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  • 1.
    Kronander, Joel
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Bonnet, Gerhard
    AG Spheron VR, Germany.
    Ynnerman, Anders
    Linköping University, Center for Medical Image Science and Visualization (CMIV). Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Unger, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    A unified framework for multi-sensor HDR video reconstruction2014In: Signal Processing : Image Communications, ISSN 0923-5965, Vol. 29, no 2, p. 203-215Article in journal (Refereed)
    Abstract [en]

    One of the most successful approaches to modern high quality HDR-video capture is to use camera setups with multiple sensors imaging the scene through a common optical system. However, such systems pose several challenges for HDR reconstruction algorithms. Previous reconstruction techniques have considered debayering, denoising, resampling (alignment) and exposure fusion as separate problems. In contrast, in this paper we present a unifying approach, performing HDR assembly directly from raw sensor data. Our framework includes a camera noise model adapted to HDR video and an algorithm for spatially adaptive HDR reconstruction based on fitting of local polynomial approximations to observed sensor data. The method is easy to implement and allows reconstruction to an arbitrary resolution and output mapping. We present an implementation in CUDA and show real-time performance for an experimental 4 Mpixel multi-sensor HDR video system. We further show that our algorithm has clear advantages over existing methods, both in terms of flexibility and reconstruction quality.

  • 2.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Kronander, Joel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Larsson, Per
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Center for Medical Image Science and Visualization (CMIV). Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Image Based Lighting using HDR-video2013In: Eurographics 24th Symposium on Rendering: Posters, 2013Conference paper (Other academic)
    Abstract [en]

    It has been widely recognized that lighting plays a key role in the realism and visual interest of computer graphics renderings. This hasled to research and development of image based lighting (IBL) techniques where the illumination conditions in real world scenes are captured as high dynamic range (HDR) image panoramas and used as lighting information during rendering. Traditional IBL where the lighting is captured at a single position in the scene has now become a widely used tool in most production pipelines. In this poster, we give an overview of a system pipeline where we use HDR-video cameras to extend traditional IBL techniques to capture real world lighting that may include variations in the spatial or temporal domains. We also describe how the capture systems and algorithms for processing and rendering have been incorporated into a robust systems pipeline for production of highly realisticrenderings. High dynamic range video based scene capture thus enables highly realistic renderings where traditional image based lighting, using a single light probe, fail to capture important details.

    Download full text (pdf)
    POSTER.PDF
  • 3.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Kronander, Joel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Larsson, Per
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Löw, Joakim
    Linköping University, Department of Science and Technology. Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Center for Medical Image Science and Visualization (CMIV). Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Spatially varying image based lighting using HDR-video2013In: Computers & graphics, ISSN 0097-8493, E-ISSN 1873-7684, Vol. 37, no 7, p. 923-934Article in journal (Refereed)
    Abstract [en]

    Illumination is one of the key components in the creation of realistic renderings of scenes containing virtual objects. In this paper, we present a set of novel algorithms and data structures for visualization, processing and rendering with real world lighting conditions captured using High Dynamic Range (HDR) video. The presented algorithms enable rapid construction of general and editable representations of the lighting environment, as well as extraction and fitting of sampled reflectance to parametric BRDF models. For efficient representation and rendering of the sampled lighting environment function, we consider an adaptive (2D/4D) data structure for storage of light field data on proxy geometry describing the scene. To demonstrate the usefulness of the algorithms, they are presented in the context of a fully integrated framework for spatially varying image based lighting. We show reconstructions of example scenes and resulting production quality renderings of virtual furniture with spatially varying real world illumination including occlusions.

    Download full text (pdf)
    fulltext
  • 4.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Kronander, Joel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Larsson, Per
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Ynner, Anders
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Temporally and Spatially Varying Image Based Lighting using HDR-video2013In: Proceedings of the 21st European Signal Processing Conference (EUSIPCO), 2013: Special Session on HDR-video, IEEE , 2013, p. 1-5Conference paper (Refereed)
    Abstract [en]

    In this paper we present novel algorithms and data structures for capturing, processing and rendering with real world lighting conditions based on high dynamic range video sequences. Based on the captured HDR video data we show how traditional image based lighting can be extended to include illumination variations in both the temporal as well as the spatial domain. This enables highly realistic renderings where traditional IBL techniques using a single light probe fail to capture important details in the real world lighting environment. To demonstrate the usefulness of our approach, we show examples of both off-line and real-time rendering applications.

