Text content (OCR)
How Camera
Raw Works
What Lies Under the Hood
Despite the title of this chapter, I promise to keep it equation-free and
relatively non-technical. Camera Raw offers functionality that at a casual
glance may seem to replicate that of Photoshop. But some operations are
much better carried out in Camera Raw, while with others, the choice
between making the edits in Camera Raw and in Photoshop may be as
much about workflow and convenience as it is about quality.
To understand which ones are which, it helps to know a little about
how Camera Raw performs its magic. If you're the type who would rather
learn by doing, feel free to skip ahead to the next chapter, where you'll be
introduced to the nitty-gritty of actually using all the controls in Camera
Raw; but if you take the time to digest the contents of this chapter, you'll
have a much better idea of what the controls actually do, and hence a
better understanding of how and when to use them.
To use Camera Raw effectively, you must first realize that computers
and software applications like Photoshop and Camera Raw don’t know
anything about tone, color, truth, beauty, or art. They're really just glorified
and incredibly ingenious adding machines that juggle ones and zeroes
to order. I won't go into the intricacies of binary math except to note that
there are 10 kinds of people in this world, those who understand binary
math and those who don't! You don't need to learn to count in binary or
hexadecimal, but you do need to understand some basic stuff about how
numbers can represent tone and color.
15
16
Real World Camera Raw with Adobe Photoshop CS
Digital Image Anatomy
Digital images are made up of numbers. The fundamental particle of a
digital image is the pixel—the number of pixels you capture determines
the image's size and aspect ratio. It’s tempting to use the term resolution,
but doing so often confuses matters more than it clarifies them. Why?
Pixels and Resolution
Strictly speaking, a digital image in its pure Platonic form doesn’t have
resolution—it simply has pixel dimensions. It only attains the attribute
of resolution when we realize it in some physical form—displaying it on
a monitor, or making a print. But resolution isn’t a fixed attribute.
If we take as an example a typical six-megapixel image, it has the invari-
ant property of pixel dimensions, specifically, 3,072 pixels on the long side
of the image, 2,048 pixels on the short one. But we can display and print
those pixels at many different sizes. Normally, we want to keep the pixels
small enough that they don’t become visually obvious, so the pixel dimen-
sions essentially dictate how large a print we can make from the image. As
we make larger and larger prints, the pixels become more and more visually
obvious until we reach a size at which it just isn’t rewarding to print.
Just as it’s possible to make a 40-by-60 inch print from a 35mm color
neg, it’s possible to make a 40-by-60 inch print from a six-megapixel
image, but neither of them is likely to look very good. With the 35mm film,
you end up with grain the size of golf balls, and with the digital capture,
each pixel winds up being just under 1/50" of an inch square—big enough
to be obvious.
Different printing processes have different resolution requirements,
but in general, you need not less than 100 pixels per inch, and rarely more
than 360 pixels per inch to make a decent print. So the effective size range
of our six-megapixel capture is roughly from 20 by 30 inches downward,
and 20 by 30 is really pushing the limits. The basic lesson is that you can
print the same collection of pixels at many different sizes, and as you do so,
the resolution—the number of pixels per inch—changes, but the number
of pixels does not. At 100 pixels per inch, our 3072-by-2048 pixel image
will yield a 30.72-by-20.48 inch print. At 300 pixels per inch, the same
image will make a 10.24-by-6.83 inch print. So resolution is a fungible
quality—you can spread the same pixels over a smaller or larger area.
Figure 2-1
Image size and resolution
Chapter 2: How Camera Raw Works 17
To find out how big an image you can produce at a specific resolution,
divide the pixel dimensions by the resolution. Using pixels per inch (ppi)
as the resolution unit and inches as the size unit, if you divide 3,072 (the
long pixel dimension) by 300, you obtain the answer 10.24 inches for the
long dimension and if you divide 2,048 (the short pixel dimension) by the
same quantity, you get 6.826 inches for the short dimension. At 240 ppi,
you get 12.8 by 8.53 inches. Conversely, to determine the resolution you
have available to print at a given size, divide the pixel dimensions by the
size, in inches. The result is the resolution in pixels per inch. For example, if
you want to make a 10-by-15 inch print from your six-megapixel, 3,072-by
2,048 pixel image, divide the long pixel dimension by the long dimension
in inches, or the short pixel dimension by the short dimension in inches.
In either case, you'll get the same answer, 204.8 pixels per inch.
Figure 2-1 shows the same pixels printed at 50 pixels per inch, 150 pixels
per inch, and 300 pixels per inch.
50 ppi 150 ppi 300 ppi
But each individual pixel is defined by a set of numbers, and these
numbers also impose limitations on what you can do with the image, albeit
more subtle limitations than those dictated by the pixel dimensions.
