible to the eye. Based on a psychophysical contrast sensitivity model by Blackwell [Bla81] he exploited the fact that the consequence of adaptation can be regarded as a shift in the absolute difference in luminance required for the viewer to notice the variation. Blackwell produced a comprehensive model of changes in visual performance due to adaptation level. This approach is useful for displaying scenes where visibility analysis is crucial, such as emergency lighting, as it preserves the impression of contrast. It is also less computationally expensive than Tumblin and Rushmeier’s operator but the use of a linear scaling factor causes very high and very low values to be clamped and correct visibility is not maintained throughout the image [WRP97]. Ferwerda, Pattanaik, Shirley and Greenberg [FPSG96] developed a model which accounts for changes in colour appearance, visual acuity and temporal sensitivity while preserving global visibility. This model is based on the concept of matching JNDs for a variety of adaptation levels. It accounts for both rod and cone response and takes into consideration the aspect of adaptation over time. Ferwerda et al. exploited the detectability of changes in background luminance in order to remove those frequencies imperceptible when adapted to real-world illumination. Detection threshold experiments were used as the basis of the work. By plotting the detection threshold against the corresponding background luminance, a TVI function is produced for both the display and the viewer. The implementation of this model is based on Ward’s 1994 operator [War94a]. Ward’s model is used without change for cone TVI data and is extended for rod TVI data. If the level of adaptation for the real-world viewer falls in the photopic range (i.e.. above 10 cd =m2 ) then a photopic tone-reproduction operator is applied (making use of the cone data), and if it falls in the scotopic range (i.e.. below 0.01 cd =m2 ) then a scotopic tone reproduction operator is applied (making use of the rod data). For mesopic conditions, a photopic display luminance and a scotopic display luminance are combined appropriately. To reproduce the loss in visual acuity, Ferwerda et al. used data from psychophysical experiments that related the detectability of square wave gratings of different spatial frequencies to changes in background luminance. Using this data it is possible to determine what spatial frequencies are visible, and thereby eradicate any extraneous data in the image. Light and dark adaptation were 2.5 Controlling the display 46 also considered by adding a parameter to the display luminance, the value of which changes over time. This model is of particular importance due to the psychophysical model of adaptation that it adopts, and proves useful for immersive display systems that cover the entire visual field so that the viewer’s visual state is determined by the whole display [McN01]. Further work by Ward Larson, Rushmeier and Piatko [WRP97] presented a histogram adjustment technique for reproducing perceptually accurate tone, extending earlier work by Ward [War94a] and Ferwerda et al. [FPSG96]. The main focus of this work was object visibility and image contrast, with a secondary goal of recreating the viewer’s subjective response so that their impression of the real and virtual scenes were consistent [WRP97]. This technique makes use of the fact that the eye is sensitive to relative rather than absolute changes to luminance, so bright areas should be displayed as bright and dim areas as dim, irrespective of the actual absolute luminance intensity values. Luminance levels are not constant across an image, but appear in clusters that vary in intensity. Also, the eye adapts rapidly to a 1Æ visual field around the fixation point. For these reasons, the function makes adjustments on the basis of luminance adaptation levels in an image rather than on spatial location. The field of image processing has developed methods to adjust image contrast and visibility. One such method is the histogram equalisation technique whereby the grey levels in an image are redistributed to make better use of the display device range and maximise visibility and contrast. Ward Larson et al. exploited this idea of altering histograms and using perceptual models to guide alteration, with their aim being to simulate, rather than maximise, visibility in an image. A log of luminances averaged over 1Æ areas (which correspond with foveal adaptation levels for possible points in an image) is obtained, and a histogram and cumulative distribution function is built from this information. Cumulative distribution of the luminance histogram is used to identify clusters of luminance levels and initially map them to the display values using a histogram adjustment technique that is based on human contrast sensitivity. Ferwerda et al. ’s [FPSG96] threshold sensitivity data is used to compress the original dynamic range to that of the display device, subject to the contrast sensitivity limitations of the eye. Although this method is described here as spatially uniform, spatial variation is introduced through the use of models for glare, acuity and chromatic sensitivity to increase perceptual fidelity. 2.5 Controlling the display 47 In 1999 Tumblin, Hodgkins and Guenter [THG99] produced two new tone reproduction operators by imitating some of the HVS’s visual adaptation processes, and also revised Tumblin and Rushmeier’s [TR93] earlier work. The first, a layering method, builds a display image from several layers of lighting and surface properties. This is done by dividing the scene into layers and compressing only the lighting layers while preserving the scene reflectances and transparencies, thus reducing contrast while preserving image detail. Their compression function follows the work of Schlick [Sch94b]. This method only works for synthetic images where layering information from the rendering process can be retained. The second, a foveal method, interactively adjusts to preserve the fine details in the region around the viewer’s gaze (which the viewer directs with a mouse) and compresses the remainder. In this instance their final tone reproduction operator is a revised version of the original Tumblin and Rushmeier [TR93] operator, also building on the work of Ferwerda [FPSG96] and Ward [War94a]. Both of these operators are straightforward in implementation and are not computationally expensive. The layering method is suited to static, synthetic scenes (displayed or printed) and the foveal method to interactive scenes (requiring a computer display). Scheel, Stamminger and Seidel [SSS00] developed a method of tone reproduction for interactive applications by representing luminances as a texture. The luminance of each vertex is coded into texture co-ordinates, and prior to rendering these luminance co-ordinates are mapped into display luminance values. This allows walkthroughs of large scenes where the tone reproduction can be adjusted frame-by-frame to the current view of the user, and focuses on tone reproduction for global illumination solutions obtained by radiosity methods. Due to interactivity, updates in tone mapping are required to account for changes in view point and viewing direction, and new factors need to be incorporated into the tone reproduction operator, such as computational speed and adaptation determination. (In comparison, foveal method presented by Tumblin et al. [THG99] was interactive to an extent, but relied on pre-computed still images where the fixation point of the viewer could change, but an interactive walkthrough was not possible.) Spatially uniform operators were chosen due to computational efficiency, and Scheel et al. based their work on operators developed by Ward [War94a] and Ward Larson et al. [WRP97]. A centre-weighted average is used to determine the probability of the user’s focus. The adaptation levels are computed using samples obtained through ray-tracing, and the luminance of every vertex is held in texture co- 2.5 Controlling the display 48 ordinates. This can then be updated frame-by-frame. This method of tone reproduction provided a new level of interactivity, but it does not take into consideration adaptation over time. Pattanaik, Tumblin, Yee and Greenberg [PTYG00] produced a new time-dependent tone reproduction operator to automatically create colour image sequences from any input scene. It followed the perceptual models framework proposed by Tumblin and Rushmeier with the addition of an adaptation model and appearance model to express retinal response and lightness and colour. The adaptation model computes retina-like response signals (for rod and cone luminance and colour information) for each pixel in the scene. Using Hunt’s static model of colour vision, time-dependent adaptation components are added to describe neural effects, pigment bleaching, regeneration and saturation effects. The visual appearance model assumes that the real-world viewer determines a ‘reference white’ and a ‘reference black’ and judges the appearance of any visual response against these standards. Assembling these models reproduces the appearance of scenes that evoke changes to visual adaptation. This operator is suitable for use in real-time applications as, due to its spatially uniform model of adaptation, it does not require extensive processing. Durand and Dorsey [DD00] presented an interactive tone mapping model which made use of visual adaptation knowledge. They also proposed extensions to the tone mapping operator by Ferwerda et al. and incorporated it into a model for the display of global illumination solutions and interactive walkthroughs. This model involves time-dependent tone mapping and light adaptation, and extends the work by Ferwerda et al. by including a blue-shift for viewing night scenes and by adding chromatic adaptation. For the interactive implementation, work by Tumblin et al. [THG99] and Scheel et al. [SSS00] was used to take advantage of the observer’s gaze, allowing a weighted average to be used. Photographic exposure metering used in photography is employed to better calculate the adaptation level. Loss of visual acuity is simulated in the same manner of Ferwerda et al. by use of a 2D Gaussian blur filter. The scene is rendered as normal, with interactivity introduced by tone mapping computed on the fly, accelerated by caching the function in look-up tables. Work by Cohen, Tchou, Hawkins and Debevec [CTHD02] addressed the problem of HDR image display by storing and rendering high dynamic range texture maps in real time using hardware texturing architectures. With their method, HDR texture maps are stored as two separate 8-bit 2.5 Controlling the display 49 texture maps, one representing the high intensities and the other the low intensities. During display, these two texture maps are recombined with the aid of a dynamically adjustable exposure level to guide the overall intensity of the result. Drago, Myszkowski, Annen and Chiba [DMAC03] presented a method for displaying high contrast scenes. It is based on logarithmic compression of luminance values in imitation of the visual response to light, through the use of Perlin and Hoffert’s bias power function [PH89] and through the manipulation of the gamma power function. The dynamic range is compressed using a linear scaling factor after the logarithm has been applied, with this scaling factor depending on scene content, interpolated by the bias function. The result is a perceptually-motivated function that can be used at interactive rates. Spatially varying operators Work by Oppenheim, Schafer and Stockham [OSS68] on non-linear filtering in 1968 appears to be the earliest attempt at tone reproduction in computer graphics. They describe the problem of excessive dynamic range and suggest a method for simultaneously reducing dynamic range and enhancing contrast using homorphic filtering. An image can be divided into two parts: the illumination component (the available light) and the reflection component (the ability of objects to reflect light). The illumination component, which contains large variations in luminance intensities, primarily consists of low frequencies, and the reflection component primarily consists of high frequencies. Therefore, low frequency content in an image tends to be high dynamic range, and high frequency content tends to be low dynamic range. By attenuating the low frequencies in the Fourier domain, HDR data may be compressed while the high frequencies (the low dynamic range detail) are preserved. Further work by Stockham [Sto72] in 1972 tied the concept of homorphic filtering to properties of early portions of the HVS. He developed a visual model based on these properties and used it to define a measure of image quality. Chiu, Herf, Shirley, Swamy, Wang and Zimmerman’s [CHS+93] investigation into global operators led them to believe that the solution should be local instead, as applying the same mapping to each pixel could produce incorrect results. With an HDR image there is no perfect compression 2.5 Controlling the display 50 curve that fits every pixel in an image, so a method of incorporating local variation is desired. They deliberately did not incorporate adaptation issues or psychophysical models into their operator; rather they experimented with a method of spatially varying image mapping. As the HVS is more sensitive to relative as opposed to absolute changes in luminance they developed a spatially non-uniform scaling function for high contrast images. Their basis was the argument that the eye is more sensitive to reflectance than luminance, so that slow spatial variation in luminance may not be greatly perceptible. The implication is that images with a wider dynamic range than the display device can be displayed without much noticeable difference if the scaling function has a low magnitude gradient. By blurring the image to remove high frequencies, and inverting the result, the original details can be reproduced, but reverse intensity gradients appear when very bright and very dark areas are in close proximity [McN01]. Due to the fact that it is a local operator, this model is also computationally demanding. It is also a ‘hands-on’ approach, based purely on ad hoc results and therefore does not have the advantages of the more robust, theoretical basis of other tone reproduction operators. Schlick [Sch94b] presented practical methods of tone reproduction, concentrating on improving computational efficiency and simplifying parameters. He used a first degree rational polynomial function to map real-world luminances to display values, a function which worked well when applied uniformly to all pixels in an image. It is this function that forms the basis for our correction algorithm in Chapter 5. He produced three methods of mimicking local adaptation. The first of these, low pass filtering, was susceptible to halo artifacts, as was the method by Chiu et al. — a problem common among spatially varying operators. The remaining two methods did not produce as satisfactory results as the uniform approach. Nonetheless, his work produced a valuable optimisation of spatially varying techniques. Jobson, Rahman and Woodell [JRW97] based their method on the retinex theory [LM71] of colour vision, producing a multi-scale version to achieve simultaneous dynamic range compression, colour consistency and lightness rendition, testing it extensively on (real-world) test scenes and over 100 images. The retinex is a computational model of lightness and colour perception of human vision which estimates scene reflectances, and Jobson et al. modified it to perform in a functionally similar manner to human visual perception. However, in their validation they used 2.5 Controlling the display 51 24-bit RGB test images where dynamic range reduction is not an issue as it can be displayed in a straightforward manner on a standard CRT. They expressed the need for refinement of their approach for images with greater maximum contrasts. Also, problems arose with scenes dominated by one colour as these violated the retinex ‘grey-world’ assumption that the average reflectances are equal in the three spectral colour bands. Pattanaik, Ferwerda, Fairchild and Greenberg [PFFG98] developed a technique based on a multiscale representation of pattern, luminance, and colour processing in the HVS and addressed the problems of high dynamic range and perception of scenes at threshold and supra-threshold levels. They provided a computational model of adaptation and spatial vision for realistic tone reproduction. There are two main parts to this model: the visual model, which processes an input image to encode the perceived contrasts for the chromatic and achromatic channels in their band-pass mechanism; and the display model, which takes the encoded information and outputs a reconstructed image. Although it is computationally demanding, the model takes chromatic adaptation into account. However, as seen in other spatially varying operators, this method is susceptible to strong halo effects [Tum99]. Although it was designed as a solution towards the tone reproduction problems of wide absolute range and high dynamic range scenes, it is a general model that can be applied across a number of areas such as image quality metrics, image compression methods and perceptually-based image synthesis algorithms [PFFG98]. In 1999 Tumblin and Turk [TT99] produced the Low Curvature Image