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Posts Tagged ‘image processing’

New, Improved Color

Thursday, April 10th, 2008

Today, our software group provided a set of major updates to our downlink operations team. It was the first major update in many months. One of the most anticipated features is smarter “stretch” algorithm for our color products (RDR Extras). As discussed in a previous post, a stretch (in image processing terms), is a mapping between one range of pixel values and another. In our case, it provides our viewers with a better-looking image up-front, with less need to adjust parameters in display software such as IAS (though this is still often very helpful when zoomed in). As always, the full range of original data is preserved in the RDR JP2.

Our former algorithm for the NOMAP and Quicklook products said that the pixel values above the brightest 0.1% and below the darkest 0.1% would be mapped to the extreme values, with a linear fit in between. For a majority of images, this was a good choice that showed excellent contrast but prevented too much saturation.

However, 0.1% (a thousandth) of a two Gigapixel image is still two million pixels. So if there were a particularly bright spot, like a rocky outcrop amid a field of dunes, or a particularly dark spot, like a cavern opening in a plain of boulders, then all the saturation would occur in that one area, washing it out completely, and lowering contrast everywhere else in the image. So the algorithm needed to be more adaptable. After a good deal of experimentation, the algorithm we settled on looks at the brightest and darkest pixels in a thumbnail version of the image, and uses those values for the extremes, instead of the values at 0.1%. We shrink a copy of each color band to 1/11th the original scale. Pixel values in the original below the darkest in the thumbnail are mapped to pure black, while pixel values above the highest are mapped to pure white. The stretched bands are then merged to make the color image. Hence, a bright or dark spot smaller than 1/11th x 1/11th of the image size will no longer dominate the stretch.

What this ultimately means is, our RDR Extras now show more detail in areas that would be completely washed out by the old algorithm.

For example, in this ‘cave’ image, the left is from the original RGB.NOMAP.JP2, while the right is the same product using the new algorithm. As you can see, previously you could not tell if there was a floor to the hole or if it sloped away to greater depths.

psp_005770_1745_rgb_crop.png

The new algorithm is used strictly for the JP2’s; the browse and thumb are already scaled down enough that it would not make a substantial difference with them. The new algorithm went into effect today; coincidentally we just started orbit 8000. Images with the new stretch will likely appear in upcoming weekly releases and we plan to reprocess everything with this change (and improved calibration) during the summer.

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