Bit Depth, Dynamic Range, and Color
We use numbers to represent a pixel’s tonal value—how light or dark it
is—and its color—red, green, blue, yellow, or any of the myriad gradations
of the various rainbow hues we can see.
18
Real World Camera Raw with Adobe Photoshop CS
Bit Depth. In a grayscale image, each pixel is represented by some num-
ber of bits. Photoshop's 8-bit/channel mode uses 8 bits to represent each
pixel, and its 16-bit/channel mode uses 16 bits to represent each pixel. An
8-bit pixel can have any one of 256 possible tonal values, from 0 (black) to
255 (white), or any of the 254 intermediate shades of gray. A 16-bit pixel
can have any one of 32,769 possible tonal values, from 0 (black) to 32,768
(white), or any of the 32,767 intermediate shades of gray. If you're wonder-
ing why 16 bits in Photoshop gives you 32,769 shades instead of 65,536,
see the sidebar “High-Bit Photoshop,” later in this chapter (if you don't
care, skip it). So while pixel dimensions describe the two-dimensional
height and width of the image, the bits that describe the pixels produce
a third dimension that describes how light or dark each pixel is—hence
the term bit depth.
Dynamic Range. Some vendors try to equate bit depth with dynamic
range. This is largely a marketing ploy, because while there isa relation-
ship between bit depth and dynamic range, it’s an indirect one. Dynamic
range in digital cameras is an analog limitation of the sensor.
The brightest shade the camera can capture is limited by the point at
which the current generated by a sensor element starts spilling over to its
neighbors—a condition often called “blooming”—and produces a feature-
less white blob. The darkest shade a camera can capture is determined by
the more subjective point at which the noise inherent in the system over-
whelms the very weak signal generated by the small number of photons
that hit the sensor—the subjectivity lies in the fact that some people can
tolerate a noisier signal than others.
One way to think of the difference between bit depth and dynamic
range is to imagine a staircase. The dynamic range is the height of the
staircase. The bit depth is the number of steps in the staircase. If we want
our staircase to be reasonably easy to climb, or if we want to preserve the
illusion of a continuous gradation of tone in our images, we need more
steps in a taller staircase than we do in a shorter one, and we need more
bits to describe a wider dynamic range than a narrower one. But more bits,
or a larger number of smaller steps, doesn’t increase the dynamic range,
or the height of the staircase.
Chapter 2: How Camera Raw Works
19
High-Bit Photoshop
If an 8-bit channel consists of 256
levels, a 10-bit channel consists of
1,024 levels, and a 12-bit channel
consists of 4,096 levels, doesn't it
follow that a 16-bit channel should
consist of 65,536 levels?
Well, that’s certainly one way
that a 16-bit channel could be
constructed, but it’s not the way
Photoshop does it. Photoshop's
implementation of 16 bits per
channel uses 32,769 levels, from
0 (black) to 32,768 (white). The
advantage of this approach is that
it provides an unambiguous mid-
point between white and black,
useful in many imaging opera-
tions, that a channel comprising
65,536 levels lacks.
To those who would claim that
Photoshop's 16-bit color is really
more like 15-bit color, I simply
point out that it takes 16 bits to
represent, and by the time capture
devices that can actually capture
more than 32,769 levels are at all
common, we'll all have moved on
to something like 32-bit floating
point channels rather than 16-bit
integer ones.
Color. RGB color images comprise three 8-bit or 16-bit grayscale imag-
es, or channels, one representing shades of red, the second representing
shades of green, and the third representing shades of blue. Red, green,
and blue are the primary colors of light, and combining them in different
proportions allows us to create any color we can see. So an 8-bit/channel
RGB image can contain any of 16.7 million unique color definitions (256
x 256 x 256), while a 16-bit/channel image can contain any of some 35
trillion unique color definitions.
Either of these may sound like a heck of a lot of colors, and indeed, they
are. Estimates of how many unique colors the human eye can distinguish
vary widely, but even the most liberal estimates are well shy of 16.7 million
and nowhere close to 35 trillion. Why then do we need all this data?
We need it for two quite unrelated reasons. The first one, which isn’t
particularly significant for the purposes of this book, is that 8-bit/channel
RGB contains 16.7 million color definitions, not 16.7 million perceivable
colors. Many of the color definitions are redundant: Even on the very best
display, you'd be hard pressed to see the difference between RGB values of
0,0,0, and 0,0,1 or 0,1,0 or 1,0,0, or for that matter between 255,255,255 and
254, 255, 255 or 255, 254, 255 or 255, 255, 254. Depending on the specific
flavor of RGB you choose, you'll find similar redundancies in different
parts of the available range of tone and color.