Simplifier (LCIS) method, a versatile technique that can accept input from synthetic sources or real-world image maps, and produces an output suitable for any display. Similar to Tumblin et al. ’s [THG99] layering and foveal approaches, the LCIS separates the input scene into large features and fine details, compressing the former and preserving the latter. The idea stems from art where an initial sketch outlines the main structure of a picture, with details and shadings filled in later. The LCIS uses a form of anisotropic diffusion to define the fine details by scene boundaries and smooth shading. This provides a high amount of subtle detail, avoids halo artifacts, and claims moderate computational efficiency [Tum99]. Durand and Dorsey’s [DD02] 2002 method used an edge-preserving filter known as the bilateral filter to decompose the image into two layers — an approach which builds on Tumblin and Turk’s 2.5 Controlling the display 52 LCIS method [TT99], and Tumblin et al. ’s layering method [THG99] which it extends to photographs. A base layer (which consists of large-scale variations) is derived using bilateral filtering and contrast is reduced in this layer while visibility is preserved in the detail layer. Their final method is a faster, more robust operator that also addresses problems mentioned by Tumblin and Turk in their LCIS method [TT99], namely halo artifacts and diffusion at discontinuities. Again, perceptual accuracy is not the aim and their operator does not attempt to model human vision. Fattal, Lischinski and Wermann [FLW02] presented a new computationally efficient and conceptually simple method based on attenuating the magnitudes of the large luminance gradients that exist in HDR scenes, compressing large gradients and preserving fine details. The changes in intensity are identified and the larger gradients are reduced and a low dynamic range image is produced. They did not make an attempt at perceptual accuracy, but instead offered an effective, fast and easy-to-use form of tone reproduction. Reinhard, Stark, Shirley and Ferwerda’s function [RSSF02] is analogous to photographic practise, resulting in a technique designed to suit a wide variety of images. In photography, an approach known as the Zone System is widely used. This photographic technique divides a scene into print zones ranging from pure black to white. A luminance reading is taken for a subjectively-defined middle-grey tone. Readings are taken for light and dark regions and a dynamic range can be determined, and an appropriate choice for middle-grey ensures that the maximum possible detail is retained. Reinhard et al. take a user-specified value for middle grey. The log average luminance of the input image is then mapped to this value by linear scaling. A spatially uniform operator is then used to compress the high intensities in the image. Spatially varying tone reproduction is introduced in a manner akin to “dodging and burning” in photography. This allows contrast to be controlled locally in the image over regions bounded by large contrasts. This was based on a centre-surround function derived from a model of brightness perception by Blommaert and Martens [BM90]. They tested their method against existing tone reproduction operators with a broad range of HDR images. This operator uses a slightly different definition for dynamic range. In computer graphics, dynamic range is held to be the ratio of the highest to the lowest scene luminance, whereas Reinhard et al. adopt the photographic definition that dynamic range is the ratio of the highest and 2.5 Controlling the display 53 lowest luminance regions where detail is visible. This results in images with ranges lower than they would be if the computer graphics definition was used. With the standard computer graphics definition of dynamic range it is difficult to know how successful compression of an HDR image will be. Using the photographic definition, Reinhard et al. correlate dynamic range with difficulty of compression, using this to predict how challenging tone reproduction for a given image will be. This method is simple, fast and computationally efficient. As with other recent tone reproduction operators, perceptual accuracy is not attempted. Instead they aim to produce credible results and an image that is pleasing in appearance. Ashikhmin [Ash02] has produced a tone mapping operator which preserves image details and also conveys the compression of absolute brightness in a low dynamic range image using a multipass approach. First, local adaptation luminance is estimated by determining the largest sufficiently uniform neighbourhood for each pixel. Next, the tone mapping (using a TVI function) is applied, using the local adaptation information to produce a locally linear mapping. Finally, local contrast is estimated, thus preserving detail throughout the image. This approach is simple in implementation and moderate in computational expense. Related effects Replication of visual effects that are related to the area of tone reproduction include the modelling of glare. Spencer, Shirley, Zimmerman and Greenberg [SSZG95] developed a method for replicating glare effects. The idea of adding glare effects was previously recognised by Nakamae et al [NKON90], although their algorithm did not account for the visual masking effects of glare. Spencer et al. produced psychophysically-based algorithms for adding glare to digital images, simulating the flare and bloom seen around very bright objects, and carried out a psychophysical test to demonstrate that these effects increased the apparent brightness of a light source in an image. While highly effective, glare simulation is computationally expensive. 2.5 Controlling the display 54 Tone reproduction choices With a large number of operators available, and validation of tone reproduction operators in its infancy, the choice of tone reproduction operator is currently a matter of deciding on the best tool for the job. Currently, there are no defined criteria for selecting the best tone reproduction operator for a specific task. Initial validation studies have been undertaken [DMMS02, LWC02] which have led to the development of new operators based on this assessment [DMMC03], but as yet no formal framework for comparison has been established. 2.5.3 Gamut mapping While the previous section deals with the range of image intensities that can be displayed, display devices are also limited in the range of colours that may be displayed. The term gamut is used to indicate the range of colours that the human visual system can detect, or that display devices can display. Our work does not deal with issues regarding colour appearance (a well-established field in its own right), but this section is included to give an overview of factors peripheral to those that we address in this thesis. Even with 24-bit colour, sometimes indicated as ‘millions of colours’ or ‘true colour’, there are many colours within the visible spectrum that monitors cannot reproduce. To show the extent of this limitation for particular display devices, chromaticity diagrams are often used. Here, the Yxy colour space is used, where Y is a luminance channel (which ranges from black to white via all greys), and x and y are two chromatic channels representing all colours. Figure 2.17 shows a chromaticity diagram indicating the gamut of colours visible to humans, and two restricted gamuts, one for a typical monitor and one for a printing device. Given that the triangle indicating monitor capability is completely contained with the shape of all visible colours, there are many visible colours that cannot be reproduced on a monitor. Assuming that the some of the colours to be displayed in an image are outside a monitor’s gamut, the image’s colours may be remapped to bring all its colours within displayable range. This process is referred to as gamut mapping [BF99, GWA90]. A simple mapping would only map out- 2.6 Summary 55 y Green 1 2 Yellow Blue-green Cyan White Blue Violet Red Reddish Purple 3 x Figure 2.17: Chromaticity diagram showing the range of colours that humans can detect (1), as well as the ranges of colours displayable on a monitor (2) and printable on a printer (3). The x and y axes show values for the x and y chromaticity coordinates respectively. (After [War00].) of-range colours directly inward towards the monitor’s triangular gamut. Such a ‘colorimetric’ correction produces visible artefacts. A better solution is to re-map the whole gamut of an image to the monitor’s gamut, thus remapping all colours in an image. This ‘perceptual’ or ‘photometric’ correction may avoid the above artefacts, but conversely there are many different ways in which such remapping may be accomplished. As such, there is no standard way to map one gamut into another more constrained gamut. 2.6 Summary This chapter has reviewed the background information pertaining to the work presented in this thesis. The information on light helps to provide an understanding of the following chapter. The information on visual psychophysics is employed in the design of all of the experiments that we present. The information on displays forms the basis for our work described in Chapter 5. 2.6 Summary 56 Chapter 3 The viewing environment This chapter examines ambient lighting in the viewing environment, and details current measures which could be used to strive for perceptual fidelity. Related work in the fields of ergonomics and medical imaging display is described. 3.1 The influences of ambient illumination VDUs are open to influences from the environment in which they are located. A major factor is that the screen of a display device may reflect any light present in the viewing environment. The average amount of light present in a room is known as the ambient illumination and it is the reflection of this off the screen of a monitor that affects the perceived contrast of displayed images. A computer monitor does not fill the whole of the visual field, and as a result, visual adaptation is partly determined by the ambient illumination present. It is estimated that under normal office conditions, between 15% and 40% of illumination reaching the eye via the monitor will indirectly come from the reflection of ambient light [War00]. Ambient light may be assumed to be uniformly distributed over a screen. This is true in many working conditions with overhead lighting, but not for an environment where a spotlight (such as a table or desk lamp) is aimed towards the screen. As with light propagation, described in Sec- 57 3.1 The influences of ambient illumination 58 tion 2.1.2, reflections may be specular or diffuse. Specular reflections occur when light emitted or reflected by objects is reflected in one direction. Diffuse reflections cause an increase in luminance in all directions [RJP87]. CRT technology is particularly prone to specular reflection on the screen. These can often be overcome by adjusting the angle of the screen relative to the light source and the viewer. LCDs also suffer, but as they are more mobile they can often be easily moved, whereas a CRT’s bulk means it cannot [SFP99]. Unfortunately, adjusting the viewing angle of an LCD screen may corrupt the appearance of colours due to the viewing angle dependency. Reflected ambient illumination may produce a form of glare. This is caused when vision suffers due to too much brightness. Either the user suffers visual discomfort (discomfort glare), or cannot see well enough to perform a task (disability glare). A formula for disability glare (defined by a reduction in contrast) was produced through a series of experiments by Holladay [Hol26], determined by the position of the source with respect to the user and by the amount of light entering the user’s eye. Thus: Contrast reduction = kE θ2 (3.1) where E is the illuminance from the glare source reaching the eye, θ is the angle between the line of sight and the direction of the view gaze, and k is a constant depending on the age of the observer (given that age causes changes in the consistency of fluids in the eyeball) [Obo95]. For discomfort glare, the international formula for measurement is the CIE’s glare index, also called a Unified Glare Rating (UGR). This is calculated by: Ls1 6 ω0 8 LB P1 6 : Discomfort glare = : : (3.2) where Ls is the luminance of the source, LB is the average luminance of the background, ω is the angular size of the source and P is the position index (indicating the effect of the source’s position on glare) [Pri99]. As a rough guide, a UGR of less than 10 is rated as ‘barely perceptible’, while a value of 28 or more is considered ‘intolerable’ [Obo95]. In office environments where computers are widely used, lighting design must consider the effect 3.2 Accounting for viewing conditions 59 L OCATION I LLUMINANCE ( LX ) L IMITING UGR General offices 500 19 Computer workstations 300–500 19 Drawing boards 750 16 Table 3.1: Typical lighting recommendation for offices. The Limiting UGR refers to the CIE’s Unified Glare Rating classification of discomfort glare, calculated through knowledge of the source luminance, background luminance, and position. (After [Cha].) of reflected light. Table 3.1 gives the recommended lighting values and glare rating for offices. Two conflicting areas exist: the aforementioned reduction in contrast (a form of disability glare) caused by ambient light, and the requirement of an appropriate level of ambient lighting to carry out other visual tasks [Pri99]. 3.2 Accounting for viewing conditions Correcting for reflections off computer monitors typically follows one of three approaches: the display device can be physically altered to reduce reflections; the environment can be adjusted, thereby controlling the ambient light, or the environment can be characterised and the effects of the ambient light can be taken into account when an image is displayed by applying some form of algorithmic correction. 3.2.1 Physical alterations to the hardware To physically alter the display device, anti-glare screens may be fitted to reduce reflections. While this changes the amount of light reflected off a screen, it does not eliminate the problem — it merely changes it in an uncalibrated manner as the amount of light reflected still depends on the amount of light present in the environment. As this ambient quantity is typically unknown, antiglare screens may be viewed as a quick fix rather than a principled approach. Also, although 3.2 Accounting for viewing conditions 60 screen reflections may be reduced, this can be at the expense of reduced screen brightness and resolution [Obo95]. Although monitors have controls labelled ‘Contrast’ and ‘Brightness’, these specify the luminance level and the black point of the monitor, respectively. The black point should be set to true black, while the contrast level setting depends on preference. However, setting this excessively high can produce problems such as sensitivity to flicker, reduced contrast due to light scatter and defocusing of the electron beam [Poy03]. It is therefore recommended that these controls are not used to reduce the effect of ambient light, and should instead be set only once, and left unchanged thereafter. 3.2.2 Viewing environment standards The viewing environment may be controlled to conform to known standards. The International Standards Organization (ISO) has specified a controlled viewing environment [ISO00], listing a wide range of prerequisites that should be fulfilled to achieve the best possible viewing conditions when working with images displayed on screen, thus reducing inconsistencies in image perception. For many applications, adhering to this standard is impractical as it includes designing the environment to minimise interference with the visual task, baffling extraneous light, ensuring no strongly coloured surfaces (including the observer’s clothing) are present within the immediate environment, and ensuring that walls, ceiling, floors, clothes and other surfaces in the field of view are coloured a neutral matt grey with a reflectance of 60% or less. While such guidelines are a step towards a controlled viewing environment, such specific conditions are not always available, or indeed feasible. Much work is carried out in non-specialised office space, and this must conform to a different set of standards: legislation on workspace conditions. The UK’s Health and Safety at Work Act 1974 [Her74] states that employers should provide lighting appropriate to the work space and its activities. Further to this, specifications of the European Commission directive 89/654/EEC [Eur89] regarding minimum safety and health requirements for the workplace, are met with a level of illumination not less than 200 lx in all continuously occupied work areas. A further directive, 90/270/EEC [Eur90], specifies requirements 3.2 Accounting for viewing conditions 61 for work with display screen equipment. The minimum requirements state that ‘the screen shall be free of reflective glare and reflections liable to cause discomfort to the user’. In terms of the viewing environment, the directive is more specific: (b) Lighting Room lighting and/or spot lighting (work lamps) shall ensure satisfactory lighting conditions and an appropriate contrast between the screen and the background environment, taking into account the type of work and the user’s vision requirements. Possible disturbing glare and reflections on the screen or other equipment shall be prevented by coordinating workplace and workstation layout with the positioning and technical characteristics of the artificial light sources. (c) Reflections and glare Workstations shall be so designed that sources of light, such as windows and other openings, transparent or translucid walls, and brightly coloured fixtures or walls cause no direct glare and, as far as possible, no reflections on the screen. Windows shall be fitted with a suitable system of adjustable covering to attenuate the daylight that falls on the workstation. [Eur90] These directives are established to ensure optimum conditions for office workers, but adherence to these, including additional requirements, such as the provision of natural light, mean that the ISO’s controlled viewing environment, described above, is far more difficult to achieve. For this reason, control of the viewing environment is not a practical or easy approach to controlling ambient light, and is therefore not widely adopted. 