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Representasi dan persepsi

warna

Capaian Pembelajaran
Menjelaskan representasi dan
persepsi warna, implikasinya
terhadap display Kualitas gambar ,
compression ratios, dan performance
retrieval image dan video.

Spesifikasi Warna
Pentingnya memahami spesifikasi warna dan
persepsi
manusia terhadap warna.
Agar gambar yang dicapture dan diperagakan
pada sistem multimedia mendekati gambar
aslinya walau berbeda sistem.
Untuk mendapatkan Rasio kompresi yang lebih
tinggi dg
mengambil keuntungan dari karakteristik tertentu
persepsi
warna manusia.
operasi image retrieval, didasarkan pada nilai pixel
atau representasi warna.

Luminance
Luminance adalah attribute sensasi visual
area yang diemisikan sesuai dengan
banyak atau kurangnya cahaya.
Penglihatan manusia mempunyai respon
nonlinear perceptual terhadap kecerahan.
Source dengan luminance 18% dari luminan
referensi menghasilkan setengah dari
kecerahan (bright).
observer dapat mendeteksi intesitas antara 2
patches, bila intensitas berbeda lebih dari 1%.

Hue
adalah attribute sensasi visual area

yang terjadi sama dengan satu


warna yang diterima red, yellow,
green, dan blue, atau kombinasi dari
dua warna.
Warna benda di alam adalah polychromatic ,
campuran dari beberapa panjang gelombang.
Setiap warna alam mempunyai panjang
gelombang dominan yang membangun
persepsi visual hue nya.

Saturation
adalah colorfulness dari area yang
ditentukan sesuai kecerahannya.
Beberapa warna dapat diduplikasi dengan
menggabungkan white atau gray light dengan
pure spectrum color dalam porsi yang sesuai.

Ratio magnitude energy pada komponen


spectrum terhadap total energy cahaya
menentukan purity atau saturation.
A pure color mempunyai saturasi 100 percent,
sementara saturasi white or gray light adalah nol.

Color Properties
Visible light is electromagnetic
radiation having a spectrum
wavelength ranging approximately
from 400 nm to 780 nm.
Tiga properti fisik dasar radiasi
warna adalah luminance, hue, and
saturation. Istilah persepsi yang
berhubungan adalah brightness,
color, and purity .

Color perceptions of different wavelengths

Color Specification
Metoda untuk menspesifikasikan
color images and video.

1. Spectral power distribution


(SPD)
2. CIE 1931 XYZ

Device-Independent Color
Specification
The three basic physical properties of
a color can be specified by its spectral
power distribution (SPD), a plot of its
radiant energy versus wavelength.
SPDs only exist in nature; color is the
visual sensation to light of different SPDs.
SPD is the most accurate method to
specify color.

An SPD of a red
color.

CIE 1931 XYZ


Comite Internationale de lEclairage, or
International Commission on Illumination (CIE)
menentukan bagaimana memetakan SPD ke
triple-numeral-component yang adalah
koordinat mathematik pada color space.
Using data from measurements, a system of
three stimuli, XYZ, semua visible colors dapat
direpresentasikan menggunakan nilai positif
X, Y dan Z.
Y is identical to luminance,
X and Z give color information.

Secara Praktis
Colors are rarely specified in XYZ terms;
biasanya menggunakan chromaticity
coordinates yang independent pada
luminance Y.
Pada koordinat chromaticity, x and y,
dihitung dari tri-stimulus values X, Y and Z
menggunakan persamaan berikut :
x=X/(X+Y+Z)
.(2.7)
y=Y/(X+Y+Z)
..(2.8)

CIE Chromaticity Diagram


The plot of the chromaticity coordinates of
visible light.
The coordinates of spectral (monochromatic)
colors are located on the horseshoe-shaped
curve around the periphery of the diagram.
Their wavelengths in nm are indicated on the
curve.
All visible colors are located within the area
bounded by the spectral curve and the line
joining coordinates corresponding to
wavelengths 380 nm and 800 nm.

CIE chromaticity diagram.

Pada chromaticity diagram, warna


dispesifikan menggunakan xyY.
Tristimulus values can be derived
from the xyY values using the
following equations:
X= x*Y/y
Z=(1-x-y)*Y/y

Relationships Between CIE XYZ and


Other Color Spaces
Sesuai dg tristimulus theorem, warna
merupakan campuran 3 warna
primer.
Warna Primary independent tidak
bisa dibuat dengan campuran 2
warna primer lainnya.

