Quantization (image processing): Difference between revisions

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{{Short description|Lossy compression technique}}
'''Quantization''', involved in [[image processing]], is the process seeking to reduce the number of colors required to represent an [[image]].
{{More citations needed|date=November 2012}}
 
'''Quantization''', involved in [[image processing]], is a [[lossy compression]] technique achieved by compressing a range of values to a single quantum (discrete) value. When the number of discrete symbols in a given stream is reduced, the stream becomes more compressible. For example, reducing the number of colors required to represent a digital [[image]] makes it possible to reduce its file size. Specific applications include [[Discrete cosine transform|DCT]] data quantization in [[JPEG]] and [[Discrete wavelet transform|DWT]] data quantization in [[JPEG 2000]].
The infinite number of colors available through the lens of a camera
is impossible to display on a computer screen.
Since a computer can display only a finite number of colors, quantization is always necessary.
 
== Color quantization ==
Many early computers were very limited in the number of colors they could display at one time.
{{main|Color quantization}}
However, modern computers can usually display far more colors than are humanly distinguishable.
 
Color quantization reduces the number of colors used in an image; this is important for displaying images on devices that support a limited number of colors and for efficiently compressing certain kinds of images. Most bitmap editors and many operating systems have built-in support for color quantization. Popular modern color quantization algorithms include the nearest color algorithm (for fixed palettes), the [[Median cut|median cut algorithm]], and an algorithm based on [[octree]]s.
Most quantization algorithms allow you to set exactly how many colors you want to use.
 
It is common to combine color quantization with [[dither]]ing to create an impression of a larger number of colors and eliminate [[colour banding|banding]] artifacts.
When you set the very small number of colors available on early computers,
different quantization algorims produced very different-looking output images.
 
== Grayscale quantization ==
So people spent a lot of time trying to make sophisticated quantization algorithms that gave the impression of being the most "lifelike".
Grayscale quantization, also known as gray level quantization, is a process in digital image processing that involves reducing the number of unique intensity levels (shades of gray) in an image while preserving its essential visual information. This technique is commonly used for simplifying images, reducing storage requirements, and facilitating processing operations. In grayscale quantization, an image with ''N'' intensity levels is converted into an image with a reduced number of levels, typically ''L'' levels, where ''L''<''N''. The process involves mapping each pixel's original intensity value to one of the new intensity levels. One of the simplest methods of grayscale quantization is uniform quantization, where the intensity range is divided into equal intervals, and each interval is represented by a single intensity value. Let's say we have an image with intensity levels ranging from 0 to 255 (8-bit grayscale). If we want to quantize it to 4 levels, the intervals would be [0-63], [64-127], [128-191], and [192-255]. Each interval would be represented by the midpoint intensity value, resulting in intensity levels of 31, 95, 159, and 223 respectively.
 
The formula for uniform quantization is:
When you set the very large (but still finite) number of colors available on a modern computer,
just about every quanization algorithm produces an output image
indistinguishable from the human eye
from every other quantinization algorithm and from the view through the lens directly.
 
<math>Q(x) = \left \lfloor \frac{x}{\Delta} \right \rfloor \times \Delta + \frac{\Delta}{2} </math>
Although more frequent in the past, currently color quantization is only used in 8-[[bit]] (256 color) images, as [[GIF]] images and some [[PNG]] images.
Where:
 
* ''Q''(''x'') is the quantized intensity value.
Using "nearest-neighbor" quantization, the fewer colors you allow, the small the PNG file becomes.
* ''x'' is the original intensity value.
On the other hand, sophisticated "random dithering" can actually inflate PNG file size.
* Δ is the size of each quantization interval.
 
Let's quantize an original intensity value of 147 to 3 intensity levels.
A standard quantization [[algorithm]] works in 2 steps:
#Analyze the image to select the new color palette. Usually, this involves checking each pixel to choose the most frequent colors.
#[[Dithering|Dither]] the image to the new color palette.
 
Original intensity value: ''x''=147
==Quantization algorithms==
An usual quantization algorithm is the Octree-based algorithm, as described in the [http://msdn.microsoft.com MSDN] article on [[ASP.NET]] color quantization
<!-- FIXME: is there a link directly to the referenced article? -->
 
Desired intensity levels: ''L''=3
Another popular quantization algorithm is the "median split" algorithm.
 
We first need to calculate the size of each quantization interval:
{{Comp-stub}}
 
<math>\Delta = \frac{255}{L-1} = \frac{255}{3-1} = 127.5</math>
 
Using the uniform quantization formula:
 
<math>Q(x) = \left \lfloor \frac{147}{127.5} \right \rfloor \times 127.5 + \frac{127.5}{2}</math>
 
<math>Q(x) = \left \lfloor 1.15294118 \right \rfloor \times 127.5 + \frac{127.5}{2}</math>
 
<math>Q(x) = 1 \times 127.5 + 63.75 = 191.25</math>
 
Rounding 191.25 to the nearest integer, we get <math>Q(x) = 191</math>
 
So, the quantized intensity value of 147 to 3 levels is 191.
 
== Frequency quantization for image compression ==
 
The human eye is fairly good at seeing small differences in [[brightness]] over a relatively large area, but not so good at distinguishing the exact strength of a high frequency (rapidly varying) brightness variation. This fact allows one to reduce the amount of information required by ignoring the high frequency components. This is done by simply dividing each component in the frequency ___domain by a constant for that component, and then rounding to the nearest integer. This is the main lossy operation in the whole process. As a result of this, it is typically the case that many of the higher frequency components are rounded to zero, and many of the rest become small positive or negative numbers.
 