3.2.3 Measurement and image correction To characterise and correct for the reflective properties of display devices, the amount of reflected light needs to be measured. Currently, this requires expensive and specialised equipment such as photometers, illuminance meters or spectroradiometer. Although no changes to the physical environment need to be made for this approach, the cost of characterising display reflections is simply 3.2 Accounting for viewing conditions 62 too high to be practical for many applications. This appears to be a major reason why it is not standard practice to routinely correct for reflections off display devices. Additionally, the ability of hardware devices to measure the effect of ambient lighting is still lacking, as accurate measures can require more luminance data than is practical to collect [TV95], or cannot be incorporated in physical measurements [BS98]. The following sections describe existing approaches that can be used to correct images subject to ambient illumination. Gamma adjustment Ware [War00] has identified the effect of light reflections on the appearance of images. He expresses the presence of ambient illumination by adding a constant after gamma correction Ld γ = Lmax L + A (3.3) where Ld is the luminance output, L is the luminance input to the monitor and A is the ambient illumination reflected from the screen. He suggests that a possible solution would be to apply gamma correction with a lower value of gamma than the display device itself would dictate. A value of around γ = 1:5 is proposed. ICC profiles As shown in Section 2.5.3, an image’s colours may be gamut mapped to bring all its colours within displayable range. In addition to this procedure, it is desirable to ensure that colours appear consistent regardless of the display medium. A colour management system can be employed to ensure colour fidelity across various platforms. In 1983 the International Color Consortium (ICC) was established to create a specification for cross-platform fidelity through the use of a standard, reference colour space, independent of viewing environment. ICC profiles are normally used to convert images for reproduction on different display devices such that the perception of 3.2 Accounting for viewing conditions 63 Application Graphics Library Profiles Imaging Library Colour management Framework Interface Default Colour Management Module 3rd Party Colour Management Module 3rd Party Colour Management Module Figure 3.1: ICC colour management architecture. (After [ICC03].) the displayed material is minimally affected [ICC03]. Each piece of hardware has an ICC profile which conforms to ICC specification and may be correctly interpreted by other users as they refer to a standard colour space (Figure 3.1). Thus, a profile for a camera, monitor display and printer allows these devices to produce consistent colour. Colour appearance models Ambient illumination may cause displayed colours to appear desaturated, which adds to the ‘washed out’ appearance of images [LV82]. To counter this, colour appearance models attempt to predict how colours are perceived in particular environments, taking into account the ambient light reflected off the screen, and any changes in the state of adaptation of the viewer [Fai98]. They are useful and important tools because they aid in the preservation of colour appearance across display environments where the monitor does not fill the whole of the field of view. Many colour appearance models are related to each other [Hun96, Fai97, HL97, ZW97, Fai98, FJ02, LLH+ 02, MFH+ 02] and are logical revisions and extensions of previous versions, and all aim to predict the appearance of a coloured patch under specific viewing conditions. This is 3.2 Accounting for viewing conditions 64 achieved by computing appearance correlates such as brightness, lightness, colourfulness, chroma, saturation and hue from relative tristimulus values XY Z, the adapting field luminance LA , the relative tristimulus values of the white point XW YW ZW , the relative luminance of the background Yb and the degree of adaptation D [MFH+ 02]. Their use is therefore advocated alongside this work. However, colour appearance models do not address the specific issue of monitor reflections. Contrast manipulation Images are made up of contrast variations (i.e. differing levels of luminance), so the ability to alter what is seen by manipulating these variations is useful. Linear contrast stretching is a method of manipulation that linearly scales the pixel values in an image, thereby ‘stretching’ the range of intensity values to span a larger range. In its simplest form, the desired range of the luminance values is determined (for example, [0; 255]) and the actual range of luminance values present in the image (the input range) is found. This input range is then mapped to the display range. While this is a simple procedure, a drawback is that the presence of an outlying high or low-value pixel may produce an unrepresentative scaling [SHB99]. A form of contrast manipulation that does not suffer from outliers is histogram equalisation. A histogram of an image describes the frequency of occurrence of each pixel luminance value in that image. An image with high contrast has a histogram with a broad spread of values. Histogram equalisation employs a non-linear function to remap the luminance values so that the range of grey levels is expanded, and the output image therefore contains a uniform distribution of intensities. While histogram equalisation produces a uniform intensity distribution, histogram specification can be used to enhance certain luminance values in an image. This is achieved by mapping a luminance range into a desired distribution range using histogram equalisation as an intermediate step. Contrast manipulation can be viewed as a form of tonemapping, but does not claim any perceptual attributes, and so the perceptual fidelity of the resulting image cannot be guaranteed. 3.3 Related work 65 3.3 Related work Previous work into the effect of reflected ambient light on perception has tended to be related to colour appearance, as described above, or in the area of medical imaging. Additionally, work has been carried out in the field of office ergonomics. This section provides an overview of research in these areas of ergonomics and medical imaging. 3.3.1 Ergonomics In addition to the standards described in Section 3.2.2, guidelines also exist pertaining to how an environment affects the user. This is an area known as ergonomics (sometimes referred to as human factors) and concerns human interaction of technological and work situations. The objective is to enhance efficiency (by increasing productivity and reducing errors, for example) and to improve working conditions [SE87]. Vision is of particular interest in this discipline. The Ergonomics Society reports that: Vision is usually the primary channel for information, yet systems are often so poorly designed that the user is unable to see the work area clearly. Many workers using computers cannot see their screens because of glare or reflections. Others have insufficient lighting and suffer eyestrain and reduced output as a result. [Soc] Computer use can be problematic in terms of office ergonomics. The monitor itself is a source of light, yet often office work requires viewing on-screen and paper documents at the same time. Poor or inadequate lighting can lead to eye strain, causing headaches, and users may adopt poor posture when trying to read something in low light levels. By contrast, too much illumination can cause glare, leading to eye irritation, and poor posture due to the user moving to avoid glare. Eye discomfort may even be caused by a lack of colour in the surroundings. The legislation on working conditions described previously make use of ergonomic principles to ensure the wellbeing of office workers. 3.3 Related work 66 Work by Schenkman, Fukuda and Persson [SFP99] evaluated the visual effect of monitor glare through the measurement of subjective scales and eye movements. They presented participants with an image and a piece of text under four conditions: non-glare, specular, diffuse and combined specular/diffuse reflections. Eye tracking was used to record participants’ eye movements, measuring percent viewing time, average velocity of eye movements, average viewing duration, maximum eye movement direction and secondary eye movement direction. In addition to this, participants were asked to provide their subjective responses on scales by assigning a value of 1 (lowest) to 7 (highest) to a number of categories. These included picture quality, irritation, total impression and legibility. Analysis of the eye movement responses showed no significant effect on participant responses due to reflection conditions. However, the subjective scaling was significant for all scales, and showed that participants rated the combined specular/diffuse glare as being the most disturbing, followed by the specular reflections, then the diffuse reflections. This led them to conclude that lighting designers should avoid creating brightness fields that lead to specular reflections. This lends support to the European Directives described above. 3.3.2 Medical imaging Medical imaging, and in particular, radiology, requires the interpretation of images on either film or soft-copy. In both cases (film displayed on a lightbox, or on-screen soft-copy) contrast discrimination is important to ensure that the radiologist detects any relevant information on the radiograph. For this reason, ambient light needs to be kept low, but cannot be completely absent as enough illumination for paperwork may still be required. In 1982, Alter, Kargas, Kargas, Cameron and McDermott investigated the influence of ambient light on visual detection of low-contrast targets in a radiograph [AKK+ 82]. They carried out their experiments under two different ambient lighting conditions — fluorescent room lights on, and room lights off. In addition to this, they varied the lightboxes from a single illuminated viewing area through to all viewing areas illuminated, resulting in total of 14 conditions. In general, they found that the visual detection rate was higher when the ambient lighting was lower, and this was particularly due to extraneous light from surrounding lightboxes. 3.3 Related work 67 In the same year, Baxter, Ravindra and Normann examined changes in lesion detectability in film radiographs [BRN82]. This work specifically focused on physiological mechanisms in the retina that can affect contrast perception. Their psychophysical experiments showed that light adaptation effects can influence the detectability of low-contrast patches, and that extraneous peripheral light affects visual sensitivity. Work by Rogers, Johnston and Pizer in 1987 used luminance-discrimination threshold measurement to determine the effect of ambient light on electronically displayed medical images [RJP87]. They were motivated by the fact that images are viewed on multiple displays, and are discussed with colleagues in different locations, so the information needs to remain constant, without alteration by display device or viewing environment. They investigated this effect using three ambient light levels typical to radiology reading rooms — 4, 40 and 148 lx (the first two values correspond to electronic display reading rooms, and the latter represents a typical low-end value for a lightbox reading room). We have adopted their type of experimental procedure (a two-alternative forced choice procedure) for our first experiment, so a detailed description of this is given in Section 4.2. Rogers et al. measured JND detection under different ambient light levels for 4 stimuli. Their first experiment held the stimuli constant, so that the same stimuli were viewed under each light condition. Therefore, any changes in discrimination would be attributable to either the ambient light, or adaptation in the participant. A second experiment varied the stimuli in accordance with the ambient light, so that it appeared constant regardless of viewing conditions, so that any chances in discrimination would therefore be due to changes in the visual sensitivity (i.e. the adaptation level) of the user. Their results for the two experiments indicated that there was no significant change in adaptation levels for each ambient light condition, but that the ambient light did produce a significant change in the appearance of the displayed image. Further to the above work, recent years have seen a move to digital radiology in the USA, where it has almost entirely replaced hardcopy film. This has resulted in the establishment of the Digital Imaging and Communications in Medicine (DICOM) standard in 1993. The DICOM Standards Committee aims to achieve compatibility between imaging systems, and is widely supported by medical professionals and vendors. Among its current activities, DICOM provides standards on diagnostic displays, with the goal of visual constancy of images delivered across a network. Their 3.4 Summary 68 ‘Greyscale Standard Display Function’ [Nat03] proposes that every sensor quantisation level maps to at least one JND on the display device. Their function is derived from Barten’s model of human contrast sensitivity [Bar92] to meet the objective of a perceptual linearisation of the display device. This perceptual linearisation ensures efficient utilisation of the input luminance levels; if luminance levels are indistinguishable, they are wasted, and if they are too far apart, the observer may see contours. Annex E of the DICOM greyscale standards [Nat03] is entitled ‘Realizable JND range of a display under ambient light’, and it describes how the dynamic range of an image may be affected by veiling glare, by noise or by quantisation, in that the theoretically achievable JNDs may not match the realised JNDs that are ultimately perceived. These standards assume that the emissive luminance from the monitor and the ambient light are both measured using a photometer. 3.4 Summary The factors described above that contribute to viewing conditions are pervasive in all decisions taken in the work that we present. While specialised fields may cater for perceptual fidelity through the provision of a purpose-built environment in which to work, many users will not have this facility and must pursue a pragmatic alternative. They will have to seek a practical approach that involves a trade off between ease-of-use and perceptual loss. In the following chapters we offer a realistic and serviceable way of measuring and correcting for reduced contrast due to ambient reflections. Chapter 4 Measuring reflected ambient light This chapter constitutes the main contribution of this thesis — a method of measuring the effect of ambient light without the need for specialised equipment, using the viewer’s perceptual response to the environment in which they are located. We use this method in the next chapter to enable us to correct for the effect of ambient light. In this chapter, we discuss the theory behind the experimental framework and detail the decision-making process used in designing the experiments. Our two measurement experiments are then described. The first experiment was designed to measure contrast discrimination under various levels of reflected ambient light, indicating that there is a reduction in perceived contrast due to extraneous illumination. The second experiment was designed to be a concise, rapid version of the first that can be undertaken in a more practical manner. Also included are accounts of pilot studies and our alternative experimental ideas, which were carried out to decide upon the optimal experimental process. 4.1 Conducting experiments This section provides an outline of the considerations required when conducting psychophysical experiments. In this, we detail the planning behind all the experiments undertaken for this thesis. 