FALSE COLOR AND SURFACE RENDERING
The reason that sharpening methods are useful to visually enhance detail in
images lies in the limitations of human vision, which does not notice gradual changes
in brightness nor variations of less than a few percent. Another very popular way
to make small differences in brightness visible is to assign false colors to the image.
For an 8 bit image with 256 stored brightness levels, it is straightforward to construct
a table of 256 colors (usually called a “CLUT” or “Color Look Up Table”) and
assign one to each of the possible brightness levels. Human vision can discern only
about 20 to 30 brightness levels in an image, but can distinguish hundreds of colors,
so every different pixel value can be readily observed.
Because it emphasizes the difference between pixels, the application of false
color (pseudocolor) does not help the observer to see the relationship between
features in an image. False color images are very good for discerning gradual changes
in brightness in large, nearly uniform areas. Applied to a typical image, they may
act much like camouflage and actually hide structure by breaking it up. Applying a
CLUT in which the colors vary gradually, for instance in a spectrum or heat scale,
causes less break up in the Gestalt of an image but also does not provide as much
ability to visually distinguish small changes. These pictures do, however, remain
popular with magazine editors who want a splash of color for the front cover.
While human vision is a poor judge of changes in brightness or color, we do
have millions of years of evolution to guide the interpretation of surface images.
The appearance of light interacting with a surface, particularly if the angle of
incidence of the illumination and the angle of viewing can be altered, is instinctively
interpreted to provide understanding of the surface geometry and roughness, color,
and reflectivity. The mathematics of light scattering and reflecting from surfaces is
well understood and computer programs are routinely used in CAD applications,
movie animations, and advertising to model the appearances of physical surfaces.
Using the same math to generate a rendering of an image as though it were a surface
often reveals details that were difficult or impossible to see in the original image.
There are two parts to surface displays. One is to create a geometric represen-
tation of a three-dimensional surface (or something we are pretending is a surface)
on a two-dimensional computer screen. Geometrical modeling produces a perspec-
tive-corrected view from a chosen point in space in which locations are displaced
upwards according to some value (usually pixel brightness) to represent the surface.
Surface rendering then controls the brightness of that point based on the local angle
of the surface facets, the intensity and position of the incident light, and the surface
characteristics, specifically how much of the light is specularly reflected from the
surface and how much of it is diffusely scattered. Figure 3.13 illustrates these
possibilities for enhancing the visibility and interpretability of detail.
Many atomic force microscopes offer at least geometric modeling, and some
include surface rendering of the image, to show their images. In many cases, the
geometry revealed in the images is literally the elevation as a function of position
(Figure 3.14), which is one of the major measurements that the microscope provides.
Since AFM instruments can also record many other characteristics of the sample-
tip interaction (e.g., lateral force, tapping compliance, heat conductivity, etc.), each
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