GMU:Critical VR Lab II - Lab Work/L.-E. Kuehr

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Context

In this project I wanted to revisit the idea of treating digital images as spatial pseudo-random distributions of color-entities (pixels in 2d, voxels in 3d). As digital color is mostly stored as a triplett of color-channels (red, green and blue), it can easily be mapped into a three-dimensional space. We can further take advantage of the possible perception of true three-dimensionality using a VR-Headset. Having the image represented as a cloud of voxels in digital environment, we can then use the VR-controllers to manipulate the image in this three-dimensional domain using our hands by pushing and pulling parts of the image-cloud and remapping the cloud to the two-dimensional canvas. This technique might provide a more intuitive approach of manipulating images and their colors.


Concept


Approach

For every pixel in the image a colored voxel is spawned. The position of the voxel is than determined by different mapping functions that map the pixel (x, y, r, g, b) to position in space (x, y, z). In the default mapping every voxel is on a plane (z = 0) and the position in the plane is directly determined by the position in the original two-dimensional image.

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Since the virtual space is three-dimensional space, the third dimension or depth (z-axis in this case) can be used to convey additional information thus revealing a new perspective on the image. The red channel could for example be mapped to the z-coordinate of every voxel. But we aren't limited to only using the z-axis. Since every digital image represents a subset of the rgb-space (cube), we can also map every pixel to a position in the rgb-space (represented as a cube).

Mapping

Since there are more three-dimensional color-representations of digital color such as HSV (or HSL) and YCbCr that have their own three-dimensional interpretations (HSV a cylinder, YCbCr a cube) and every singel channel can be mapped to the z-axis the following mappings were implemented.

Name X-Axis Y-Axis Z-Axis
Red Color Channel Depth Original Original Red
Green Color Channel Depth Original Original Green
Blue Color Channel Depth Original Original Blue
RGB Space Red Green Blue
Hue Channel Depth Original Original Hue
Saturation Channel Depth Original Original Saturation
Value Channel Depth Original Original Value
HSV Space (Cylinder) Hue Saturation Value
Y Channel Depth Original Original Y (luma component)
Cb Channel Depth Original Original Cb
Cr Channel Depth Original Original Cr
YCbCr Space Y (luma component) Cb Cr

Transitions

Manipulation


Outlook


Media