69 4.1 Conducting experiments 70 4.1.1 Hypotheses Our experimental framework pursues a certain course — one that is commonly undertaken in psychological research. Psychophysical experiments follow a set process from their inception to their conclusion. An initial observation or idea is developed through background research into a testable hypothesis. This testable, or research hypothesis (H1 ), puts forward a relationship between data. The research hypothesis may be non-directional, where a difference between groups is expected but the direction of this difference is not specified (for example, in this thesis, the hypothesis could be that reflected ambient light affects the perception of perceived contrast); or it may be directional, where the direction of the difference is specified (for example, an increase of reflected ambient light causes a decrease in perceived contrast). A common practice is to test this experimental hypothesis against a null hypothesis (H0 ), which maintains that there is no difference between conditions. The null hypothesis is an implied hypothesis and is accepted as true in the absence of any other information. It provides a benchmark, defining a range within which chance may be a factor [EKR99, Sal00]. A hypothesis suggests an effect on the variables in a condition. A condition has a dependent variable that may be influenced by changes in one or more independent variables. For the hypotheses proposed in this thesis, the dependent variable is contrast discrimination, while the independent variable is ambient light. Thus, manipulation of the independent variable may lead to changes in the dependent variable [Fie00]. The purpose of determining hypotheses for an experiment is to permit significance testing through the use of statistical analysis. Any results obtained from experimentation may feasibly have been caused by chance alone. A level of statistical significance is therefore given to show that this is not the case. An estimate of the probability, p, represents how much of the result is down to chance. Thus, a large p value indicates that chance played a large part in the results, and a small p value suggests that the results are due to an effect, rather than statistical accident. A :05 level of significance is conventionally used when reporting experimental results. If p is less than this value, the null hypotheses can be rejected, as an observed effect has a low probability of being caused merely by chance. 4.1 Conducting experiments 71 4.1.2 Ethics Our experiments were carried out using human observers: participants from the University of Bristol. A number of ethical issues need to be considered when conducting experiments with human participants. The British Psychological Society has a published Code of Conduct to promote good practice [Bri02]. The importance of obtaining consent from the participants is emphasised, ensuring that the participants are aware of the nature of the experiment and any consequences it might have. Where disclosure of the experimental procedure might introduce bias in the responses, it is sufficient to provide full information about the aims and outcomes retrospectively in a debriefing. For the following experiments, all participants received a full debriefing, including results, by e-mail. Participants should be made aware that they are free to withdraw from the experiment at any time. This is particularly important where the participant sample is drawn from a population who are required to take part in an experiment, such as students receiving credit for participating as part of a course [EKR99]. Of the three main experiments in this thesis, Experiment 2 used participants who were receiving course credit for their participation. When a participant gives their informed consent, they should also be assured that confidentiality is upheld, and none of their information will be revealed without their permission. For the experiments detailed in this thesis, participants were provided with information about the experiment on a consent form (Appendix A.1). Their information pertaining to the experiment was then stored under a randomly allocated identifier. 4.1.3 Sample design In the following experiments, the participants are either student, research or staff members of the Department of Computer Science at the University of Bristol. The main purpose of running experiments is to be able to generalise from a smaller subset of a population. This population may be a specific group, such as computer users, or people under a certain age; or it may refer to human behaviour as a whole. In any case, since the population of a given group may be numerous, 4.1 Conducting experiments 72 experiments should be conducted on a subset or sample (denoted by X) that is representative of that whole population. Approaches must be taken to avoid sampling bias where the subset chosen differs from the norm [Coo99]. The selection of the type and quantity of participants depends upon the purpose of the study. The experiments developed in this thesis measure low-level visual phenomena, meaning that there should be little variation in participants reactions. As cognitive processes are not involved, the background of the participant is also not an issue [KHI+ 03]. This thesis uses a repeated measures design for all experiments contained herein. In a repeated measures design the same participants carry out the same task for each condition, providing a consistent set of results across all conditions. Ideally, if the participants are identical in each condition, and all other variables are controlled, then any effects that arise should be due to changes in the independent variable [Coo99]. 4.1.4 Pilot studies Much of the work involved in running psychophysical experiments takes place in the preparation phase, where the experimental framework is designed and a pre-study, or pilot study, is carried out to check feasibility and highlight any problems before the actual collection of experimental data begins [Coo99]. A pilot study tends to be a scaled-down version of the intended experimental process, with any feedback gained during the pilot version being used to prepare a more robust and refined full version of the experiment. Both Experiments 1 and 2 had initial pilot studies to allow the set up to be checked and to determine the anticipated responses of the participants. The pilot version also enabled the testing of the written instructions, ensuring that the participants fully understood the process of the experiment and their required actions, without any additional input. Additionally, the pilot versions allowed the experiments to be timed, thus determining an optimal experimental process. Separate pilot studies were also required for each experiment due to the fact that the same equipment, locations and participants were not always available at the same time. These changes in 4.1 Conducting experiments 73 set-up restricted direct comparisons between experimental results, but the experimental design was such that direct comparisons were not essential, or indeed desirable, and the statistical analysis of each experiment could therefore stand alone and be compared on that basis. 4.1.5 Problems with psychophysics and statistical significance As mentioned above, psychophysical experiments may not require a large sample size, and lowlevel visual studies of the type carried out for this thesis may involve single-figure numbers of participants [BRN82, RJP87, SFP99]. However, although this is acceptable and adequate, problems arise with statistical analysis. When comparing means of results for significance testing, it is important the data is normally distributed. With small sample sizes, this is difficult (or indeed impossible) to prove. There is no simple solution to this problem. Large-scale projects may have the time and resources to use enough participants — or enough repeated measures — to ensure a normal distribution of results. In the case of this thesis, however, this option was not possible. Participants were volunteers, and there was no means of financing their participation or offering renumeration, so the time available was limited to what they gave freely. Further constraints were imposed due to pressure on resources. Decisions had to be made as to the best use of time and people, and the experiments were designed with this in mind. These restrictions do not affect the validity of the results, but they do make it harder to analyse those results. This problem is by no means limited to our work in this thesis — it is common to many psychophysical experiments [WH01]. One approach that can be used to counter the effect of small sample size is to use a non-parametric test in addition to means analysis. When these two types of tests are used in conjunction, and both give a statistically significant result, it can remove the doubt cast on the validity of small sample means testing. 4.2 Experiment 1: contrast discrimination thresholds 74 4.2 Experiment 1: contrast discrimination thresholds In order to establish the quantity of light reflected off a computer monitor in commonly-encountered viewing environments, and to establish how this influences the perception of contrast, a psychophysical user study was undertaken, with images displayed on cathode ray tube (CRT) monitors. As described in Section 2.4, Liquid Crystal Display (LCD) monitors are growing in popularity, but the image quality is affected by the viewing angle. This is particularly important if the user is outside the optimal viewing position, or if there are multiple users. Also, where the non-linearity of a CRT can be described by a power law, this does not hold well for describing LCDs [BPR02]. Hence, we assume that for applications where perceptual fidelity is of crucial importance, current LCD technology will not be used. However, had there been a way of ensuring a consistent viewing experience for LCDs throughout our experiments, we would have incorporated the use of these screens. The image that reaches the eye of the observer is a combination of emitted light and reflected light. The surface of a CRT screen is typically made of glass, and so the reflections on the glass are specular. A full characterisation of these reflections would accordingly be viewpoint dependent. However, since glass is predominantly translucent, most light passes through the glass and lights the layer below, resulting in diffuse reflections. In addition, for most viewing conditions direct specular reflections may be minimised with appropriate lighting design [Rea00]. For this thesis, it is therefore assumed that the environment causes a uniform increase of luminance across the CRT screen. Further, it is assumed that the environment is lit by white light, i.e. colour appearance issues are not addressed. (However, the work does not preclude the application of a suitable colour appearance model.) The initial experiment followed that of Rogers et al. [RJP87] who measured contrast discrimination thresholds for computer generated images under three ambient light levels (Section 3.3.2). Their work was concerned with the effect of ambient light on radiographic images, and this is reflected in the low ambient light levels they chose to examine. This experiment uses ambient light values that reflect common workplace conditions. 4.2 Experiment 1: contrast discrimination thresholds 75 4.2.1 Hypotheses Based on the work of Rogers et al. , and on existing psychophysical knowledge (that of Weber’s Law, Section 2.2.4), we predicted that the presence of reflected ambient light in the viewing environment would affect the perceived contrast of an image displayed on a CRT monitor. The research hypothesis was that there exists a significant difference between JND perception in the dark condition, JND perception in the medium condition, and JND perception in the light condition, H1 : X dark 6= X medium 6= X light . 4.2.2 Participants Six individuals (three male, three female) participated in this experiment. All had normal or corrected-to-normal vision. All participants were fully adapted to the prevailing illumination conditions before beginning their task. All participants took part in all conditions and the order of their participation was randomised. 4.2.3 Conditions Three light conditions were chosen for this study. In order to act as a ground truth for the experiments, one condition had no ambient light present. The two other conditions were based on common viewing environments observed in the workplace. The first condition (dark, 0 lux) — the ground truth — contained no ambient light and consisted of a room painted entirely with matt black paint. The tabletop was draped with black fabric. The only light came from the monitor on which the experimental targets were displayed. The second condition (medium, 45 lux ) was an office with white walls. No natural light was present. The sole illuminant was an angle-poise desk lamp with a 60 watt incandescent tungsten bulb with tracing paper used to diffuse the light. The third condition (light, 506 lux) was the same white-walled office as before, but with overhead fluorescent reflector lights used instead of the desk lamp (Figure 4.1). The ambient illumination values for each condition were verified using a Minolta CL-200 180Æ 4.2 Experiment 1: contrast discrimination thresholds 76 Figure 4.1: Example of the set-up for the light condition. chromameter. This was mounted on a tripod and placed in a position equivalent to the participants’ viewpoints, 70–90cms from the screen. The CRT was a 19 inch Dell Trinitron monitor with gamma correction applied to the displayed images, placed parallel to the light source to avoid specular reflections. 4.2.4 Stimuli The stimuli used in this experiment were noise images with a f 2 power spectrum, equivalent to a 1= f amplitude spectrum. They were created by randomising the amplitude A and phase spectra P in the Fourier domain [RST01]: α=2 A(x; y) = r1 f P(x; y) = r2 A(x; y) (4.1) 4.2 Experiment 1: contrast discrimination thresholds 77 Figure 4.2: Example stimulus consisting of noise with a 1= f amplitude spectrum. with r1 and r2 uniformly distributed random variables, α the desired spectral slope and f p2 x + y2 = the frequency. An inverse Fourier transform was then applied to create a grayscale image. This closely conforms to natural images [BM87, Fie87]. In addition, images with this particular power spectrum are scale-invariant, which means that the power spectrum of the image as it is formed on the observer’s retina does not change with distance. This permits an experiment whereby the distance of the observer does not have to be as rigidly controlled as would be the case with other stimuli. As previously mentioned in Section 2.2.5, observers are not equally sensitive to contrasts at all frequencies, as evidenced by the Campbell-Robson contrast sensitivity curves [CR68]. For stimuli other than those with power spectral slopes of 2, the exact spectral composition of the stimulus would confound the results of the experiments as well as the usefulness of the approach. These targets have only one background luminance value (the pedestal value), and a foreground luminance value which differs slightly from the background. To create a two-tone image, the noise images were thresholded (Figure 4.2). The experiment was concerned with finding the smallest observable difference between pedestal and foreground under different lighting conditions. Targets had a pedestal value of either 5%, 10% or 20% grey. The pedestal value of 20% grey is close the reference ‘mid-grey’, a commonly-used photographic reference point. To maximise the luminance range, a technique known as bit-stealing was employed, whereby 1786 levels of grey can be encoded in a 24-bit colour image through a form of dithering that makes use of imperceptible changes in hue [TCL+ 92, Tyl97]. This increased 4.2 Experiment 1: contrast discrimination thresholds R 99 99 100 100 99 99 100 100 G 99 99 99 99 100 100 100 100 78 B 99 100 99 100 99 100 100 100 Table 4.1: Example of RGB values used in bit-stealing. Instead of two RGB values for grey (99,99,99 and 100,100,100), six intermediate values are created, thus increasing the luminance resolution. the luminance resolution, providing more accuracy for JND measurement. The resulting superfine greyscale is achieved by exploiting the fact that RGB values consist of different luminances. Thus, instead of stepping between the two grey levels (for example, RGB values of 99, 99, 99 and 100, 100, 100), six intermediate grey levels can be created, as shown in Table 4.1. While bit-stealing provides the opportunity for higher accuracy in threshold detection, it can be problematic as the saturation is greater at low levels, so bit-stealing to provide a pseudo-grey may result in the undesirable appearance of colour. However, a pilot study showed that this effect was not noticeable at the grey-levels used in the experiment. 