The second reason, which is extremely significant for the purposes of
this book, is that we need to edit our images—particularly our digital raw
20
Real World Camera Raw with Adobe Photoshop CS
Figure 2-2
Digital capture and
human response
images, for reasons that will become apparent later—and every edit we
make has the effect of reducing the number of unique colors and tone
levels in the image. A good understanding of the impact of different types
of edits is the best basis for deciding where and how you apply edits to
your images.
Gamma
To understand the key difference between shooting film and shooting
digital, you need to get your head around the concept of gamma encoding.
As I explained in Chapter 1, digital cameras respond to photons quite dif-
ferently from either film or our eyes. The sensors in digital cameras simply
count photons and assign a tonal value in direct proportion to the number
of photons detected—they respond linearly to incoming light.
Human eyeballs, however, do not respond linearly to light. Our eyes
are much more sensitive to small differences in brightness at low levels
than at high ones. Film has traditionally been designed to respond to light
approximately the way our eyes do, but digital sensors simply don’t work
that way.
Gamma encoding is a method of relating the numbers in the image
to the perceived brightness they represent. The sensitivity of the camera
sensor is described by a gamma of 1.0—it has a linear response to the in-
coming photons. But this means that the captured values don't correspond
to the way humans see light. The relationship between the number of
photons that hit our retinas and the sensation of lightness we experience
in response is described by a gamma of somewhere between 2.0 and 3.0
depending on viewing conditions. Figure 2-2 shows the approximate dif-
ference between what the camera sees and what we see.
How the camera sees light
How the human eye sees light
Chapter 2: How Camera Raw Works 21
I promised that I'd keep this chapter equation-free—if you want more
information about the equations that define gamma encoding, a Google
search on “gamma encoding’ will likely turn up more than you ever want-
ed to know—so I'll simply cut to the chase and point out the practical
implications of the linear nature of digital capture.
Digital captures devote a large number of bits to describing differ-
ences in highlight intensity to which our eyes are relatively insensitive,
and a relatively small number of bits to describing differences in shadow
intensity to which our eyes are very sensitive. As you're about to learn, all
our image-editing operations have the unfortunate side effect of reducing
the number of bits in the image. This is true for all digital images, whether
scanned from film, rendered synthetically, or captured with a digital cam-
era, but it has specific implications for digital capture.
With digital captures, darkening is a much safer operation than lighten-
ing, since darkening forces more bits into the shadows, where our eyes are
sensitive, while lightening takes the relatively small number of captured
bits that describe the shadow information and spreads them across a wider
tonal range, exaggerating noise and increasing the likelihood of posteriza-
tion. With digital, you need to turn the old rule upside down—you need
to expose for the highlights, and develop for the shadows!
Image Editing and Image Degradation
Just about anything you do to change the tone or color of pixels results in
some kind of data loss. If this sounds scary, rest assured that it’s a normal
and necessary part of digital imaging. The trick is to make the best use of
the available bits you’ve captured to produce the desired image appear-
ance, while preserving as much of the original data as possible. Why keep
as much of the original data as possible if you're going to wind up throwing
it away later? Very simply, it’s all about keeping your options open.
The fact is, you don't need a huge amount of data to represent an image.
But if you want the image to be editable, you need a great deal more data
than you do to simply display or print it. Figure 2-3 shows two copies of
the same image. They appear very similar visually, but their histograms
are very different. One contains a great deal more data than the other.
22 Real World Camera Raw with Adobe Photoshop CS
Figure 2-3
Levels and appearance
This image was
produced by making
corrections in Camera
Raw, producing a 16-
bit-per-channel image
in Photoshop.
This image was
produced by converting
at Camera Raw default
settings, producing an
8-bit-per-channel image
that was further edited
in Photoshop.
ii dh dh
The two images shown above appear quite similar, but the
histograms shown to the right of each image reveal a significant
difference. The lower image contains a great deal less data than
the upper one. Careful examination may reveal subtle differ-
ences in hue and detail, but the biggest difference is the amount
of editing headroom each image offers.
Despite the vast difference in the amount of data they contain, it’s hard
to see any significant differences between the two images—you may be
able to see that the one with more data shows more details on the chest
feathers of the top birdie, but it’s a pretty subtle difference. Figure 2-4
shows what happens when a fairly gentle curve edit is applied to the im-
ages shown in Figure 2-3. The difference is no longer subtle!
Figure 2-4
Levels and editing
headroom
Chapter 2: How Camera Raw Works 23
Here you see the images from Figure
2-3 after application of a fairly gentle
S-curve (to increase contrast slightly)
to both images. The differences
between the data-rich (upper) and
data-poor (lower) versions are now
much more obvious. The data-poor
version shows much less detail, and
displays some unwanted hue shifts.
The difference between the two images is in the way they were edited.
