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Spatiotemporal resolution, grayscales, gamma (part II)
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<h2>
Spatiotemporal resolution, grayscales, gamma (part II)
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<blockquote>
CS 248 - Introduction to Computer Graphics
<br>
Spring Quarter, 1995
<br>
Marc Levoy
<br>
Lecture notes for Thursday 20 (part II)
<br>
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<h3>Table of contents:</h3>
<ul>
<li>	Temporal resolution - How many frames per second?
	<ol>
	<li>	<a href="#Flicker sensitivity - refresh rate">
		Flicker sensitivity - refresh rate</a>
	<li>	<a href="#Motion perception - update rate">
		Motion perception - update rate</a>
	<li>	<a href="#Motor-visual correlation - lag time">
		Motor-visual correlation - lag time</a>
	</ol>
<li>	Intensity quantization - How many bits per pixel?
	<ol>
	<li>	<a href="#Television chain">
		Television chain</a>
	<li>	<a href="#Graphics chain">
		Graphics chain</a>
	<li>	<a href="#Quantization for graphics">
		Quantization for graphics</a>
	<li>	<a href="#So how many bits?">
		So how many bits?</a>
	</ol>
</ul>

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Press here for <a href="gray1.html">Part I</a> of this lecture.

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<a name="Flicker sensitivity - refresh rate"></a>
<a name="Motion perception - update rate"></a>
<img src="gray7.gif">
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<a name="Motor-visual correlation - lag time"></a>
<img src="gray8.gif">
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<a name="Television chain"></a>
<a name="Graphics chain"></a>
<img src="gray9.gif">
<img src="gray10a.gif">
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<img src="gray9.1.gif">
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<a name="Quantization for graphics"></a>
<img src="gray10b.gif">
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<a name="So how many bits?"></a>
<h3>So how many bits per pixel?</h3>
<ul>
<li>	<b>Synthetic images:</b> 6-8 bits. Some people claim they need more.
<li>	<b>Scanned/painted images:</b> 5 bits usually ok.
	Why?  Noise breaks up contouring artifacts.
<li>	<b>Antialiased edges:</b> 3 bits suffice!
	Why?  Shorter distance, so contours are compressed.
</ul>
<em>To be demonstrated on the SGI during class.</em>
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<address>
levoy@cs.stanford.edu
</address>
Friday, 20-Feb-1998 13:46:35 PST

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