    Download full text (pdf)
    preprint.pdf
  • 5.
    Kronander, Joel
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Bonnet, Gerhard
    SpheronVR AG.
    Unger, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Unified HDR reconstruction from raw CFA data2013In: Proceedings of IEEE International Conference on Computational Photography 2013 / [ed] David Boas, Paris Sylvain, Shmel Peleg, Todd Zickler, IEEE , 2013, p. 1-9Conference paper (Refereed)
    Abstract [en]

    HDR reconstruction from multiple exposures poses several challenges. Previous HDR reconstruction techniques have considered debayering, denoising, resampling (alignment) and exposure fusion in several steps. We instead present a unifying approach, performing HDR assembly directly from raw sensor data in a single processing operation. Our algorithm includes a spatially adaptive HDR reconstruction based on fitting local polynomial approximations to observed sensor data, using a localized likelihood approach incorporating spatially varying sensor noise. We also present a realistic camera noise model adapted to HDR video. The method allows reconstruction to an arbitrary resolution and output mapping. We present an implementation in CUDA and show real-time performance for an experimental 4 Mpixel multi-sensor HDR video system. We further show that our algorithm has clear advantages over state-of-the-art methods, both in terms of flexibility and reconstruction quality.

  • 6.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    2D Shape Rendering by Distance Fields2012In: OpenGL Insights: OpenGL, OpenGL ES, and WebGL community experiences / [ed] Patrick Cozzi and Christophe Riccio, CRC Press, 2012, p. 173-182Chapter in book (Other academic)
    Abstract [en]

    We present a method for real time rendering of anti-aliased curved contours, combining recent results from research on distance transforms and modern GPU shading using GLSL. The method is capable of rendering glyphs and symbols of very high quality at arbitrary levels of magnification and minification, and it is both versatile and easy to use.

    Download full text (pdf)
    2D Shape Rendering by Distance Fields
  • 7.
    McEwan, Ian
    et al.
    Ashima Research.
    Sheets, David
    Ashima Research.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Richardson, Mark
    Ashima Research.
    Efficient Computational Noise in GLSL2012In: Journal of Graphics Tools, ISSN 2165-347X, Vol. 16, no 2, p. 85-94Article in journal (Refereed)
    Abstract [en]

    We present GLSL implementations of Perlin noise and Perlin simplex noise that run fast enough for practical consideration on current generation GPU hardware. The key benefits are that the functions are purely computational (i.e., they use neither textures nor lookup tables) and that they are implemented in GLSL version 1.20, which means they are compatible with all current GLSL-capable platforms, including OpenGL ES 2.0 and WebGL 1.0. Their performance is on par with previously presented GPU implementations of noise, they are very convenient to use, and they scale well with increasing parallelism in present and upcoming GPU architectures.

  • 8.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Procedural Textures in GLSL2012In: OpenGL Insights: OpenGL, OpenGL ES and WebGL community experiences / [ed] Patrick Cozzi and Christophe Riccio, CRC Press, 2012, p. 105-119Chapter in book (Other academic)
    Abstract [en]

    Procedural shading has been a versatile and popular tool for off-line rendering for decades. With the ever increasing speed and computational capabilities of modern GPUs, it is now becoming possible to use procedural shading also for real time rendering. This chapter is an introduction to some classic procedural shading techniques, adapted for real time use.

    Download full text (pdf)
    Procedural Textures in GLSL
  • 9.
    Kronander, Joel
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Unger, Jonas
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Real-time HDR video reconstruction for multi-sensor systems2012In: ACM SIGGRAPH 2012 Posters, New York, NY, USA: ACM Press, 2012, p. 65-Conference paper (Refereed)
    Abstract [en]

    HDR video is an emerging field of technology, with a few camera systems currently in existence [Myszkowski et al. 2008], Multi-sensor systems [Tocci et al. 2011] have recently proved to be particularly promising due to superior robustness against temporal artifacts, correct motion blur, and high light efficiency. Previous HDR reconstruction methods for multi-sensor systems have assumed pixel perfect alignment of the physical sensors. This is, however, very difficult to achieve in practice. It may even be the case that reflections in beam splitters make it impossible to match the arrangement of the Bayer filters between sensors. We therefor present a novel reconstruction method specifically designed to handle the case of non-negligible misalignments between the sensors. Furthermore, while previous reconstruction techniques have considered HDR assembly, debayering and denoising as separate problems, our method is capable of simultaneous HDR assembly, debayering and smoothing of the data (denoising). The method is also general in that it allows reconstruction to an arbitrary output resolution and mapping. The algorithm is implemented in CUDA, and shows video speed performance for an experimental HDR video platform consisting of four 2336x1756 pixels high quality CCD sensors imaging the scene trough a common optical system. ND-filters of different densities are placed in front of the sensors to capture a dynamic range of 24 f-stops.