The one with the larger amount of data made full use of Camera Raw to
convert the raw file into a 16-bit/channel image in Photoshop. Additional
edits were done in 16-bit/channel mode. The one with the smaller amount
of data was converted to an 8-bit/channel image at camera default settings,
and the edits were performed in 8-bit/channel mode in Photoshop.
Losing Data and Limiting Options
The sad truth is that every edit you make limits the options that are avail-
able to you afterward. You can keep many more options open by making
full use of Camera Raw controls and by converting to a 16-bit/channel
image rather than an 8-bit one. But no matter what you do, edits degrade
the data in an image file in three different ways.
24
Real World Camera Raw with Adobe Photoshop CS
Clipping. The black and white input sliders in Photoshop's Levels com-
mand and the Exposure and Shadows sliders in Camera Raw are clipping
controls. They let you force pixels to pure white (level 255) or solid black
(level 0).
Depending on how you use the sliders, you may clip some levels—in
fact, it’s often desirable to do so. On the highlight end, you normally want
to make sure that specular highlights are represented by level 255, so if
the image is underexposed, you usually want to take pixels that are darker
than level 255 and force them to pure white. But if you go further than
that, you may clip some levels—for example, if you have pixels at levels
252, 253, and 254, and you set the white input slider in Levels to level 252,
then all the pixels at levels 252, 253, and 254 are forced to 255. Once you
make this edit permanent, the differences between those pixels are gone,
permanently.
On the shadow end, you often want to clip some levels because typically
there's a good deal of noise in the shadows. If everything below level 10
is noise, for example, it makes perfect sense to set the black input slider
in Levels to 10, to force everything at level 10 and below to solid black.
Again, you lose the distinction between the unedited levels 0 through 10
permanently, but it’s not necessarily a bad thing. Figure 2-5 shows how
clipping works.
However, if you're used to adjusting clipping in Photoshop's Levels,
you'll find that the Exposure and Shadow controls in Camera Raw behave
a bit differently from Levels’ black and white input sliders, partly because
the latter works on linear-gamma data rather than the gamma-corrected
data that appears in Photoshop, partly because Camera Raw’s Exposure
slider can make negative as well as positive moves.
If the camera can capture the entire scene luminance range, as is the
case with the image in Figure 2-5, it’s usually best to adjust the Exposure
and Shadows sliders to near-clipping, leaving a little headroom (unless
you actually want to clip to white or black for creative reasons). If the
camera can't handle the entire scene luminance range, you'll have to
decide whether to hold the highlights or the shadows, and your choice
may be dictated by the captured data—if highlights are completely blown,
or shadows are completely plugged, there isn’t much you can do about it
in the raw conversion. See the sidebar “How Much Highlight Detail Can I
Recover?” later in this chapter.
Figure 2-5
Black, white, and
saturation clipping
This raw image is under-
exposed, but it captures the
full luminance range of
the scene, with no clipping
of highlights or shadows.
Ideally, you want to adjust
the Exposure slider to push
the data as far toward the
right end of the histogram
as possible without
actually forcing clipping.
In addition to clipping
highlights with Exposure
or shadows with the
Shadows slider, you can
force individual channels
to clip by adding too
much saturation. In this
case, increasing the
saturation has clipped
the blue channel.
Chapter 2: How Camera Raw Works 25
When you increase the
Exposure slider value
too far, you clip highlight
pixels to solid white.
When you increase the
Shadows slider value
too far, you clip shadow
pixels to solid black.
highlight clipping
26
Figure 2-6 = ic
Tonal range compression Channel: (RCD o
and expansion
wn this
sdter 837 Ga
When you use the Brightness slider in Camera Raw or the gray slider in
Levels to brighten the midtones, you compress the highlights and expand
the shadows. The images and histograms above show Camera Raw's
Brightness control, and the histogram at right shows the results of using lh
the gray input slider in Levels on an 8-bit/channel image. The gaps al
Real World Camera Raw with Adobe Photoshop CS
Tonal range compression. When you compress a tonal range, you also
lose levels, in a somewhat less obvious way than you do with clipping
moves. For example, when you lighten the midtones without moving the
white clipping point, the levels between the midtone and the highlight get
compressed. As a result, some pixels that were formerly at different levels
end up being at the same level, and once you make the edit permanent,
you've lost these differences, which may potentially represent detail. See
Figure 2-6.
Tonal range expansion. A different type of image degradation occurs
when you expand a tonal range. You don't lose any data, but you stretch
the data that’s there over a broader tonal range, and hence run the danger
of losing the illusion of a continuous gradation. Almost everyone who has
used Photoshop for more than a week has encountered the experience of
pushing edits just a little too far and ending up with banding in the sky or
posterization in the shadows. It’s simply caused by stretching the data over
too broad a range, so that the gaps between the available levels become
visibly obvious. See Figure 2-6.