4.2.5 Procedure The main experiment took the form of a signal-detection task consisting of 120 trials. A twoalternative forced choice (2afc) procedure, using two random interleaving staircases, was employed. This is a process whereby the participant’s answer can be verified, and the magnitude of the stimulus is then modified dependent on that answer. The 2afc procedure presents the participant with a stimulus in one of two randomly selected intervals, and the participant must identify in which interval the stimulus was present. The drawback of this technique is that, with only two choices, even if the participant guesses the answer they will still make the correct choice half of the time. Because of this, a large number of trials should be used (Farell and Pelli recommend at least 60 trials [FP98]) to obtain a good threshold estimate. However, combining this procedure 4.2 Experiment 1: contrast discrimination thresholds 79 with another method, as described next, can limit the probability of error. The use of the staircase method, in conjunction with the 2afc mentioned above, provides a more efficient method of threshold detection, concentrating trials in a range close to threshold. The staircase method is a variant on the method of limits. The method of limits is one of three methods proposed by Fechner to measure thresholds (the other two being the method of constant stimuli and the method of adjustment) [SB94]. Using the method of limits, the stimulus is changed gradually on each trial until the participant’s response changes. The intensity of the stimulus when this response change occurs signifies the threshold. Cornsweet adapted this method through the use of two random interleaving staircases [Cor72]. With this, an experiment begins with an intensity that a participant can definitely see, and decreases it until it can no longer be seen. As soon as the participant can no longer identify the stimulus, its intensity is increased. This point of change is known as a contrast reversal. The intensity of the stimulus continues to increase until the participant can once again see the it, following which the intensity begins to decrease again. The trials continue until a specific number of contrast reversals have occurred, and the stimulus intensities at these contrast reversals are then averaged to estimate the threshold. Figure 4.3 shows how most of the stimulus values are therefore concentrated close to the threshold, making the procedure more efficient [SB94]. By interleaving two or more concurrent staircases arbitrarily, randomness is introduced to ensure the participant does not become aware of the process. A pilot study, following the main procedure outlined below, was undertaken to observe the requirements of the experiment and decide on the number of trials necessary to provide sufficient data. The optimal length of the experiment was found to be around 120 trials per pedestal value, which allowed for at least 4 contrast reversals to occur. The main trial of Experiment 1 took the form of two 0.5 second intervals, separated by 0.5 seconds of the pedestal grey value and followed by 4 seconds of grey before the beginning of the next trial. The first interval was marked by a beep, and the second by a double beep. During one of the intervals, a target was shown. Participants had to choose whether this target appeared in the first or the second interval. The instructions shown to the participants are given in Appendix A.2. 4.2 Experiment 1: contrast discrimination thresholds y = correct repsonse n = incorrect response y Stimulus intensity 80 y y Threshold value n n 5 6 y y n n 9 10 y n n n n 1 2 3 4 7 8 11 12 13 Trial Figure 4.3: Example of results using two interleaving staircases. Use of the staircase method means that stimulus values are concentrated in the threshold region. Following five correct selections, the contrast of the target was decreased towards the value of the pedestal grey. Following an incorrect selection, the contrast of the target was set further from the pedestal grey. With these increases and decreases, the stimulus level approaches the point where the probability of a correct result is 87%, i.e. 0:50 2 , where 0.5 is the 50% chance of : the participant giving the correct answer. This resulted in the collection of threshold values for each participant, for each given pedestal value, under each of the ambient light conditions. The experimental program flow is shown in Figure 4.4. 4.2.6 Results and discussion The research hypothesis stated that JND detection would differ depending on the amount of reflected ambient light. Participants’ JND responses were measured to determine their sensitivity to contrast perception under the three conditions (dark, medium and light). The average JND measurements are given in Tables 4.2–4.4 and in Appendix B. Taking Participant D as an example, the JND value observed by this participant in the dark condition was 0.004962 for a pedestal of 5% grey. In the medium condition, when some ambient light was present in the viewing environment, this JND value increased to 0.005472 — more contrast was required to discriminate the target from the background. When the ambient lighting was in- 4.2 Experiment 1: contrast discrimination thresholds 81 Start display target in 1 of 2 intervals correct detection yes no decrease contrast increase contrast trials = 120 ? no yes End Figure 4.4: Flowchart showing procedure for Experiment 1. DARK , PARTICIPANT A B C D E F 5% GREY 0.005534 0.004980 0.005460 0.004962 0.005964 0.006305 PEDESTAL MEDIUM , 5% GREY 0.005307 0.005167 0.005530 0.005472 0.005688 0.005699 PEDESTAL L IGHT, PEDESTAL 5% GREY 0.006338 0.006771 0.005955 0.005759 0.009213 0.005855 Table 4.2: Experiment 1: average JND results for each participant, for each condition, pedestal value = 5% grey. creased further in the light condition, the JND value observed by Participant D also increased, resulting in a measurement of 0.005759. 4.2 Experiment 1: contrast discrimination thresholds DARK , PARTICIPANT A B C D E F 10% 0.009335 0.008307 0.008153 0.009786 0.007852 0.006976 PEDESTAL 82 MEDIUM , GREY 10% 0.009250 0.007464 0.008384 0.008213 0.009602 0.008490 PEDESTAL GREY L IGHT, 10% 0.009415 0.010490 0.008597 0.010583 0.012601 0.009529 PEDESTAL GREY Table 4.3: Experiment 1: average JND results for each participant, for each condition, pedestal value = 10% grey. DARK , PARTICIPANT A B C D E F 20% 0.007740 0.007586 0.007002 0.006343 0.007272 0.008031 PEDESTAL MEDIUM , GREY 20% 0.009428 0.007854 0.007874 0.009005 0.009241 0.008764 PEDESTAL GREY L IGHT, 20% 0.008280 0.008774 0.010476 0.009404 0.010531 0.010011 PEDESTAL GREY Table 4.4: Experiment 1: average JND results for each participant, for each condition, pedestal value = 20% grey. 4.2 Experiment 1: contrast discrimination thresholds 83 Due to the small sample size both means testing and a non-parametric statistical test were deemed appropriate. It was not satisfactory to rely solely on means testing using Analysis of Variance (ANOVA), as ANOVA generally requires 30+ participants so that a normal distribution of data can be assumed. A non-parametric Friedman test, which does not require an assumption of normal distribution, was therefore also conducted to determine whether participants had performed differently in detecting JNDs (contrast thresholds) under the three ambient lighting conditions. ANOVA results A repeated measures ANOVA compares three or more groups for variability, comparing the variance in the sample means between each group with the variance occurring within each group. In this experiment, these three groups correspond to the three different lighting conditions. A repeated measures ANOVA indicated that overall there was a significant difference in contrast discrimination depending on the presence of reflected ambient light (F (2; 10) = 13:21; p = :002). Estimated marginal means showed that the mean JND size increased as the amount of ambient light increased. Specific significant differences were: for a pedestal of 5% grey, F (2; 10) = 4:636; p = : 038; for a pedestal of 10% grey, F (2; 10) = 5:484; p = 025; and for a pedestal of 20% grey, : F (2; 10) = 12:234; p = :002. Friedman test results When using a pedestal of 5% grey, the difference in JND perception between the three conditions was significant (χ2(2) 6:333; p = :042), as was the case for a pedestal of 10% grey (χ2(2) 9:00; p = 011), and 20% grey (χ2(2) 10:333; p : = 006). These results again indicate that ambient lighting : has a significant effect on contrast discrimination when carried out on a CRT monitor under the aforementioned conditions. 4.3 Experiment 2: rapid characterisation 84 Comparison with Rogers et al. Our experiment followed the two-alternative forced choice procedure that was used by Rogers et al. . However, we used different stimuli, and also incorporated a random interleaving staircases method to improve on efficiency and accuracy. The results of our experiment support the findings by Rogers et al. that the appearance of an image on-screen is altered by the presence of reflected ambient illumination. Further, the results indicate that the apparent reduction in perceived contrast is increased as the ambient lighting is increased. 4.3 Experiment 2: rapid characterisation The experiment described above highlights the significance of the contribution of reflected light to the perception of contrast in complex images, and provides a JND measurement of contrast perception for the tested level of illumination and display intensity. However, the method is of little use in a practical setting due to the lengthy procedure (over one-and-a-half hours per person, excluding periods of rest). Compromise was therefore sought between accurate measurement of screen reflections, and practical use, with the aim of developing a rapid technique that did not require any specialised equipment, using only the display device itself to gather information about the viewing environment. The research hypothesis remained the same as that in Experiment 1: that the presence of reflected ambient light in the viewing environment would affect the perceived contrast of an image displayed on a CRT monitor. 4.3.1 Alternative and pilot experiments In a manner analogous to simplified determination of the gamma value for a display device, as described in Section 2.5.1, we sought a simple method for measuring contrast perception. We considered a number of ideas in deciding on a concise method of Experiment 1. Pilot studies were carried out for each of these in order to determine the most promising method of measuring contrast discrimination in a quick and effective manner. In all cases, the core idea involved the 4.3 Experiment 2: rapid characterisation 85 Figure 4.5: Simplified measurement using a Campbell-Robson chart. A curve denoting the line of grating visibility is drawn in dark conditions (left) and in the desired light condition (right). user’s response to the display of a stimulus on screen, which could then used to determine the amount of reflected light. Using a Campbell-Robson chart An initial thought was to display a Campbell-Robson contrast sensitivity chart on-screen and ask the user to draw the line of visibility (denoting their contrast sensitivity) on it. This could be carried out first in dark conditions, and then in the presence of ambient illumination (Figure 4.5). The resulting two contrast sensitivity curves could then be compared. More sensitivity would be expected when a line was drawn in the dark condition. While this method is theoretically sound, it was quickly discarded, as immediate difficulties were apparent. First, if a difference in contrast sensitivity was evident, it was not easily quantifiable. Second, asking the user to draw a line on the image was not a controlled enough way of measuring discrimination as inaccuracies could arise from the actual drawing process (with the use of the mouse to draw the line, for example). Third, unlike the 2afc procedure used in Experiment 1, this method was too subjective — there was no way of determining if the participant’s judgement was correct or incorrect. Given that the image did not consist of discrete regions, a pilot study showed that it was difficult for participants to pinpoint where the line should be drawn on the gratings. It was decided, therefore, that a method should be devised such that the participant should be 4.3 Experiment 2: rapid characterisation 86 Figure 4.6: A type of gamma chart used to measure contrast discrimination. (It should be noted that scaling and printing of the image remove the appearance of fusing between the stripes and the lined area.) presented with a distinct choice of options when determining what they could or could not see. Using a form of a gamma chart Given that the desired concise method was inspired by the simplified form of short-cut gamma calibration, we devised an experiment using a type of gamma chart similar to that described in Section 2.5.1. Gamma charts of the type shown in Figure 4.6 were created with different levels of black (either 25%, 50% or 75%) in the lower half of the image. The participants viewed these charts under the different lighting conditions, selecting the stripe which appeared to fuse best with the black and white pixels. This resulted in a measurement of the display luminance in the dark condition, and a corresponding measurement of display luminance plus an ambient term in the illuminated conditions. Problems were immediately evident with the user interaction. The concept of simplified gamma 4.3 Experiment 2: rapid characterisation 87 charts had to be explained to participants unfamiliar with the process, and the appearance of fusing between the top and bottom halves of the chart had to be described in great detail. Participants also complained that blurring their vision by squinting their eyes (an action that facilitates the appearance of fusing) began to hurt them after several trials. Also, the pilot study of this procedure did not suggest a significant difference between conditions. As we were aware that significant differences should exist, due to the findings of Experiment 1, we decided not to continue with a full experiment of this type. Instead, a more sensitive method of measurement was sought. Using a tableau of stimuli Our third idea for the experimental method was to present the participant with a tableaux consisting of stimuli similar to those used in Experiment 1. These could be presented in a two dimensional matrix of stimuli with varying levels of contrast. Two pilot studies were undertaken using this method. The first used randomly distributed stimuli, and the second used ordered stimuli that increased in contrast from the top left to the bottom right of the screen. Participants found the second of these to be more intuitive, as it was explained to them that they should pick the square on the grid where they could just see the stimulus appear, and that anything prior to this square should appear blank, and anything following it should be more easy to distinguish. Preliminary results from this second method suggested that a significant difference could be measured by this means. The use of discrete stimuli seemed to indicate that users had more confidence in their responses (unlike the method which used the Campbell-Robson chart). It was therefore decided that this was the most suitable method for Experiment 2. 4.3.2 Main experiment The results from the aforementioned pilot studies led us to adopt the following procedure. It is almost as straightforward as reading a value off a chart, and constitutes a sensible compromise 4.3 Experiment 2: rapid characterisation 88 Figure 4.7: Grid of squares used for simplified characterisation. between accuracy and speed. Using a tableau of stimuli under similar conditions to Experiment 1, the participants were shown a 10 10 grid of squares each containing targets with increasing contrast from the top left to the bottom right of the grid (Figure 4.7). For practical purposes, the targets consisted of random noise images with a power spectral slope of 2, as detailed in Section 4.2.4. 4.3.3 Participants Twenty-one individuals participated in this experiment. All had normal or corrected-to-normal vision. All participants were fully adapted to the prevailing light conditions before beginning their task. All participants took part in all conditions and the order of their participation was randomised. 4.3.4 Conditions Three light conditions were chosen for this study, similar to those in Experiment 1, above: dark, 0 lux; medium, 80 lux; and light, 410 lux. The ambient illumination values were verified as before. Two 17 inch Sun Microsystems CRTs were used, fully calibrated with the appropriate gamma correction applied to the displayed images. 4.3 Experiment 2: rapid characterisation 89 4.3.5 Procedure Again, the experiment constituted a signal-detection task. A tableau of images displayed in a 10 10 grid was shown. The pedestal value was set to either 5%, 10% or 20% grey. A target of randomly generated 1= f noise was displayed in each square of the grid, with the contrast increasing linearly in each square from the top left to the bottom right of the grid. The minimal contrast value (0) increased to a pedestal-dependent maximum contrast value (0.004–0.006, determined through the results of the Experiment 1, described above). The participants were given instructions which asked them to click once on the square where they could just notice some noise on the grey background, and it was explained that ‘Just noticeable means that it is the square closest to appearing blank: the other squares contain either no noise or more noise’ (full instructions are given in Appendix A.3). By clicking on their chosen square, another tableau was displayed, this time with the contrast increasing by a power of 2, effectively showing more squares closer to the threshold region. With each choice made by the participant, the power increased, until the participant could only see contrast in the high part of the curve, whereupon the power was decreased. For each pedestal value, under each ambient light condition, the participant made 5 choices indicating in which part of the tableau they perceived the minimal contrast. These values were then averaged to give an average JND value for each individual, for each pedestal value, under each condition. This process is outlined in Figure 4.8 4.3.6 Results and discussion The research hypothesis stated that JND detection would differ depending on the amount of reflected ambient light, as with Experiment 1, above. Participants’ JND responses were measured to determine their sensitivity to contrast perception under the three conditions (dark, medium and light). An average threshold (JND value) was calculated for each participant under each condition. These values are shown in Figure 4.9. Tables of results are given in Appendix B. As with Experiment 1, Experiment 2 consisted of a repeated measures design with three or more 4.3 Experiment 2: rapid characterisation 90 Start for each pedestal value display tableau user selects JND selected for all pedestals? no yes alter tableau range tableaux per pedestal =5 ? no yes End Figure 4.8: Flowchart showing procedure for Experiment 2. levels to the independent variable (the three lighting conditions). For this reason, ANOVA was used to calculate these interactions with the dependent variable [Fie00]. 