Another criterion for choosing primary


colors is that they should be able to
represent as many colors as possible.
The reason why three primary colors are
sufficient to represent all colors is that
there are three types of color receptors
(called cones) in a human eye.
Stimulation of these three types of
receptors generates the color sensation.

To uniquely specify a color space based on three primary colors, such as


red, green, and blue, we need to specify the chromaticities of each
primary color and a reference white point as in Table 2.4.

Untuk point referensi putih R=G=B=Y=1


For a particular color space, xr, yr,
xg, yg, xb, yb, xn and yn are
constants.

Grassmans Law
Persamaan Konversi antara XYZ dan RGB:

A1 to A9 and B1 to B9 are constant when the chromaticities of RGB


and reference
white are specified.

Kondisi untuk menyelesai kan


persamaan

Bila R=1, G=B=0, didapatkan chromaticity


dari R: xr, yr
Bila G=1, R=B=0, didapatkan chromaticity
dari G: xg, yg
Bila B=1, R=G=0, didapatkan chromaticity
dari B: xb, yb

Contoh, CCIR 601-1 recommendation


specifies the following parameter:
xr=0.67, yr=0.33, xg=0.21, yg=0.71,
xb=0.14, yb=0.08, xn=0.31, and
yn=0.32, so we have

Titik warna primer RGB dan warna refrensi White)


pada chromaticity diagram
Perluasan warna dapat diproduksi
dari satu set RGB primer yang
diberikan pada diagram
chromaticity dengan segitiga
primer.
This extent is called the gamut of
the color space.
The XYZ and any other color
space can be converted to each
other using a linear
transformation.

KARACTERISTIK UTAMA DAN


KEBUTUHAN
INFORMASI MULTIMEDIA

Storage and Bandwidth


Requirements
Delay and Delay Jitter
Requirements
Semantic Structure of
Multimedia Information
Temporal and Spatial
Relationships Among Related
Media\
Error and Loss Tolerance in

Storage and Bandwidth


Requirements
Storage requirement is measured in terms of
bytes or MBytes.
Bandwidth is measured as bit rate in bits/s
(bps) or Mbits/s (Mbps).
For images, we measure their storage
requirement in terms of Bytes or MBytes per
image.
It can be calculated from the number of pixels
(H) on each line, the number of lines (V) in the
image and the pixel depth P (bits per pixel) as
follows: storage requirement = HVP/8
For example, if an image has 480 lines, 600
pixels on each line and a pixel depth is 24 bits,
we need 864,000 bytes data to represent the

Single images
Single images hanya mempunyai
dimensi waktu untuk transmisi.
bandwidth requirement can be
calculated based on the storage
requirement.
example, if the above image (864,000
bytes) must be transmitted within 2
seconds, then the required bandwidth is
3.456 Mbits/s.

audio and video


Untuk Audio dihitung berdasarkan sampling rate
dan jumlah bits per sample.
Untuk Video bit rate from the amount of data in each
image (called a frame) and the number of frames per
second.
The resulting number specifies the bit rate required
of the transmission channel.
If we want to store or retrieve digital audio and
video, this number also specifies the transfer rate
required of the storage devices.
If we know the duration of the audio or video, the
amount of storage requirement can be calculated.

Delay and Delay Jitter


Requirements
Digital audio and video are time-dependent continuous media (called
dynamic or isochronous media)
This means that to achieve a reasonable quality playback of audio and
video, audio samples and video samples (images) must be received and
played back at regular intervals.
example, if an audio piece is sampled at 8 kHz, it must be played back at 8,000
samples per second.

As continuous media have this time dimension, their correctness depends


not only on the sample values, but also on the time samples played out.
To static media, such as computer programs and data files, where
correctness of static media solely depends on the contents.
Although it is desirable to receive these media as fast as possible, they are
always correct and useful if their contents are correct.
End-to-end delay is the sum of all delays in all the components of a
multimedia sys tem, including disk access, ADC, encoding, host processing,
network access, network transmission, buffering, decoding, and DAC.
Acceptable delay is a very subjective mat and is also application dependent
--

delay jitter
Delay variation is commonly called delay
jitter.
For smooth playback of continuous media,
delay jitter should be kept very small.
For telephone-quality voice and
televisionquality video, delay jitter should be
below 10 ms [22]. Delay jitter values for highquality stereo audio must be kept particularly
small (below 1 ms), because our perception of
the stereo effect is based on minimal phase
differences [23].