Medan: 138 Percent
| did n nk
This range This range
ee nd
are from expansion, the spikes from compression.
Figure 2-7
Gamma conversions
Chapter 2: How Camera Raw Works 27
If all this makes you think that editing images is a recipe for disaster,
you've missed the point. You need to edit images to make them look good.
Sometimes you want to throw away some data—shadow noise being a
good example—and the inherent data loss is simply something that comes
with the territory. It isn’t something to fear, just something of which you
should be aware. The importance of the preceding information is that
some editing methods allow you more flexibility than others.
Color Space Conversions
One other operation that usually entails all three of the aforementioned
types of image degradation is color space conversions. When you convert
from a larger gamut to a smaller one, colors present in the source space
that are outside the gamut of the destination space get clipped (see Figure
1-5 in the previous chapter for an illustration of gamut clipping).
A significant number of levels also get lost in conversions between
spaces with different gammas or tone curves. The bigger the difference
between the gammas, the more levels get lost. Figure 2-7 shows what hap-
pens when you convert a linear-gamma gradient to a gamma 1.8 working
space in both 8-bit/channel and 16-bit/channel modes. Even in 16-bit per
channel mode, the shadows get stepped on pretty hard, and in 8-bit per
channel mode, about 25 percent of the levels have disappeared.
a linear (gamma 1.0) gradient
original data 16-bit conversion 8-bit conversion
to gamma 1.8 to gamma 1.8
The Camera Raw Advantage
The reason all this stuff about data loss and image degradation is relevant
is that one of the main tasks Camera Raw performs is to convert images
from native, linear-gamma camera RGB to a gamma-corrected working
space. When you use the controls in Camera Raw, you aren't just editing
the pixels you captured, you're also tailoring the conversion. As you saw
28
Real World Camera Raw with Adobe Photoshop CS
back in Figures 2-3 and 2-4, it’s possible to arrive at the same image ap-
pearance with a robust file that contains plenty of data and hence offers
plenty of editing headroom, ora very fragile file containing relatively little
data that will fall apart under any further editing.
Since the raw conversion is at the beginning of the image-processing
pipeline, and the converted images may be subjected to many different
color space conversions and many different edits to optimize them for
different output processes, you'll save yourself a world of grief if you use
Camera Raw’s controls to deliver as robust a file as you can muster. If you're
skilled in Photoshop, and you avoid exposure problems, you may well
be able to arrive at the desired image appearance by converting all your
images at camera default settings and doing all the work in Photoshop,
but the resulting files will be much more fragile than if you learn to exploit
the controls that Camera Raw offers.
From Raw to Color
At long last, we come to the nitty-gritty of the conversion from Camera
Raw to gamma-corrected RGB. In the next chapter, Using Camera Raw
Controls, we'll look at the various ways it makes sense to use the various
controls Camera Raw offers. Here, though, we'll look at how they actually
apply to the raw conversion.
Demosaicing and Colorimetric Interpretation
The first stage of the process, demosaicing, introduces the color informa-
tion, turning the grayscale image into an RGB one. This stage is also where
the initial colorimetric interpretation occurs—the grayscale is converted to
a “native camera space” image, with linear gamma and primaries (usually,
but not always, R, G, and B—some cameras add a fourth color filter) defined
by the built-in profiles that define each supported camera's color space.
(See the sidebar “Camera Raw and Color” for more details on how Camera
Raw handles the tricky task of defining camera color.) The demosaicing and
colorimetric interpretation happen automatically to produce the default
rendering you see in the File Browser and the larger one you see when you
open the image in Camera Raw.
Chapter 2: How Camera Raw Works 29
Operationally, the first step is the colorimetric interpretation. The de-
mosaicing is then performed in linear-gamma camera space. A little noise
reduction, and any chromatic aberration corrections, are also done in
the native camera space. (Chromatic aberration corrections could cause
unwanted color shifts if they were done later in a non-native space.)
White Balance and Calibrate Adjustments
White Balance (Color Temperature and Tint), in addition to any adjustments
made in Camera Raw’s Calibrate tab, actually tweak the conversion from
native camera space to an intermediate, large-gamut processing space.
(This intermediate space uses ProPhoto RGB primaries and white point,
but with linear gamma rather than the native ProPhoto RGB gamma 1.8.)
These operations work by redefining the colorimetric definition of the
camera RGB primaries and white rather than by redistributing the pixel
values. It's simply impossible to replicate these corrections in Photoshop,
Camera Raw and Color
One of the more controversial as-
pects of Camera Raw is its color-
handling, specifically the fact
that Camera Raw has no facility
for applying custom camera pro-
files. Having tried most camera
profiling software, and having ex-
perienced varying degrees of dis-
appointment, I've concluded that
unless you're shooting in the stu-
dio with controlled lighting and
a custom white balance for that
lighting, camera profiling is an
exercise in frustration if not futil-
ity, and I've come to view Camera
Raw’s incompatibility with cus-
tom camera profiles as a feature
rather than a limitation.