4.3 Experiment 2: rapid characterisation 0.014 Avg JND value 0.012 91 Average JND values, dark condition, pedestal = 5% grey Average JND values, medium condition, pedestal = 5% grey Average JND values, light condition, pedestal = 5% grey 0.01 0.008 0.006 0.004 0.002 0 5 0.014 Avg JND value 0.012 10 Participant 15 20 Average JND values, dark condition, pedestal = 10% grey Average JND values, medium condition, pedestal = 10% grey Average JND values, light condition, pedestal = 10% grey 0.01 0.008 0.006 0.004 0.002 0 5 0.014 Avg JND value 0.012 10 Participant 15 20 Average JND values, dark condition, pedestal = 20% grey Average JND values, medium condition, pedestal = 20% grey Average JND values, light condition, pedestal = 20% grey 0.01 0.008 0.006 0.004 0.002 0 5 10 Participant 15 20 Figure 4.9: Graphs to show the average JND values measured in Experiment 2 for pedestal values of 5% grey (top), 10% grey (middle) and 20% grey (bottom). ANOVA results A repeated measures ANOVA revealed an overall significant difference in threshold detection between the three lighting conditions, F (2; 40) = 58:9; p < :001. These results indicate that when measured by this rapid method, it can be shown that ambient lighting has a significant effect 4.4 Summary 92 on contrast discrimination. Specific significant differences were: for a pedestal of 5% grey, F (2; 40) = 65:770; p 001; for a pedestal of 10% grey, F (2; 40) = 37:414; p < : < : 001; and for a pedestal of 20% grey, F (2; 40) = 35:761; p < :001. Friedman test results The difference in JND perception between the three conditions for a pedestal of 5% grey was significant (χ2(2) 34:048; p 001), as was the case for a pedestal of 10% grey (χ2(2) 24:795; p < : 001), and 20% grey (χ2(2) 25:810; p : < 001). These results correspond to the ANOVA results, < : confirming the rejection of the null hypothesis. Comparison with Experiment 1 Although direct comparison cannot be made between the results of Experiment 1 and Experiment 2, both experiments have shown a significant difference between contrast perception under three different levels of reflected ambient light. Both the ANOVA and the Friedman test results for Experiment 2 produce a smaller p value than the results of Experiment 1. However, this cannot be taken to mean that Experiment 2 is somehow more accurate in measuring contrast perception. This smaller p value may indeed be a result of the larger sample size used in Experiment 2. Nonetheless, it has been revealed that Experiment 2 is as valid a method of measuring changes in contrast perception as Experiment 1, yet takes only a fraction of the time (generally no more than 2 minutes in total per person). 4.4 Summary This chapter has described a method of measuring the effect of reflected ambient light on contrast perception. A direct correlation was revealed between the amount of reflected ambient light and the reduction in perceived contrast. Significant differences were revealed between JND discrimination in three different lighting conditions. This relationship was also evident in our second 4.4 Summary 93 experiment, which was designed to perform the same task in much less time. For this second experiment, we designed and implemented a rapid form of visual calibration, which takes only minutes to complete, making it around 50 times quicker to carry out than Experiment 1. Thus, Experiment 2 constitutes the main contribution to this thesis — a method of determining the effect of ambient light in a quick and effective manner, with the user needing no equipment other than the computer monitor itself. In the following chapter, we extend our work to include a novel form of contrast manipulation that can use the results from Experiment 2 to produce a method of luminance remapping, resulting in an image displayed under ambient light appearing as it would look when displayed in darkness. In a subsequent chapter, the success of this algorithm will then be validated through a similar psychophysical method to Experiment 2. 4.4 Summary 94 Chapter 5 Correcting for Ambient Light The amount of light reflected by a computer monitor may be indirectly measured with one of the experiments described in the previous chapter. It is envisaged that the viewer establishes a JND (∆Ld ) in darkness, and a second JND (∆Lb ) with normal office lights switched on. In both cases some desired pedestal value L will be used (such as 20% of the maximum display intensity, for example). The light that travels from the monitor to the eye is then L in the dark condition, and L + LR in the light condition. The term LR represents the amount of light diffusely reflected by the monitor and constitutes the unknown value required for adjustment purposes. Using Weber’s Law, LR can be computed with the following equations: ∆Ld L = ∆Lb L + LR LR = ∆Lb L ∆Ld 1 (5.1) 95 5.1 Contrast adjustment 96 m Output value loss of dynamic range L L - LR 0 negative voltage 0 m Input value Figure 5.1: Problems with remapping by subtraction. Dark pixels would produce a negative voltage, and the dynamic range would be reduced. 5.1 Contrast adjustment Under the assumption that Ld < Lb , and hence that LR > 0, we should ideally subtract LR from each pixel to undo the effect of reflected light. The reflections off the monitor would then add on this same amount, thus producing the desired percept. Remapping luminance by subtraction would also yield a function with a derivative of 1 over its range. Any other slope would result in changes in contrast that may affect image perception. However, there are two problems with this approach. First, dark pixels will become negative and are therefore impossible to display. Negative pixels could be clamped to zero, but that would reduce the dynamic range, which for typical display devices is already limited (Section 2.5.2). The second problem is that subtraction of LR leads to under-use of the available dynamic range at the upper end of the scale. These problems are illustrated in Figure 5.1. 5.2 Luminance remapping requirements With the ability to measure LR through the measurement of JNDs, we seek a function that remaps intensities such that the amount of contrast perceived around the pedestal value L is the initial ∆Ld , 5.3 Existing remapping methods R EQUIREMENTS P URPOSE f (0) = 0 minimum input maps to minimum output f (m) = m maximum input maps to maximum output f (L) = L LR 97 input luminance (pedestal value) minus the ambient term f 0 (L ) = 1 slope of one at pedestal value to maintain contrast ratios f 0 (x) 0 monotonically increasing to avoid contrast reversals Table 5.1: The characteristics required of a luminance remapping function f : [0; m] ! [0; m]. thereby adequately correcting for the LR term. Also, the full dynamic range of the display device should be employed. It can be observed that subtracting the ambient term LR from pixels with a luminance value of L will produce the required behaviour around L. Furthermore, it is required that the derivative of our remapping function is 1 at L so that contrast ratios are unaffected. For values much smaller and much larger than L, a remapping is desired that is closer to linear to fully exploit the dynamic range of the display device. The function should also be monotonically increasing to avoid contrast reversals. In summary, Table 5.1 describes the characteristics required of a function f : [0; m] ! [0; m]. 5.3 Existing remapping methods This section specifies methods that have been previously proposed to manipulate contrast in an image. These methods were not specifically developed to compensate for reflected ambient light — to date there has been no method designed for this purpose. 5.3 Existing remapping methods 98 5.3.1 Gamma manipulation One alternative form of remapping may be to apply gamma correction (see Section 2.5.1 and 3.2.3) in an attempt to correct for the additive term LR [War00]. By reducing the gamma value applied to the image, the result may become perceptually closer to linear. However, while a value for gamma correction may be chosen such that the pedestal value L is mapped to L LR , the slope of this function at L will not be 1 and the perceived contrast around the chosen pedestal value will therefore still not be the desired ∆Ld . In particular, for a gamma function f (x) = x1 γ , then γ = = log L= log(L LR ) would be required to achieve the desired reduction in intensity. The derivative of f would have a slope of logL (L LR )(L LR )=L at L, which will only be 1 if no light is reflected off the screen, i.e. LR = 0. To ensure perceptually accurate display, a function that maps L to L LR is necessary at the very least, while at the same time forcing the derivative at L to 1. 5.3.2 Hyperbolic functions Hyperbolic functions have been proposed to manipulate image contrast [LH94]: f (x) = tanh(ax b) + tanh(b) tanh(a b) + tanh(b) (5.2) The parameters a and b control the slope of the function at 0 and 1. Although this function may be used to adjust contrast, it is not suitable for the control of the slope for some intermediary value such as pedestal value L. 5.3.3 Histogram equalisation Histogram equalisation is a well-known method for manipulating contrast [Wee96], and is described in Section 3.2.3. Based on the histogram of an image, a function is constructed which remaps the input luminances such that in the output each luminance value is equally likely to occur. Therefore, the remapping function will be different for each image. Although it maximises contrast, this approach does not allow control over the value and slope of the mapping function at 5.4 Schlick’s rational function as a basis for remapping 99 specific control points and is therefore not suitable for this application. 5.3.4 Spatially varying techniques Finally, several techniques have been developed which are spatially variant, i.e. a pixel’s luminance is adjusted based on its value as well as the values of neighbouring pixels. These methods are prone to contrast reversals which is generally undesirable. It is therefore not advocated to use spatially variant mechanisms such as multi-scale representations [LHW94], genetic algorithms [ML99] and level-set based approaches [CLMS99]. 5.4 Schlick’s rational function as a basis for remapping As none of the commonly-used techniques to adjust contrast are suitable to correct for reflections off computer screens, a new remapping function is required. Although power-laws such as gamma correction can not be parameterized to satisfy all the above function requirements, a rational function proposed by Schlick [Sch94b] may be used as a basis. This function was originally proposed as a tone reproduction operator (Section 2.5.2), and a variation was published as a fast replacement for Perlin and Hoffert’s [PH89] gain function [Sch94a]. The basic function is given by: f (x) = (p px 1)x + 1 (5.3) where x is an input luminance value in the range [0; 1], and p is a scaling constant in the range [1; ∞]. Schlick proposed this algorithm to quantise and map high dynamic range data to a lower dynamic range display, as an alternative to linear or logarithmic mapping, and as a simpler method than the Tumblin and Rushmeier brightness preservation function. Interestingly, he devised a method of automatically generating the scaling parameter p by asking the viewer to select the darkest patch they could see on a black background. The intensity of this patch provides the value M — the darkest grey level that can be clearly distinguished from black (an absolute threshold). Schlick 5.4 Schlick’s rational function as a basis for remapping 100 reasoned that since the parameters controlling a tone reproduction function (contrast, brightness, viewing conditions, observation distance, etc.) are difficult to define or measure , then M can be used in place of these measurements, on the basis that it is this value that noticeably changes when the aforementioned parameters change. Schlick’s premise was that rendering programs contain an ‘epsilon’ value that generates the smallest non-zero value (ε) of the image, beneath which computed intensities are considered to be negligible. This value can be mapped to M thus: p= Mm Mε Mm ' Nε Nε Mε (because m ε and N M) where m is the maximum display value and N is any value in the display range [0; N (5.4) 1]. For our algorithm, we do not need to set p as we can solve for it given that we will know the values of L and LR . While Schlick reports that this automatic parameter generation method provides satisfactory results without the need for guesswork, he also acknowledges that this method does not work with logarithmic or power law tone reproduction. Schlick’s use of measuring a threshold to determine a value for M shares a common idea with the work we present in this thesis, whereby the display device itself is used to infer something about the viewing conditions. However, the aim of this method differs, with Schlick using this information to set a general parameter for the purpose of dynamic range reduction, whereas we wish to specifically measure JNDs in order to remap luminance to maintain the appearance of contrast, regardless of dynamic range. Schlick did not provide any quantitative evidence supporting the success of this parameter generation, whereas our method for determining JNDs is supported by statistical analysis of psychophysical experimentation. Also, we provide a form of JND measurement to determine difference thresholds, rather than absolute thresholds. Nonetheless, our work can be used alongside existing tone reproduction operators, and would be particularly useful in conjunction with those that aim to mimic perceptual qualities. 5.5 A new luminance remapping algorithm m 101 m [L,m] 0 0 L-LR m m [0,L] 0 0 0 0 m L m Figure 5.2: An example of how the remapping function is split into two ranges, [0; L] and [L; m] 5.5 A new luminance remapping algorithm The list of requirements given in Table 5.1 may be satisfied by splitting the function into two ranges, namely [0; L] and [L; m]. An example of this split is shown in Figure 5.2. The algorithm presented below maintains the original contrast for a selected input luminance value, L, and approximately correct perceived contrast for all other input values. As ambient light reduces the perceived dynamic range, the problem is similar to that of tonemapping for the purpose of dynamic range reduction, so a tailored mapping based around a specific input value is feasible. Using Equation 5.3, the appropriate substitutions are made for x. As we already know the values for L and LR , we can solve for the free parameter p. In particular, the input x and the output f (x) is scaled before solving for p. 5.5 A new luminance remapping algorithm 102 5.5.1 The range [0; L] For the range [0; L] we substitute x ! x=L in Equation 5.3, thereby normalising it to that range, and the output is then scaled by L f[0 L] (x) ; = (L LR ) = LR) px x( p 1) + L (p LR : p Lx 1) Lx + 1 (L (5.5) This equation satisfies the requirements that f[0 L] (0) = 0 and f[0 L] (L) = L ; ; LR. As the slope of f[0 L] is known to be 1 at L, the following equation can be solved for p: ; f[00 L] (x) p(L LR) L(( p 1)x=L + 1) p(L LR )L (xp x + L)2 1 = ; = = (p L2 (( p 1) px(L LR ) 1)x=L + 1)2 (5.6) By substituting x = L then p= (L LR ) (5.7) L 5.5.2 The range [L; M ] For the range [L; m] we substitute x ! (x m L + LR and L ; L) in Equation 5.3, and scale the output by LR is added to the result: p f[L m] (x) = L)=(m x L (m L + L R ) m L +L x L ( p 1) +1 m L LR (5.8) 5.5 A new luminance remapping algorithm 103 The above equation satisfies the requirements that f[L m] (L) = L LR and f[L m] (m) = m. The ; ; derivative of this function is: f[0L m] (x) = ; (m L) p((mp L + LR ) 1)(x L) +1 m L (p (m 1) p(x 2 L) (p L)(m L + LR ) 2 (5.9) 1)(x L) +1 m L Again, p is solved by requiring f[0L m] (L) to be 1, resulting in ; p= (m (m L) L + LR ) (5.10) 5.5.3 Complete remapping function By making the appropriate substitutions of p and simplifying the equation, the function that remaps luminance to correct for the loss of contrast due to screen reflections LR is given by: 8 > > > > > > > < f (x) = > > > > > > > : (L L2 1 if 0 x L L R )2 x LR x (m x L L R (x L ) L + LR)(m +L LR if L x m (5.11) L) For a pedestal value L of one third the maximum value m = 255, a set of curves is plotted in Figure 5.3. The different curves were created by varying the amount of light LR reflected off the monitor. 