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Part 1: Playing with the Pixels
by James Antonakos
Start
ý Imaging 101 ý RLE
Compressor Tool ý Adjusting
the X-Y Resolution ý Adjusting
the Z-Axis Resolution ý Simple
Image Operations ý Run-Length
Compression ý More to Come
ý Sources and PDF
IMAGING 101
When you wake up in the morning and open
your eyes, your first thought is probably not, "Look at all those
horizontal and vertical lines and varying shades of light and color."
Your eyes and brain work together to instantly acquire, process, and
extract useful information from the visual scene. As soon as you open
your eyes, you see your bed, the walls of your room, a door, and possibly
hundreds of other objects you instantly recognize as soon as you see
them. Trillions of brain cells work in parallel to analyze the visual
information, seemingly without effort. Getting a single microprocessor
to do the same thing is more difficult.
What is needed to begin experimenting
with image processing techniques? At a minimum, access to imaging
software and a collection of sample image files is required. To capture
images you need a video camera and software. Depending on the type
of camera, you may also need a frame grabber, an electronic circuit
that digitizes one frame of camera video and stores it in memory.
Cameras available for the personal computer,
which typically plug into a USB, FireWire, or parallel port, are inexpensive
and do not require a frame grabber. However, then the microprocessor
in the PC must do all the work building an image from the data it
receives from the camera. A frame grabber does all the work for the
processor, freeing up the CPU for other activities.
Figure 1 shows a typical image capture
system. Analog video from the video camera is input to a frame grabber
(or I/O port) where it is digitized. Software running on the PC reads
the image data and displays the image in a window.
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| Figure 1ýThe analog video signal
from the camera feeds the input of a frame grabber, which digitizes
the image under control of the PC. |
Figure 2 shows a block diagram of a frame
grabber. A fast A/D converter (called a flash converter) converts
the analog video signal from the camera into binary pixel values.
These binary values act as addresses to the input look-up table (ILUT),
where they might be transformed into a different pixel value (for
example, to do a negative of the image in real time). The transformed
pixel values are then stored in onboard image memory.
| Figure
2ýAnalog video is digitized by the A/D converter, passed
through an input look-up table, and stored in memory. Data read
from the memory passes through an output look-up table to the
D/A converter, which creates analog video output for display
on a video monitor. |
Frame grabbers typically contain hardware
to recreate the video image from the pixel data that is stored in
memory. The pixels from the memory pass through the output look-up
table (OLUT) where they may be further transformed via false coloring
(where shades of intensity are assigned different colors) before being
sent to the D/A converter.
No matter how the image is captured,
you end up with a block of image memory filled with pixel values.
Figure 3 illustrates the basic structure of an image. Each pixel in
the image is represented by a numeric value indicating its intensity
(or color in a color image). The pixels are arranged in a rectangular
grid composed of a specific number of rows and columns. The X and
Y resolution (the number of columns and rows), as well as the number
of shades possible in a given pixel (the Z-axis resolution), are determined
by the hardware inside the frame grabber (or other image capture device).
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Figure 3ýIn
this example, there are 256 rows and 256 columns of pixels.
If each pixel requires a byte of storage space, the entire
image uses 64 KB of memory.
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