The way Camera Raw handles
color is ingenious and, thus far,
unique. For each supported cam-
era, Thomas Knoll, Camera Raw’s
creator, has created not one but
two profiles: one built from a tar-
get shot under a D65 (daylight)
light source, the other built from
the same target shot underan Illu-
minant A (tungsten) light source.
The correct profiles for each cam-
era are applied automatically in
producing the colorimetric inter-
pretation of the raw image. Cam-
era Raw’s White Balance (Color
Temperature and Tint) sliders let
you interpolate between, or even
extrapolate beyond, the two built-
in profiles.
For cameras that write a read-
able white balance tag, that white
balance is used as the “As Shot”
setting for the image; for those
that don’t, Camera Raw makes
highly educated guesses. Either
way, you can override the initial
settings to produce the white bal-
ance you desire.
It's true that the built-in profiles
are “generic” profiles for the cam-
era model. Some cameras exhibit
more unit-to-unit variation than
others, and if your camera differs
substantially from the unit used to
create the profiles for the camera
model, the default color in Cam-
era Raw may be a little off. So the
Calibrate controls let you tweak
the conversion from the built-
in profiles to optimize the color
for your specific camera. This is
a much simpler, and arguably
more effective, process in most
situations than custom camera
profile creation (see “Using the
Calibrate Controls” in Chapter 3,
Using Camera Raw, for a detailed
description of the process.
30
Real World Camera Raw with Adobe Photoshop CS
so it's vital that you take advantage of Camera Raw to set the white balance
and, if necessary, to tweak the calibration for a specific camera. (I'll save
the detailed description of how to use these controls for the next chapter,
Using Camera Raw Controls.)
The remaining operations are carried out in the intermediate linear-gam-
ma version of ProPhoto RGB. In many cases, it’s possible to achieve a similar
appearance by editing in Photoshop, but the Camera Raw controls still offer
some significant advantages. The Exposure control is a case in point.
Exposure
The Exposure slider is really a white-clipping control, even though it affects
the whole tonal range. The big difference between the Exposure slider and
the Brightness slider is that the former lets you change the white clipping
point, whereas the latter does not. With positive values, the Exposure slider
behaves very much like the white input slider in Photoshop's Levels com-
mand, clipping levels to white. But since it’s operating on linear-gamma
data, it tends to be gentler on the midtones and shadows than white clip-
ping in Photoshop on a gamma-corrected image, and it offers much finer
control over the white clipping than does the white input slider in Levels
ona gamma-corrected image.
With negative values on the Exposure slider, the story is very differ-
ent. Unlike most raw converters, Camera Raw offers “highlight recovery.”
Most raw converters treat all pixels where one channel has clipped at the
highlights as white, since they lack complete color information, but Cam-
era Raw can recover a surprising amount of highlight detail even when it
exists only ina single channel. It does, however, maintain pure white (that
is, clipped in all channels) pixels as white, unlike some other converters
that let you turn clipped pixels gray, and then it lowers the gamma to
darken the rest of the image, using special algorithms to maintain the color
of the non-white pixels. See the sidebar “How Much Highlight Detail Can
1 Recover?” for more technical details, and see Figure 2-8 for a real-world
example of highlight recovery.
It's simply impossible to match Camera Raw’s highlight detail recovery
effectively in Photoshop on a gamma-corrected image. In linear-gamma
space, fully half of the captured data describes the brightest f-stop, so you
have a large number of bits describing the highlights. Once the image is
converted to a gamma-corrected space, you have far fewer highlight bits
to play with.
Chapter 2: How Camera Raw Works 31
Figure 2-8
Highlight recovery
This image is overexposed,
as indicated by the white
spike at the right end of
the histogram.
GE Pron
———
Reducing the value of
the Exposure slider to
-0.75 stops brings the
highlights back into range.
The amount of headroom
varies from camera to
camera, but this
particular camera easily
allows a three-quarter stop
recovery on this image.
Increasing the Brightness
slider value to 60 and the
Contrast slider value to
64 counteracts the
darkening effect of the
Exposure adjustment.
Raising the Shadow slider
to 6 puts punch back
in the shadows.
32
Real World Camera Raw with Adobe Photoshop CS
How Much Highlight
Detail Can I Recover?
The answer, of course, is “it de-
pends.” If the captured pixel is
completely blown out—clipped to
white in all three channels—there
is no highlight detail to recover. If
a single channel, (or, better, two
channels) still contain some in-
formation, Camera Rawwill do its
best to recover the detail and attri-
bute natural-looking color to it.