5.5.4 Function inversion Our forward algorithm presented above is suitable to display images that were created under optimal viewing conditions. However, in many practical cases images are created using specific displays located in uncalibrated viewing environments. Assuming that such images are optimal for the viewing environment in which they were created, it may be useful to convert them for dis- 5.5 A new luminance remapping algorithm 104 Contrast correction f(x) 250 200 LR LR LR LR = = = = 12.75 25.50 38.25 51.00 150 100 L = 76.5 m = 255 50 0 0 50 100 150 200 x 250 Figure 5.3: Remapping functions for LR set to 5%, 10%, 15% and 20% of the maximum display value m. The pedestal value was set to L = 0:3 m for demonstration purposes. In practise, a base luminance value of L = 0:2 m is appropriate. play in a different viewing environment. An effective way to accomplish this is by transforming the image into a standard space that is independent of the viewing environment. This is analogous to the Profile Connection Space used in ICC profiles [ICC03]. ICC profiles are normally used to convert images for reproduction on different display devices such that the perception of the displayed material is least affected. It can be envisaged that the methodology and algorithm described in this thesis could become part of the ICC file format since it would address device dependent issues not covered by ICC profiles to date. A simple method of inverse correction would be to add LR to every pixel value, but this requires a file format with a pixel range of [LR : : : m + LR]. This is impractical given that many file format standards only support a specific number of bits (e.g. 8). Therefore, we can instead invert the function described above to create an inverse correction which does not alter the dynamic range. The first step in converting between the viewing environment that was used to create an image (the source environment) and some other display environment would be to undo the effect of the source environment. Hence, it is desirable to convert such images to a hypothetical viewing environment in which the screen does not reflect light. This may be achieved by measuring ∆Ld and ∆Lb for 5.5 A new luminance remapping algorithm 105 the source environment, computing LR and then applying the inverse transformation to the image: 8 > > > > > < finv (x) = > > > > > : (L xL2 LR)2 + xLR 0xL LR (5.12) x(m (m L)2 + mLR(x + m + Lr L)2 + LR (x + m + Lr 2L) 2L) L LR x m For the destination environment f (x) may then be applied prior to display. One limitation of this approach is that for both forward and inverse transformations the same pedestal value L needs to be used. However, it would not be unreasonable to standardise by fixing L to 0:2 m such that middle grey is always displayed correctly. 5.5.5 Colour space Most images are given in a device-dependent colour space. While it is possible to apply the remapping function to the individual colour channels, this is not recommended. Non-linear scaling functions such as the one described above will alter the colour ratios for individual pixels, leading to changes in chromatic appearance. This would be an undesirable side-effect of the algorithm, which is easily avoided by applying the equation to the luminance channel only. It is therefore necessary to convert to a different colour space which has a separate luminance channel such as XYZ or Lab. These conversions require knowledge of the image’s white point, which more often than not is unknown. If the white point is known, an appropriate conversion matrix may be constructed [Poy03]. In many cases it may be reasonable to make the grey-world assumption, i.e. the average reflective colour of a scene is grey. If the average pixel value of the image deviates from grey, this may be attributed to the illuminant. Under the grey-world assumption the average pixel value is a good estimate of the scene’s white point. Otherwise, one can resort to white-point estimation techniques [CFB99], or simply estimate that the white point is always D65. This will be true to a first approximation for outdoor photographs. 5.6 Results and discussion 106 As a convenience, the conversion from RGB to XYZ for a D65 white point and back is: [ITU90]: 2 66 X 64 Y 3 77 75 = 2 66 64 Z 0:412453 0:357580 0:180423 0:212671 0:715160 0:072169 32 77 66 75 64 0:019334 0:119193 0:950227 R G 3 77 75 (5.13) B and the reverse case is given by inverting the matrix above: 2 66 64 R G B 3 77 75 = 2 66 64 3:240479 1:537150 0:498535 0:969256 1:875992 0:041556 0:055648 0:204043 1:057311 32 77 66 X 75 64 Y 3 77 75 (5.14) Z 5.6 Results and discussion Figure 5.4 shows the success of the remapping function applied to images under different ambient light values (LR ). Given the limited dynamic range of most current display devices, it is not possible to adjust the contrast for all bright, dark and intermediate areas of an image. However, the above remapping function provides a sensible trade-off between loss of detail in the brightest and darkest areas of the image, while at the same time allowing the flexibility to choose for which pedestal value of L the remapping produces accurate contrast perception. While a value of L = 0:2m will be appropriate for many practical applications, the function is easily adjusted for different values of L. Only the two JNDs need to be re-measured, after which LR may be computed and inserted into the above equation. A further advantage of this function over other contrast adjustment methods is that the data does not need to be scaled between 0 and 1, since the maximum value m is given as a parameter. A comparison with the aforementioned existing remapping methods, in particular a reduced gamma value and histogram equalisation, is given in Figure 5.5. The reference image is an aerial photo- 5.6 Results and discussion 107 Original photograph LR = 0.08m LR = 0.11m LR = 0.14m LR = 0.17m LR = 0.20m Figure 5.4: Uncorrected photograph followed by a progression of corrected images. In each case, L is set to = 0:2m and m = 255. graph of an archaeological excavation, showing ditches, trenches and features uncovered during the excavation process. Photographs of this nature are used to gain an understanding of the site as a whole, so it is important that any detail is adequately preserved. The top two images show the original photograph as it appears when viewed in darkness (left) and when viewed in the presence of ambient illumination (right). The value LR is 0.13m. The reduction in perceived contrast due to the ambient term is notable, with shadow information and fine detail being lost due to reflected ambient light. The middle two images are the result of applying existing remapping techniques to the uncorrected (top right) image. The image on the middle left has been corrected using a reduced gamma value. This has darkened the image as a whole — an undesirable effect. The middle right image has been corrected using histogram equalisation. This has led to considerable darkening in 5.6 Results and discussion 108 Figure 5.5: Comparison with other techniques. Top: original image (left) and original uncorrected image under ambient illumination, LR = 0.13m (right). Middle: correction using a reduced gamma value (left) and using histogram equalisation (right). Bottom: correction using our algorithm, c 2003.) L = 0:2. (Photograph courtesy of Fintan Walsh, some areas, and undesirable lightening in others. It does not preserve the contrast appearance of the original (top left) image. The bottom image has been corrected using our luminance remapping algorithm, using a value of L = 0:2m. The contrast ratios have been preserved and the overall appearance is closest to that of the original. 5.7 Summary 109 5.7 Summary This chapter has described our method for correcting images where the contrast appears reduced due to the presence of ambient light. We based our algorithm on Schlick’s rational function, splitting it into two ranges to meet the requirements for our luminance remapping. We show how this function can be inverted for images created in an uncalibrated environment. Photographic results of this algorithm are given. In the following chapter, this algorithm is validated using a specifically-designed formal psychophysical user study. 5.7 Summary 110 Chapter 6 Validation of luminance remapping This chapter describes a psychophysical experiment that was developed to validate the success of the algorithm detailed in the previous chapter. The validation experiment needed to show that an image displayed in the presence of ambient illumination could be corrected so that its appearance matched that of the same image viewed when no ambient light was present. 6.1 Validation experiment The validation of the algorithm follows the form of Experiment 2 — the rapid measurement procedure described in Section 4.3. This method of validation was chosen because the success of Experiment 2 had already been established, and it was logical to adapt such an experiment to allow for validation. Whereas Experiment 2 measured JND discrimination under three different lighting conditions, the validation experiment required JND measurement under two conditions: light and dark. This could then establish the effect of the light condition on contrast perception. A third iteration of the validation experiment could then be carried out under the same light conditions, but with our luminance remapping algorithm applied to the stimuli. 111 6.1 Validation experiment 112 6.1.1 Hypotheses The research hypotheses were as follows: there exists a significant difference between JND perception in the dark condition and JND perception in the light condition, H1 : X dark 6= X light ; that there exists a significant difference between JND perception for the uncorrected stimuli shown in the light condition and for corrected stimuli shown in the light condition, H2 : X light (uncorrected) 6= X light (corrected) . A third expectation was that there exists no significant difference between JND perception for the uncorrected stimuli in the dark condition and JND perception for the corrected stimuli in the light condition. This is a form of null hypotheses, and as such cannot be used to indicate a similarity between two variables [Abe02]. Significance testing is used to determine if it is unlikely that the null hypothesis is true. It does not allow for the likelihood that a null hypothesis is true. It is a misconception that failing to reject the null hypothesis means that it must be true. Failure to reject the null hypothesis actually implies that there is insufficient evidence for its rejection [Nic00]. 6.1.2 Participants As in Experiment 2 (Section 4.3), twenty-one individuals participated in this experiment. However, due to differences and restrictions in time and location, these were not the same participants from Experiment 2, nor were the conditions identical, so no direct comparison of results with those of previous experiments was anticipated. All had normal or corrected-to-normal vision. All participants were fully adapted to the prevailing lighting conditions before beginning their task. All participants took part in all conditions and the order of their participation was randomised. 6.1 Validation experiment 113 6.1.3 Conditions Participants carried out this procedure under two conditions — dark (0 lux) and light (255 lux). The ambient illumination values were verified as before. A 17 inch Sun Microsystems CRT was used, fully calibrated with the appropriate gamma correction applied to the displayed images. 6.1.4 Procedure The procedure was initially identical to that in Experiment 2, using a pedestal value of 20% grey, as this was the default pedestal value for the algorithm, described in Section 5.2. Participants proceeded with the experiment under the dark and the light conditions, choosing the squares where they could just notice the target. The results from these dark and light conditions, corresponding with the values ∆Ld and ∆Lb (Section 5.1), were then used to determine LR . With these values, our contrast correction algorithm was applied to the experiment stimulus, and participants repeated the JND selection procedure once more in the light condition, using this corrected version of the stimulus. Thus, JNDs were measured under three conditions: dark, uncorrected stimulus (our ground truth); light, uncorrected stimulus; and light, corrected stimulus. 6.1.5 Results A significant difference was expected between the JND values for the two lighting conditions. Further, a significant difference was anticipated between the JND values detected in the light condition and the JND values detected using corrected stimuli in the light condition. The independent variables had two levels for each hypotheses: dark and light; and original stimulus and corrected stimulus. A t-test was used to compare the two sets of means for each hypothesis. This statistical test is used to compare mean values of the same type of measurement made under two different conditions. 6.1 Validation experiment 114 Average JND values for the validation experiment 0.014 Average JND values, dark condition Average JND values, light condition (uncorrected) 0.012 JND value Average JND values, light condition (corrected) 0.01 0.008 0.006 0.004 0.002 0 5 10 Participant 15 20 Figure 6.1: Graph to show the average JND values measured in the validation experiment for a pedestal value of 20% grey. t-Test results A dependent means t-test is used when an experiment follows a repeated measures design. Each participant carried out the same task under each condition, and each hypothesis compared two sets of means: mean JND values in dark and light (uncorrected) conditions for Hypothesis 1, and mean JND values in light (uncorrected) and light (corrected) conditions for Hypothesis 2. A dependent means t-test indicated a significant difference between JND values measured in the dark condition and uncorrected stimulus JND values measured in the light condition, t (20) = 5:034; p < :001. In addition, there was a significant difference between JND values measured using corrected and uncorrected stimuli in the light condition, t (20) = 2:69; p = :014. Figure 6.1 shows the average JND measurements of each participant for an image shown in the dark and light conditions, and a corrected version of that image shown in light conditions. Tables of these results are also given in Appendix B. Additionally, as might be anticipated, no significant difference was found between JND values measured in the dark condition and JND values measured using the corrected stimulus in the light condition. However, as mentioned above, this represents a null hypothesis and therefore cannot be directly tested, nor (technically) be accepted [Abe02]. 6.2 Summary 115 Wilcoxon Signed Ranks Test results A Wilcoxon Signed Ranks test (the non-parametric equivalent of a paired t-test) revealed that JND values were significantly higher in the light (uncorrected) condition than in the dark condition, z= 3:736; p < :001. As predicted, the JND values were also significantly higher in the light (uncorrected) condition than in the light (corrected) condition, z = 2:450; p = :014. These values match those of the above t-test). 6.2 Summary In this chapter we presented a formal method of psychophysical validation for our luminance remapping algorithm. This validation experiment followed the procedure of Experiment 2, altering it to permit comparison of uncorrected and corrected stimuli in the light condition. The statistical results indicate that when applied to an image that is perceived differently under different levels of illumination, the algorithm described in Chapter 5 can restore the original contrast appearance, producing an image that appears unaltered by reflected ambient light. The reuse of the procedure from Experiment 2 again confirms the ability of that experiment to measure changes in contrast perception under reflected ambient light. 