Semantic Structure of
Multimedia Information
to a computer, digital audio, image, and video are just a series of
sampled values, with no semantic structure.
From these sampled values it is hard to automatically retrieve relevant
information. Although progress has been made in speech recognition and
computer vision, for computers to understand meaning and contents of
digital audio and video is impossible for general applications using current
technology.
This is in contrast to alphanumeric information, where each character is
uniquely specified and identified by its ASCII code or other similar code.
Based on this code, computers can search and retrieve relevant
alphanumeric items from a database or document collection.
More and more information is being captured and stored in the form of
digital audio, image, and video.
To make full use of this information, new indexing and retrieval techniques
for audio, image, and video data must be developed.
To meet this need, there is active research in the new area called
multimedia information management systems.

Temporal and Spatial Relationships


Among Related Media
In multimedia computing and communication,
multiple media typesincluding static and dynamic
mediaare involved in an application or presentation.
To achieve the desired effects, the retrieval and
transmission of these related media must be coordinated
and presented so that their specified temporal relationships
are maintained for presentation.
In this context, the correct or desired temporal appearance
or presentation of the media items is called synchronization.
A synchronization scheme defines the mechanisms used to
achieve the required degree of synchronization.

two areas of work taking place in


multimedia synchronization.
The first area is to develop mechanisms and tools
to let authors specify the required temporal
relationships easily.
The second area is to guarantee the specified
temporal relationships by overcoming the
indeterministic nature of communications
systems.
Broadly speaking, synchronization also includes
spatial synchronization.
Spatial synchronization refers to the presentation of
multimedia information at the right place on the
screen. This is relatively easier to achieve.

Error and Loss Tolerance in


Multimedia Data
For voice, we can tolerate a bit error rate
of 10 -2
For images and video, we can tolerate a
bit rate from 10 -4 to 10 -6

Another parameter measuring error


is packet loss rate.
Pada alphanumeric data tidak
diijinkan data loss atau error is
allowed.

QUALITY OF SERVICE
Data multimedia memerlukan highbandwidth, large-storage space and high
transfer rate; delay and jitter bound; and
temporal and spatial synchronization.
Different media and applications have
different requirements.
These requirements have to be satisfied
for the entire communication or
presentation session across the entire
system.

QOS is a set of requirement parameters.


There is no universally agreed set of parameters. But
common requirement parameters encompass the
requirements, including bandwidth (transfer rate), delay
and jitter bound, and synchronization requirements.
These parameters are normally specified in two grades: the
preferable quality and the acceptable quality.

QOS is a contract negotiated and agreed among multimedia


applications and the multimedia system (service provider).
When an application needs to start a session, it submits a request
with the required QOS to the system.
The system will either reject the request, or accept the request
possibly with some negotiation to lower the application requirements.
When the system accepts the request, a contract between the
system and application is signed and the system must provide the
required QOS.
This guarantee can be in one of three forms: hard or deterministic
guarantee, soft or statistic guarantee, and best effort.
In a deterministic guarantee, the required QOS is satisfied fully.
A statistical guarantee provides a guarantee with a certain
probability of p. In best effort policy, there is no guarantee at all; the
application is executed for as long as it takes.

SUMMARY
The major defining characteristic of
multimedia systems is their use of digital
audio and video.
Digital audio and video are time
continuous, meaning that they have to be
transmitted and displayed at a fixed
sample rate.
In addition to this time constraint, they
require large amount of storage and hightransmission bandwidth.

Digital audio and video are sequences of binary


data, from which it is difficult to recognize and
retrieve relevant information.
For digital images and video, the sample values
represent the color of the corresponding pixel.
There are many types of image input and
output standards and devices using different
color representations to achieve high-quality
display, high-compression ratio, and highretrieval performance, pixel colors should be
specified device-independently.

Multimedia computing and communications


systems should support and provide the
following:
Data compression to reduce demands on storage space
and transmission bandwidth.
A multimedia operating system, transport protocol, and
disk scheduler to provide appropriate delay and jitter
guarantees.
High-performance workstations and high-speed networks
to handle high bit rates under time constraints.
Media synchronization to maintain both spatial and
temporal relationships among related media.
High-performance retrieval engines capable of retrieving
relevant audio, images, and video quickly in response to a
users query.
Overall, QOS specification and guarantee mechanisms.

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