The first stage of highlight re-
covery is to use any headroom
the camera leaves by default—this
varies considerably from vendor
to vendor, with some leaving no
headroom at all. The next stage
uses Camera Raw’s highlight re-
covery logic to build color infor-
mation from the data in one or
two unclipped channels. Next,
the amount of highlight compres-
sion introduced by the Brightness
slider is reduced, stretching the
available highlight data over a
wider tonal range. The final stage
is application of a gamma curve
to map the midtones and shadows
correctly.
Several different factors limit
the amount of highlight data you
can recover, and these vary from
camera model to camera model.
The first is the sensor clipping it-
self—the point at which all three
channels clip. You can recover a
lot of highlight data when only
one channel contains data, but if
you stretch the highlights too far,
the transition between the totally
blown-out highlights and the re-
covered ones looks unnatural.
Also, some cameras run the sensor
chip slightly past its linear range,
producing hue shifts near the clip-
ping point, and these hue shifts
get magnified by the extended
highlight recovery process—if you
try to stretch the highlight data too
far, you'll get strange colors—so
in either case the practical limit
may be lower than the theoreti-
cal one.
Most cameras use analog gain
to provide different ISO speeds,
but some use digital gain in-
stead—a high-ISO image from
these cameras is essentially just an
underexposed image with built-in
positive exposure compensation
applied—so a lot of highlight data
can be recovered by undoing the
positive exposure compensation.
The white balance also has an
effect on highlight recovery, since
it scales the clipped channels to
match the unclipped one. When
you're attempting extreme high-
light recovery it’s often a good
idea to adjust the Exposure slider
before setting white balance, be-
cause the white balance is likely
to change as you stretch the high-
lights anyway.
In practice, most cameras will
let you recover at least a quarter
stop of highlight data if you're
willing to compromise a little on
the white balance. Many cameras
will let you recover at least one
stop, possibly more, but the full
four-stop range offered by the
Exposure slider is beyond the use-
ful range for most cameras. I don't
advocate deliberate overexposure,
but if you're shooting in changing
lighting conditions, the linear-
gamma nature of digital captures
makes it preferable to err on the
side of slight overexposure rather
than underexposure, because un-
derexposing to hold the highlights
will make your shadows noisier
than they need be. In these situ-
ations, Camera Raw’s highlight
recovery provides a very useful
safety net.
Shadows
The Shadows slider is the black clipping control. It behaves very much
like the black input slider in Photoshop's Levels command, but its effect
tends to be more drastic, simply because it’s operating on linear-gamma
data, which devotes very few bits to the deepest shadows. As a result, the
Shadows control is a bit of a blunt instrument.
Chapter 2: How Camera Raw Works 33
Of all the Camera Raw controls, Shadows is the one that most demands
caution. Rather than using it to set a black clipping point, I recommend
leaving a little headroom, so that you can fine-tune the black point in
Photoshop on the gamma-corrected image, where you can operate with
a little more finesse.
Brightness and Contrast
The Brightness and Contrast controls affect the rendering tone curve
controlling the conversion from linear-gamma ProPhoto RGB to the final
gamma-corrected output space. They work completely differently from
the Photoshop controls that share their names—Photoshop’s Contrast
and Brightness. They behave similarly to Photoshop's Levels and Curves,
respectively (Brightness is a gamma adjustment, Contrast is an S-curve)
but with one important difference. The Camera Raw controls use an algo-
rithm that preserves the original hue, whereas hard curve adjustments to
the composite RGB curve in Photoshop can cause slight hue shifts.
If you make little or no adjustment with the Exposure slider, it’s prob-
ably a wash as to whether you use Camera Raw’s Brightness and Contrast
sliders or make the adjustments post-conversion using Photoshop's tools.
But if you make significant Exposure adjustments, it's well worth using
Camera Raw’s Brightness and Contrast sliders to fine-tune them, and if
you make major Exposure adjustments, using Brightness and Contrast to
counteract the extreme lightening or darkening the Exposure adjustments
produce is essential (see Figure 2-8, earlier in this chapter).
Saturation
The Saturation slider operates similarly to the master saturation slider in
Photoshop's Hue/ Saturation command—the slight differences are mostly
due to Camera Raw’s slider operating on the linear-gamma data while
Photoshop's operates on gamma-corrected data. As with the Exposure
and Shadows controls, the Saturation slider can introduce clipping, so it’s
best used with caution, if at all.
Size
Camera Raw allows you to convert images at the camera's native resolution,
or at larger or smaller sizes—the specific sizes vary from camera model to
camera model, but they generally correspond to 50 percent, 66 percent, 100
percent, 133 percent, 166 percent, and 200 percent of the native size.