    Download full text (pdf)
    fulltext
  • 10.
    Gustavson, Stefan
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Strand, Robin
    Uppsala University, Sweden.
    Anti-aliased Euclidean distance transform2011In: Pattern Recognition Letters, ISSN 0167-8655, E-ISSN 1872-7344, Vol. 32, no 2, p. 252-257Article in journal (Refereed)
    Abstract [en]

    We present a modified distance measure for use with distance transforms of anti-aliased, area sampled grayscale images of arbitrary binary contours. The modified measure can be used in any vector-propagation Euclidean distance transform. Our test implementation in the traditional SSED8 algorithm shows a considerable improvement in accuracy and homogeneity of the distance field compared to a traditional binary image transform. At the expense of a 10x slowdown for a particular image resolution, we achieve an accuracy comparable to a binary transform on a supersampled image with 16 × 16 higher resolution, which would require 256 times more computations and memory.

  • 11.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Kronander, Joel
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Larsson, Per
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Bonnet, Gerhard
    SpheronVR, Germany.
    Kaiser, Gunnar
    SpheronVR, Germany.
    Next Generation Image Based Lighting using HDR Video2011In: Proceeding SIGGRAPH '11 ACM SIGGRAPH 2011 Talks, ACM Special Interest Group on Computer Science Education, 2011, p. article no 60-Conference paper (Refereed)
    Abstract [en]

    We present an overview of our recently developed systems pipeline for capture, reconstruction, modeling and rendering of real world scenes based on state-of-the-art high dynamic range video (HDRV). The reconstructed scene representation allows for photo-realistic Image Based Lighting (IBL) in complex environments with strong spatial variations in the illumination. The pipeline comprises the following essential steps:

    1.) Capture - The scene capture is based on a 4MPixel global shutter HDRV camera with a dynamic range of more than 24 f-stops at 30 fps. The HDR output stream is stored as individual un-compressed frames for maximum flexibility. A scene is usually captured using a combination of panoramic light probe sequences [1], and sequences with a smaller field of view to maximize the resolution at regions of special interest in the scene. The panoramic sequences ensure full angular coverage at each position and guarantee that the information required for IBL is captured. The position and orientation of the camera is tracked during capture.

    2.) Scene recovery - Taking one or more HDRV sequences as input, a geometric proxy model of the scene is built using a semi-automatic approach. First, traditional computer vision algorithms such as structure from motion [2] and Manhattan world stereo [3] are used. If necessary, the recovered model is then modified using an interaction scheme based on visualizations of a volumetric representation of the scene radiance computed from the input HDRV sequence. The HDR nature of this volume also enables robust extraction of direct light sources and other high intensity regions in the scene.

    3.) Radiance processing - When the scene proxy geometry has been recovered, the radiance data captured in the HDRV sequences are re-projected onto the surfaces and the recovered light sources. Since most surface points have been imaged from a large number of directions, it is possible to reconstruct view dependent texture maps at the proxy geometries. These 4D data sets describe a combination of detailed geometry that has not been recovered and the radiance reflected from the underlying real surfaces. The view dependent textures are then processed and compactly stored in an adaptive data structure.

    4.) Rendering - Once the geometric and radiometric scene information has been recovered, it is possible to place virtual objects into the real scene and create photo-realistic renderings as illustrated above. The extracted light sources enable efficient sampling and rendering times that are fully comparable to that of traditional virtual computer graphics light sources. No previously described method is capable of capturing and reproducing the angular and spatial variation in the scene illumination in comparable detail.

    We believe that the rapid development of high quality HDRV systems will soon have a large impact on both computer vision and graphics. Following this trend, we are developing theory and algorithms for efficient processing HDRV sequences and using the abundance of radiance data that is going to be available.