6.2 Summary 116 Chapter 7 Conclusions From the outset, this thesis assumes that an image displayed on a computer monitor should appear the same no matter where, or on which system, it is displayed. This is particularly true for certain areas of work where the creator of the image must be certain that others who view it see a perceptual equivalent of the original. This research focused on a particular aspect, namely the effect that ambient light has on on-screen images. Working environments tend to require a level of ambient light sufficient to allow for paperwork alongside computer use. However, when this ambient light is reflected off the monitor screen, it causes a reduction in perceived contrast, altering the appearance of the image. While this is known in theory, it is seldom corrected due to the expense, skill and/or knowledge involved. Additionally, while equipment such as photometers or illuminance meters can physically measure the quantity of ambient light present, the perceptual impact lies in a human response to that light. Thus, our goal was to devise a rapid method of measuring the effect of the reflected ambient light, without the use of any extra equipment, instead relying on the user’s perception of the image. In doing so, we hoped to provide a more amenable approach to correcting for the effect of reflected ambient light, in the hope that this would aid the quest for perceptual fidelity in image display. We have presented a quick and effective way to determine the reduction in perceived contrast caused by reflected ambient light. The framework is based on established psychophysical knowledge, and is derived from attested psychophysical experimentation. The feasibility of the method 117 118 is evidenced by its comparison with a prior full-length and detailed experiment. Our rapid method (Experiment 2) produces significant results, but takes only a fraction of the time needed for the full-length experiment (Experiment 1). Experiments 1 and 2 output average JND values, i.e. difference threshold values that correspond to the change in contrast needed for a difference between a target and a background to be perceived. Since the contrast of an image is reduced when ambient light is reflected off the screen, this difference threshold value is greater when there is more ambient light present. As expected, this corresponds with Weber’s Law. While our method of assessing the effect of reflected ambient light has been shown to be successful, it can also be used in a practical way. The values obtained from the experiments provide information about changes in contrast, and can therefore be employed to manipulate the contrast in an image to undo the perceived contrast reduction caused by the ambient term. We therefore extended our work to incorporate a method of contrast correction, producing an algorithm that permits luminance remapping in order to restore the original perceived contrast of an image, while maintaining the overall appearance. This produces correct perception of contrast for one input luminance value, and approximately correct perception of contrast for all other input values. This algorithm not only works for an image created where no ambient light was present, but is also invertible, so that an image created in certain ambient-lit conditions can be displayed as it would have looked in the environment in which it was created. Visual results of our algorithm were provided, including comparison with other existing remapping methods. However, a better indication of the success of our algorithm is the psychophysical validation study. This employed the procedure of Experiment 2, thereby measuring JNDs for original stimuli under dark and light conditions, and measuring JNDs for stimuli corrected with our algorithm under the same light conditions. This validation experiment confirmed the ability of our algorithm to restore the original perceived contrast. In summary, we have confirmed that light reflected off a monitor significantly alters contrast perception. We have devised a rapid calibration technique to estimate by how much the appearance of contrast is altered. By specifying a simple task that every viewer can carry out in a short amount of 7.1 Advantages 119 time, we avoid using expensive equipment such as photometers or spectroradiometers. A straightforward rational function is then used to adjust the contrast of images based on these measurements made by each viewer. The effectiveness of this algorithm is shown through a formal user study. 7.1 Advantages For applications such as visualisation, photography and our intended application of virtual heritage, our procedure and algorithm provides a significantly simplified alternative to gain control over the perception of displayed material. It fits alongside existing correction steps such as gamma correction and colour appearance models and addresses and solves a significant problem in image display. The visual self-calibration procedure lends itself well to use on the Internet where perceptual consistency may be desirable amongst online images that are viewed worldwide on a variety of display devices. This approach may also see use in ICC colour profiles where it not only allows images to be exchanged between different devices, but between devices located in specific viewing environments. With current improvements in rendering and display algorithms, especially those that mimic perceptual traits, it is no longer immediately obvious that one algorithm performs better than another just by looking at the images they produce. Currently, we must rely more and more on user studies to decide which algorithm is best for a specific task. Providing easy-to-use, quick and effective psychophysical methods will enable the progression of perceptual realism in computer graphics. Our method has shown that this is a feasible and worthwhile approach to graphics research. 7.2 Disadvantages The methods that we present are not intended to provide full and accurate calibration and correction for ambient lighting. We realise that for some specific applications, there is no substitute for extensive and methodical calibration of equipment and provision of a specialised viewing environment. This includes areas such as fabric dyeing, or pre-press advertising, where perceptual fidelity 7.3 Further research 120 is imperative and the means to obtain this are achievable; that is, the time, money and expertise are available to eliminate ambient lighting, thereby making our methods redundant. However, despite this, we feel that there is still an audience for our work. Gamma correction, in its shortcut form, is widely used by digital photographers, especially by amateur photographers who do not have the specialised equipment needed to calibrate their monitors1 . In the same way that gamma correction via a chart is an estimate, and not a full monitor calibration, we have presented a shortcut method that is similarly an estimate, and not a full calibration. Our work can be seen as an intermediate step, between a complete lack of calibration and fully-compliant specification. There is a necessary trade-off between accuracy and cost. Therefore, our work, like shortcut gamma correction, is a usable approach for people concerned about the effect of ambient lighting, yet unable to meet rigid specifications. Our methods necessarily assume several factors: that the reflected light is uniform, that the display device meets certain standards (for example, uniform luminance output, monitor brightness and contrast controls have been set), and that a new measurement is made if the ambient lighting changes. While these are reasonable assumptions, it would be interesting to investigate how much variation is tolerable without invalidating the method. 7.3 Further research Several interesting areas of research have been revealed during the course of this work. One line of enquiry is to further increase the accuracy of the rapid calibration procedure by introducing random grey patches in the tableaux. This would have the effect of making the procedure closer to that of Experiment 1 by providing a form of 2afc procedure, whereby the participant’s response can be validated — choosing one of these grey squares would indicate that they were guessing where the just-noticeable noise appeared. A second line of enquiry would be to make the ambient light component part of tone mapping algorithms. Unless tone mapping operators are designed specifically for darkness only, ambient 1 A recent Internet search on “gamma chart” using Google produced some 141 000 results: http://www.google.com/search?hl=en&lr=&ie=UTF-8&oe=UTF-8&q=gamma+chart&btnG=Google+Search 7.4 Closing remarks 121 light will play a factor in their delivery and should therefore be accounted for in the operator. Third, colour appearance should be taken into account. The experiment could be redesigned in order to calibrate for both colour and luminance. Existing colour appearance models require extensive testing and our method could provide a fast and efficient alternative. Finally, a question that should be investigated is that of the role of visual constancy, to examine how much the human visual system compensates for inadequacies in displays. This is already a major field of research in its own right (such as the way in which colour constancy affects colour appearance models), and the work in this thesis could be considered alongside it. 7.4 Closing remarks The study of human perception is inseparable from the presentation of images in computer graphics. Both at low-level visual responses and higher cognitive processing, the attributes of the human visual system play an important role in how we perceive all that we are presented with on-screen. Research into this is still at an exploratory stage — there is a wealth of information still to be investigated, and much to learn from related fields, such as vision, psychology and neuroscience. With every advance in computer graphics techniques, new challenges are thrown open, and we find ourselves looking beyond the traditional boundaries of the field. This thesis demonstrates how we can learn from other disciplines and use established knowledge to further our studies. 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Procedure Procedures vary from study to study. You will be given detailed instructions. Benefits Participants will receive no direct benefit from this research. Risks The procedures used in the experiments are harmless and have been used in prior research. Compensation Participants will be entered into a prize draw. When the study is completed all participants will receive a summary of the results via e-mail. Withdrawal Participation in this research is voluntary. Volunteers are under no obligation to complete the study and can cease participation at any time. Further Questions If you have any questions regarding the purpose, procedure, or other aspects of the experiment, please feel free to send an e-mail message to the investigator at [email protected] 138 ========================================================================= Name: ..................................................................... Address: ................................................................... ................................................................................... ................................................................................... ................................................................................... Declaration: I have been informed about the aims and procedures involved in the experiment. I reserve the right to withdraw at any stage in the proceedings, and information that I provide as part of the study will be destroyed or my identity removed unless I agree otherwise. Signed: .................................................................... Date: .................................... 139 A.2 Instructions for Experiment 1 For this experiment you will be seated in front of a CRT monitor. Please relax and sit as you would normally sit at a desk, i.e. without leaning too far forward or too far back. The chair is aligned with black tape on the floor — please do not move it away from this position. During the experiment randomly generated noise stimuli (an example is shown here) are displayed on screen, on top of a fixed grey background. A stimulus will appear in one of two intervals. The intervals are signalled by a beep; one beep sounds to indicate the beginning of the first interval, and two beeps sound to indicate the beginning of the second interval. You must determine whether the stimulus appeared in the first interval or the second interval. There will be a gap of 4 seconds following the second interval in which you can make your selection. If you think the stimulus appeared in the first interval then press the “1” key. If you think the stimulus appeared in the second interval then press the “2” key. 120 of these stimuli, chosen at random, will be shown. If you make a mistake, do not worry, simply carry on. You will have a chance to practise before the actual experiment starts. You are free to withdraw from this experiment at any time. If you do not want to complete the experiment then you can end it prematurely by pressing the ESC key in the top left corner of the keyboard. 140 A.3 Instructions for Experiment 2 For this experiment you will be seated in front of a CRT monitor. Please relax and sit as you would normally sit at a desk, i.e. without leaning too far forward or too far back. During the experiment a grid of squares is displayed on screen. Some squares may appear blank and others may have some noise displayed in them (there is an example picture above showing a square containing noise). The amount of noise that a square contains increases from the top left of the screen to the bottom right of the screen. You must choose the square where you can just notice some noise on the grey background. “Just noticeable” means that it is the square closest to appearing blank: the other squares contain either no noise or more noise. When you have decided which square contains the noise that is just noticeable then click on it once with the left mouse button. A new table will then appear (please wait for a few seconds until it fully loads). Follow the same procedure again. The experiment will end automatically after 15 iterations. If you make a mistake, do not worry, simply carry on. You will have a chance to practise before the actual experiment starts. There is no time limit. You are free to withdraw from this experiment at any time. If you do not want to complete the experiment then you can end it prematurely. 141 142 Appendix B Results 143 DARK , PARTICIPANT A B C F G H MEDIUM , 5% GREY 0.005534 0.004980 0.005460 0.004962 0.005964 0.006305 PEDESTAL 5% GREY 0.005307 0.005167 0.005530 0.005472 0.005688 0.005699 PEDESTAL L IGHT, 5% GREY 0.006338 0.006771 0.005955 0.005759 0.009213 0.005855 PEDESTAL Table B.1: Experiment 1: average JND results for each participant, for each condition; pedestal value = 5% grey. DARK , PARTICIPANT A B C D E F 10% 0.009335 0.008307 0.008153 0.009786 0.007852 0.006976 PEDESTAL MEDIUM , GREY 10% 0.009250 0.007464 0.008384 0.008213 0.009602 0.008490 PEDESTAL GREY L IGHT, 10% 0.009415 0.010490 0.008597 0.010583 0.012601 0.009529 PEDESTAL GREY Table B.2: Experiment 1: average JND results for each participant, for each condition; pedestal value = 10% grey. DARK , PARTICIPANT A B C D E F 20% 0.007740 0.007586 0.007002 0.006343 0.007272 0.008031 PEDESTAL MEDIUM , GREY 20% 0.009428 0.007854 0.007874 0.009005 0.009241 0.008764 PEDESTAL GREY L IGHT, PEDESTAL 20% 0.008280 0.008774 0.010476 0.009404 0.010531 0.010011 GREY Table B.3: Experiment 1: average JND results for each participant, for each condition; pedestal value = 20% grey. 144 DARK , PARTICIPANT A B C D E F G H I J K L M N O P Q R S T U 5% GREY 0.001147 0.00294 0.002296 0.001163 0.000997 0.00294 0.001212 0.002192 0.00294 0.001584 0.0021 0.000913 0.00161 0.002814 0.002856 0.001876 0.002338 0.001079 0.000937 0.001293 0.00149 PEDESTAL MEDIUM , 5% GREY 0.002329 0.003125 0.001081 0.001837 0.001691 0.003064 0.0021 0.00294 0.003036 0.003603 0.002429 0.000936 0.00294 0.003031 0.002854 0.00294 0.00296 0.001416 0.001166 0.001583 0.002315 PEDESTAL L IGHT, PEDESTAL 5% GREY 0.005741 0.00552 0.002214 0.003882 0.003519 0.005103 0.005535 0.003077 0.004488 0.003603 0.00316 0.003155 0.004824 0.004622 0.003302 0.004205 0.004461 0.002958 0.002591 0.003607 0.004438 Table B.4: Experiment 2: average JND results for each participant, for each condition; pedestal value = 5% grey. 145 DARK , PARTICIPANT A B C D E F G H I J K L M N O P Q R S T U 10% 0.001934 0.004145 0.003061 0.00229 0.000974 0.003741 0.001233 0.003741 0.003742 0.002887 0.003423 0.001287 0.002825 0.003633 0.005241 0.001735 0.002935 0.001053 0.001373 0.001899 0.002896 PEDESTAL MEDIUM , GREY 10% 0.001828 0.00447 0.001392 0.001933 0.002255 0.003625 0.002507 0.003804 0.003294 0.00507 0.003181 0.00114 0.003741 0.003681 0.004153 0.002776 0.003397 0.002022 0.00091 0.001461 0.003187 PEDESTAL GREY L IGHT, PEDESTAL 10% 0.003507 0.006847 0.003267 0.003468 0.003238 0.007257 0.004464 0.0039 0.005527 0.00507 0.002432 0.002318 0.005918 0.006583 0.005529 0.004713 0.005928 0.002299 0.002747 0.003741 0.006389 GREY Table B.5: Experiment 2: average JND results for each participant, for each condition; pedestal value = 10% grey. 146 DARK , PARTICIPANT A B C D E F G H I J K L M N O P Q R S T U 10% 0.003177 0.005488 0.005101 0.003603 0.00151 0.00703 0.003024 0.004991 0.006382 0.005653 0.00494 0.000784 0.004789 0.005095 0.008266 0.00344 0.005094 0.000906 0.001226 0.002498 0.004589 PEDESTAL MEDIUM , GREY 10% 0.002361 0.007103 0.002269 0.003345 0.003154 0.005741 0.004154 0.004988 0.0053 0.005129 0.005506 0.001867 0.00515 0.006597 0.006645 0.004784 0.004935 0.001835 0.001634 0.002432 0.004202 PEDESTAL GREY L IGHT, PEDESTAL 10% 0.004056 0.008508 0.003732 0.005417 0.004442 0.009323 0.007079 0.00589 0.008128 0.005751 0.005453 0.002306 0.008508 0.008573 0.00893 0.006922 0.007406 0.003352 0.002478 0.004788 0.008095 GREY Table B.6: Experiment 2: average JND results for each participant, for each condition; pedestal value = 20% grey. 147 PARTICIPANT A B C D E F G H I J K L M N O P Q R S T U DARK 0.004068 0.004444 0.003393 0.001267 0.003907 0.004689 0.004507 0.003452 0.004639 0.004269 0.003944 0.004784 0.001968 0.004653 0.004948 0.002944 0.003709 0.005041 0.004011 0.004593 0.00355 L IGHT, UNCORRECTED 0.006499 0.005474 0.005325 0.002263 0.005016 0.005494 0.00688 0.0049 0.004935 0.007217 0.004099 0.00593 0.00193 0.004742 0.004413 0.003928 0.00469 0.005095 0.006708 0.004742 0.004912 L IGHT, CORRECTED 0.004987 0.004586 0.003075 0.001084 0.004753 0.005647 0.00404 0.003402 0.007347 0.004152 0.003896 0.004805 0.000371 0.003382 0.00564 0.001877 0.00397 0.007745 0.003539 0.004266 0.003326 Table B.7: Validation experiment: average JND results for each participant, for each condition. 148
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