Otis Grapsas
Carbonite Member
That article is flawed in the basic fact I repeated for about 4 or 5 times
The figures are insanely high in order to support some nonsense on how 4K produces some super tonality.
I explained how the shades are created, ADDITION of photons. There is nothing peculiar about it.
My example proves that it raises tonality (by higher light gathering) by a theoretical two bits if everything else is the same. Like increasing the sensor area 4 times with the 4x increase in resolution (keeping the pixel size). This is irrelevant though. Designs are for specific sensor sizes, and doing that on a given sensor size produces 4x smaller pixels, which has the problems I explained. It will not get higher tonality with 4x smaller pixels. There are also additional problems in sensor design which compromise the high resolution sensor further. If it's CCD there is higher bandwidth which leads to higher noise, the higher noise problem of the small pixels etc.
My "manual" summing method was written to explain a simple fact you could not understand or accept. The equation is very easy to use. Not that anyone needs equations like these in practice.
2+2=2x2 also, but that doesn't mean you can replace addition with multiplication. Have you tried his formula for 4 pixels having 256 combinations?
It has 259! in it
No, my formula does not agree with that. It only contains reasonable numbers. The only reason it agrees is the one bit bit depth which calms down that insane equation due to the (2-1) part.
If you try to apply that equation to digital processing, the equation is flawed because filter kernels simply sum pixel values for red, green, blue. Addition. You only get 2 bits max from that as I explained.
If you try to apply that equation to a display system and to our vision, the equation is flawed again. Our color receptors which capture a part of the spectrum each will sum the energy of the photons coming from the 4 pixels to a single value at that spectrum part. The receptor does not care where the energy came from. If you go really close to the image, you will see the individual pixels, but that's extra resolution, not color depth.
Another related subject is dithering. But anyone that experimented with dithering knows what with rectangular blocks of 2x2 you will not get far. In order to represent different energy levels beyond the limits of your quantisation, you need error diffusion which requires far more resolution for a relatively small gain in tonality.
Assume that the 4 theoretical RGB pixels are different. Now we are talking! Make the mono pixels different in sensitivity and you have higher dynamic range and tonality. Make the 4 color pixels for each color different in sensitivity and you get the same advantages. Make them 4 different color shades and you get higher tonality with a difference in dynamic range (not as impressive as the previous methods).
To sum this up (pun intended) I will say that imaging systems, display systems and human vision all use trichromatic elements. Calculating "unique combinations" is not enough, you also have to rule out all combinations that produce equal energy on the colored sensor pixel, lcd pixel color element, or human vision color receptor. The combined energy that will hit each of these elements is calculated by summing. If you are close enough, you are within the color resolution of our vision, so you don't even get the small advantage from energy summing. You see the 4 original pixels with their original tonality.
I explained how the shades are created, ADDITION of photons. There is nothing peculiar about it.
My example proves that it raises tonality (by higher light gathering) by a theoretical two bits if everything else is the same. Like increasing the sensor area 4 times with the 4x increase in resolution (keeping the pixel size). This is irrelevant though. Designs are for specific sensor sizes, and doing that on a given sensor size produces 4x smaller pixels, which has the problems I explained. It will not get higher tonality with 4x smaller pixels. There are also additional problems in sensor design which compromise the high resolution sensor further. If it's CCD there is higher bandwidth which leads to higher noise, the higher noise problem of the small pixels etc.
My "manual" summing method was written to explain a simple fact you could not understand or accept. The equation is very easy to use. Not that anyone needs equations like these in practice.
2+2=2x2 also, but that doesn't mean you can replace addition with multiplication. Have you tried his formula for 4 pixels having 256 combinations?
If you try to apply that equation to digital processing, the equation is flawed because filter kernels simply sum pixel values for red, green, blue. Addition. You only get 2 bits max from that as I explained.
If you try to apply that equation to a display system and to our vision, the equation is flawed again. Our color receptors which capture a part of the spectrum each will sum the energy of the photons coming from the 4 pixels to a single value at that spectrum part. The receptor does not care where the energy came from. If you go really close to the image, you will see the individual pixels, but that's extra resolution, not color depth.
Another related subject is dithering. But anyone that experimented with dithering knows what with rectangular blocks of 2x2 you will not get far. In order to represent different energy levels beyond the limits of your quantisation, you need error diffusion which requires far more resolution for a relatively small gain in tonality.
Assume that the 4 theoretical RGB pixels are different. Now we are talking! Make the mono pixels different in sensitivity and you have higher dynamic range and tonality. Make the 4 color pixels for each color different in sensitivity and you get the same advantages. Make them 4 different color shades and you get higher tonality with a difference in dynamic range (not as impressive as the previous methods).
To sum this up (pun intended) I will say that imaging systems, display systems and human vision all use trichromatic elements. Calculating "unique combinations" is not enough, you also have to rule out all combinations that produce equal energy on the colored sensor pixel, lcd pixel color element, or human vision color receptor. The combined energy that will hit each of these elements is calculated by summing. If you are close enough, you are within the color resolution of our vision, so you don't even get the small advantage from energy summing. You see the 4 original pixels with their original tonality.