34
Real World Camera Raw with Adobe Photoshop CS
For cameras that capture square pixels, there’s usually very little
difference between resizing in Camera Raw and upsizing in Photoshop
using Bicubic Smoother or downsizing in Photoshop using Bicubic
Sharper. However, if you need a small file, it's usually more convenient to
convert to a smaller size in Camera Raw than to downsample in Photoshop
after the conversion.
For cameras that capture non-square pixels, the native size is the one
that most closely preserves the original pixel count, meaning that one
dimension is upsampled while the other is downsampled. The next size
up preserves the pixel count along the higher-resolution dimension,
upsampling the lower-resolution dimension to match and create square
pixels in the converted image. This size preserves the maximum amount
of detail for non-square-pixel cameras, and it will typically produce bet-
ter results than converting to the smaller size and then upsampling in
Photoshop.
The one size up is also useful for Fuji SuperCCD cameras, which use
a 45-degree rotated Bayer pattern. The one size up keeps all the original
pixels and fills in the holes caused by the 45-degree rotation. The native
pixel count size actually uses the rotation and filling in from the one-size-
up processing, and then downsamples to the native pixel count.
Sharpening
Camera Raw's sharpening is relatively unsophisticated, with only one
parameter: strength. It’s handy for doing quick-and-dirty sharpening
for preliminary versions of images, but it’s not as flexible as Photoshop's
sharpening features because it’s applied to the entire image, and it lacks a
radius control to let you tailor the sharpening to the image content.
Camera Raw offers the option to apply sharpening to the preview image
only, leaving the converted image unsharpened. This option can be quite
useful in helping you set the overall image contrast, because a completely
unsharpened image generally looks flatter than one that has had some
sharpening applied.
Some pundits claim that sharpening should always be applied in linear-
gamma space (as is Camera Raw’s sharpening). Frankly, I've yet to see any
major benefit in doing so, and the relative lack of control over sharpening
in Camera Raw always leads me to sharpen post-conversion in Photoshop
unless speed outweighs quality.
Chapter 2: How Camera Raw Works 35
Luminance and Color Noise Reduction
While the Sharpening control is mildly convenient, the Luminance
Smoothing and Color Noise Reduction controls in Camera Raw are sim-
ply indispensable. Luminance noise manifests itself as random variations
in tone, usually in the shadows, though if you shoot at high ISO speeds
it can spread all the way up into the midtones. Color noise shows up as
random variations in color.
Before the advent of Camera Raw, I used to rely on rather desperate
Photoshop techniques that involved converting the image to Lab so that
I could address color noise and luminance noise separately, usually by
blurring the a and b channels to get rid of color noise, and blurring or
despeckling the Lightness channel to get rid of Luminance noise. Com-
pared to the controls offered by Camera Raw, these techniques were very
blunt instruments indeed—the round trip from RGB to Lab and back is
fairly destructive due to rounding errors, and working on the individual
channels is time-consuming.
Thanks to some nifty algorithms, Camera Raw lets you address color
noise and luminance noise separately without putting the data through
a conversion to Lab—the processing is done in the intermediate large-
gamut linear RGB. Camera Raw’s noise reduction controls are faster, less
destructive, and more effective than anything you can do in Photoshop.
So use them!
Watch the Histogram!
The histogram display is one of Camera Raw’s most useful but often most-
overlooked features. Throughout this chapter, I’ve harped on the useful-
ness of the histogram as a tool for analyzing the image, and especially
for judging clipping. But the histogram in Camera Raw differs from the
histograms you see on-camera in an important way.
Camera Raw’s histogram is more trustworthy than the histograms that
cameras display—they almost invariably show the histogram of the JPEG
you'd get if you shot JPEG at the current camera settings rather than raw.
As a result, they're useful as a rough guide to exposure, but not much
more. Most camera vendors apply a fairly strong default tone curve to the
default, in-camera raw-to-JPEG conversion, perhaps in an effort to pro-
duce a default result that more closely resembles transparency film.
36
Real World Camera Raw with Adobe Photoshop CS
Instead, Camera Raw’s histogram shows you, dynamically, the histo-
gram of the converted image. It lets you see clipping in its various forms—
clipping highlights to white, clipping shadows to black, or clipping one or
more channels to totally saturated color. It also lets you see the effect of
the various controls on the converted image data. Watching what happens
to both the histogram and the preview image as you operate the controls
will give you a much better understanding of what’s happening to the
image than simply looking at the preview alone. In the next chapter, we'll
look in detail at the many ways you can use the Camera Raw controls to
get the best out of your raw captures. But if you're new to digital imaging,
or even if you're just new to digital capture, it’s well worth spending some
time mulling over the contents of this chapter, because digital capture
really is significantly different from film, and understanding how numbers
are used to represent images is key to grasping and, eventually, exploiting
that difference.