  • 12.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Per, Larsson
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Free Form Incident Light Fields2008In: Computer graphics forum (Print), ISSN 0167-7055, E-ISSN 1467-8659, Vol. 27, no 4, p. 1293-1301Article in journal (Refereed)
    Abstract [en]

    This paper presents methods for photo-realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4-D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.

    Download full text (pdf)
    preprint
  • 13.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Media and Information Technology.
    An optical system for single image environment maps2007In: SIGGRAPH '07 ACM SIGGRAPH 2007 posters, ACM Press, 2007Conference paper (Refereed)
    Abstract [en]

    We present an optical setup for capturing a full 360° environment map in a single image snapshot. The setup, which can be used with any camera device, consists of a curved mirror swept around a negative lens, and is suitable for capturing environment maps and light probes. The setup achieves good sampling density and uniformity for all directions in the environment.

  • 14.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    High Dynamic Range Video for Photometric Measurement of Illumination2007In: Sensors, Cameras, and Systems for Scientific/Industrial Applications VIII / [ed] Morley M. Blouke, Bellingham, Washington/Springfield, Virginia, USA: SPIE—The International Society for Optical Engineering & IS&T—The Society for Imaging Science and Technology , 2007, p. 65010E-1-65010E-10Conference paper (Refereed)
    Abstract [en]

    We describe the design and implementation of a high dynamic range (HDR) imaging system capable of capturing RGB color images with a dynamic range of 10,000,000 : 1 at 25 frames per second. We use a highly programmable camera unit with high throughput A/D conversion, data processing and data output. HDR acquisition is performed by multiple exposures in a continuous rolling shutter progression over the sensor. All the different exposures for one particular row of pixels are acquired head to tail within the frame time, which means that the time disparity between exposures is minimal, the entire frame time can be used for light integration and the longest expo- sure is almost the entire frame time. The system is highly configurable, and trade-offs are possible between dynamic range, precision, number of exposures, image resolution and frame rate.

    Download full text (pdf)
    preprint
  • 15.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Spatially Varying Image Based Lighting by Light Probe Sequences, Capture, Processing and Rendering2007In: The Visual Computer, ISSN 0178-2789, E-ISSN 1432-2315, Vol. 23, no 7, p. 453-465Article in journal (Refereed)
    Abstract [en]

    We present a novel technique for capturing spatially or temporally resolved light probe sequences, and using them for image based lighting. For this purpose we have designed and built a real-time light probe, a catadioptric imaging system that can capture the full dynamic range of the lighting incident at each point in space at video frame rates, while being moved through a scene. The real-time light probe uses a digital imaging system which we have programmed to capture high quality, photometrically accurate color images of 512×512 pixels with a dynamic range of 10000000:1 at 25 frames per second.

    By tracking the position and orientation of the light probe, it is possible to transform each light probe into a common frame of reference in world coordinates, and map each point and direction in space along the path of motion to a particular frame and pixel in the light probe sequence. We demonstrate our technique by rendering synthetic objects illuminated by complex real world lighting, first by using traditional image based lighting methods and temporally varying light probe illumination, and second an extension to handle spatially varying lighting conditions across large objects and object motion along an extended path.

    Download full text (pdf)
    preprint
  • 16.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Ynnerman, Anders
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Densely Sampled Light Probe Sequences for Spatially Variant Image Based Lighting2006In: The 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia, 2006 Kuala Lumpur, Malaysia, 2006, p. 341-347Conference paper (Refereed)
    Abstract [en]

    We present a novel technique for capturing spatially and temporally resolved light probe sequences, and using them for rendering. For this purpose we have designed and built a Real Time Light Probe; a catadioptric imaging system that can capture the full dynamic range of the lighting incident at each point in space at video frame rates, while being moved through a scene. The Real Time Light Probe uses a digital imaging system which we have programmed to capture high quality, photometrically accurate color images with a dynamic range of 10,000,000:1 at 25 frames per second.

    By tracking the position and orientation of the light probe, it is possible to transform each light probe into a common frame of reference in world coordinates, and map each point in space along the path of motion to a particular frame in the light probe sequence. We demonstrate our technique by rendering synthetic objects illuminated by complex real world lighting, using both traditional image based lighting methods with temporally varying light probe illumination and an extension to handle spatially varying lighting conditions across large objects.