As human vision is also more sensitive to [[luminance]] than [[chrominance]], further compression can be obtained by working in a non-RGB color space which separates the two (e.g., [[YCbCr]]), and quantizing the channels separately.<ref name="wiseman">John Wiseman, ''An Introduction to MPEG Video Compression'', https://web.archive.org/web/20111115004238/http://www.john-wiseman.com/technical/MPEG_tutorial.htm</ref>
 
=== Quantization matrices ===
 
A typical video codec works by breaking the picture into discrete blocks (8×8 pixels in the case of MPEG<ref name="wiseman"/>). These blocks can then be subjected to [[discrete cosine transform]] (DCT) to calculate the frequency components, both horizontally and vertically.<ref name="wiseman"/> The resulting block (the same size as the original block) is then pre-multiplied by the quantization scale code and divided element-wise by the quantization matrix, and rounding each resultant element. The quantization matrix is designed to provide more resolution to more perceivable frequency components over less perceivable components (usually lower frequencies over high frequencies) in addition to transforming as many components to 0, which can be encoded with greatest efficiency. Many video encoders (such as [[DivX]], [[Xvid]], and [[3ivx]]) and compression standards (such as [[MPEG-2]] and [[H.264/AVC]]) allow custom matrices to be used. The extent of the reduction may be varied by changing the quantizer scale code, taking up much less bandwidth than a full quantizer matrix.<ref name="wiseman"/>
 
This is an example of DCT coefficient matrix: <!--NOTE: this matrix was generated using random numbers and the other two matricies. It may not actually work well with an iDCT. -->
 
:<math>
\begin{bmatrix}
-415 & -33 & -58 & 35 & 58 & -51 & -15 & -12 \\
5 & -34 & 49 & 18 & 27 & 1 & -5 & 3 \\
-46 & 14 & 80 & -35 & -50 & 19 & 7 & -18 \\
-53 & 21 & 34 & -20 & 2 & 34 & 36 & 12 \\
9 & -2 & 9 & -5 & -32 & -15 & 45 & 37 \\
-8 & 15 & -16 & 7 & -8 & 11 & 4 & 7 \\
19 & -28 & -2 & -26 & -2 & 7 & -44 & -21 \\
18 & 25 & -12 & -44 & 35 & 48 & -37 & -3
\end{bmatrix}
</math>
 
A common quantization matrix is: <!-- A source for the "common" justification would be nice. Wiseman gives the default MPEG matrix, which varies from the one below. -->
 
:<math>
\begin{bmatrix}
16 & 11 & 10 & 16 & 24 & 40 & 51 & 61 \\
12 & 12 & 14 & 19 & 26 & 58 & 60 & 55 \\
14 & 13 & 16 & 24 & 40 & 57 & 69 & 56 \\
14 & 17 & 22 & 29 & 51 & 87 & 80 & 62 \\
18 & 22 & 37 & 56 & 68 & 109 & 103 & 77 \\
24 & 35 & 55 & 64 & 81 & 104 & 113 & 92 \\
49 & 64 & 78 & 87 & 103 & 121 & 120 & 101 \\
72 & 92 & 95 & 98 & 112 & 100 & 103 & 99
\end{bmatrix}
</math>
 
Dividing the DCT coefficient matrix element-wise with this quantization matrix, and rounding to integers results in:
 
:<math>
\begin{bmatrix}
-26 & -3 & -6 & 2 & 2 & -1 & 0 & 0 \\
0 & -3 & 4 & 1 & 1 & 0 & 0 & 0 \\
-3 & 1 & 5 & -1 & -1 & 0 & 0 & 0 \\
-4 & 1 & 2 & -1 & 0 & 0 & 0 & 0 \\
1 & 0 & 0 & 0 & 0 & 0 & 0 & 0 \\
0 & 0 & 0 & 0 & 0 & 0 & 0 & 0 \\
0 & 0 & 0 & 0 & 0 & 0 & 0 & 0 \\
0 & 0 & 0 & 0 & 0 & 0 & 0 & 0
\end{bmatrix}
</math>
 
For example, using −415 (the DC coefficient) and rounding to the nearest integer
 
:<math>
\mathrm{round}
\left(
\frac{-415}{16}
\right)
=
\mathrm{round}
\left(
-25.9375
\right)
=-26
</math>
 
Typically this process will result in matrices with values primarily in the upper left (low frequency) corner. By using a zig-zag ordering to group the non-zero entries and [[run length encoding]], the quantized matrix can be much more efficiently stored than the non-quantized version.<ref name="wiseman"/>
 
==See also==
* [[Image segmentation]]
* [[Image-based meshing]]
* [[Range segmentation]]
 
==References==
{{reflist}}<ref>{{Cite book |last=Smith |first=Steven W. |title=Digital signal processing: a practical guide for engineers and scientists |date=2003 |publisher=Newnes |isbn=978-0-7506-7444-7 |series=Demystifying technology series |___location=Amsterdam Boston}}</ref>{{Compression Methods}}
 
{{DEFAULTSORT:Quantization (Image Processing)}}
[[Category:Lossy compression algorithms]]
[[Category:Image compression]]
[[Category:Data compression]]