  • 17.
    Unger, Jonas
    et al.
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Gustavson, Stefan
    Linköping University, Department of Science and Technology, Visual Information Technology and Applications (VITA). Linköping University, The Institute of Technology.
    Ollila, Mark
    Integrated Vision Products AB, Sweden.
    Johannesson, Mattias
    Integrated Vision Products AB, Sweden.
    A Real Time Light Probe2004In: The 25th Eurographics Annual Conference 2004 Short papers and Interactive Applications, Grenoble, France, 2004Conference paper (Refereed)
    Abstract [en]

    We present a novel system capable of capturing high dynamic range (HDR) Light Probes at video speed. Each Light Probe frame is built from an individual full set of exposures, all of which are captured within the frame time. The exposures are processed and assembled into a mantissa-exponent representation image within the camera unit before output, and then streamed to a standard PC. As an example, the system is capable of capturing Light Probe Images with a resolution of 512x512 pixels using a set of 10 exposures covering 15 f-stops at a frame rate of up to 25 final HDR frames per second. The system is built around commercial special-purpose camera hardware with on-chip programmable image processing logic and tightly integrated frame buffer memory, and the algorithm is implemented as custom downloadable microcode software.

    Download full text (pdf)
    preprint
  • 18.
    Gustavson, Stefan
    Linköping University, Department of Electrical Engineering. Linköping University, The Institute of Technology.
    Dot Gain in Colour Halftones1997Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The incomparably most common way of reproducing images in print is by halftoning, whereby varying levels of grey or colour are simulated by small dots with maximum colour density but with a varying local fractional area coverage, printed on a white substrate. Whenever such a reproduction is used, a ubiquitous effect called dot gain comes into play and makes the actual image appear darker than what would have been expected from a perfect reproduction.

    Dot gain is actually two effects that occur for two very different reasons. Physical dot gain occurs because the dots gain physically in size due to imperfections in the image transfer from the original to the print. A typical reason for physical dot gain is ink smearing and spreading in the printing process.

    Optical dot gain is an effect that occurs because the halftone dots are printed on a scattering substrate. The lateral spreading of light in the substrate yields a shadow around the rim of the halftone dots, whereby the dots appear larger and the image appears darker.

    Dot gain has been widely known and studied for half a century, but analysing and modelling it has presented a problem. Most models presented have been narrowly focused on providing a simple parameterized curve for the image signal transfer to facilitate dot gain compensation. The parameters of such models have been measured experimentally, but no real connections to physical material properties have been made.

    With the rather recent introduction of computerised image processing, tools have now become available to develop a better model that closely mimics the physical reasons for dot gain, and which could not only be used to pre-compensate for the effects of a known system, but also for prediction and simulation of expected dot gain effects. In the work summarized by this thesis, we have developed a model for dot gain in image processing and signal transfer terms.

    We concentrate on optical dot gain, and describe it in image processing terms with a fairly simple equation that centres on a point spread function for diffuse bulk reflection in turbid media. Calculating this point spread function presents a spatial problem of multiple scattering of light. A newly developed spatially resolved simulation method for isotropic light scattering in planar, layered turbid media is presented, which under certain restrictions is capable of accurately predicting the bulk reflection point spread function of turbid media like paper.

    Using these simulation results, we present simulations of optical dot gain for various halftones, and we show that the dot gain characteristics depend heavily not only on the halftone frequency, but also on the halftone geometry. The models traditionally used are incapable of accurately predicting these detailed properties of dot gain.

    Colour imaging is quickly becoming an everyday commodity, and halftone colour reproduction is a very active field of research right now. Good models are needed to accurately predict the colour rendering properties of various imaging systems, and we demonstrate how our model can be easily extended to handle colour. By applying the extended model to a few typical halftone colour imaging systems, we show that the colour rendering properties of halftone printing is greatly influenced by dot gain effects. A somewhat surprising fact is that a large dot gain can actually increase the range of reproducible colours, the colour gamut. We present experimental evidence which clearly supports this theoretical finding, and which shows that our model is capable of predicting the outcome of colour halftone imaging on scattering media.

    Finally, we present a few ideas on the design of experimental equipment to measure the parameters of our model and to exploit the model for making new kinds of measurements on printing substrates that more closely predict their halftone imaging properties.

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