Fingerprint Patterns: Loops Whorls Plain Whorls Central Pocket Whorls Double Loop Whorls Arches Composites Whorl Tracings
Fingerprint Patterns: Loops Whorls Plain Whorls Central Pocket Whorls Double Loop Whorls Arches Composites Whorl Tracings
Fingerprint Patterns: Loops Whorls Plain Whorls Central Pocket Whorls Double Loop Whorls Arches Composites Whorl Tracings
Loops are classified not only by the fact that they have one
A Loop Pattern
delta and one core but also by something called a ridge count.
Loops are two kinds, 'radial' and 'ulnar', named after the radius and ulna, the two bones in the
forearm. The radius joins the hand on the same side as the thumb, and the ulna on the same side
as the little finger.
RADIAL LOOPS
PLAIN WHORLS
Notice the inner area of the pattern, that is the area which tends to form a circle? This is what you
would call the inner pattern area and it is what make a whorl look like a whorl. Okay, now looking
at the specific ridges that are making or trying to make the circle lets say we were to draw an
imaginary line between the two delta's (the red line in image C) then we can see that this line does
intersect the same lines or line that tend to form the circle.
Alright now lets take a closer look so maybe this will become more clear about what is sufficient
and what is not sufficient to be a plain whorl.
D E F
Take a look at image D and you can see the inner pattern area in yellow that forms or tends to
form the circle part of the loop. Notice now that if we draw a line from delta-to-delta we do not
intersect the lines that are forming the circle? The same thing is true for image E. Take a look at
image E and see if you can determine the inner pattern, that being the ridges that form or tend to
form a circle. Can you see that if a line is drawn again from delta-to-delta that no lines that form
the circle are intersected?
Now look at image F and see if you can identify the ridges that are forming or tending to form the
circle or inner pattern. Notice now that when we draw a line from delta-to-delta that this inner
pattern, or the lines forming the circle are intersected? Image D and image E are examples of
Central Pocket whorls. Image F is a plain whorl.
This is the first part of identifying a particular whorl. In this process we merely identified the pattern
type. In this case we have identified what it takes to be a plain whorl.
Lets looks at some comparisons between a central pocket whorl and the other types: When
compared side-by-side the differences become a little more obvious. If you look at image G you
can see that the imaginary line (in
red) does not cut across any ridges
which form the inner pattern area.
But if you look at image H you can
see that the imaginary line does, in
fact, cut across the inner pattern
CENTRAL POCKET PLAIN WHORL DOUBLE LOOP area (or the ridges which form or
tend to form a circle). The pattern in
image I might at first glance be taken for a plain whorl because if you were to draw the imaginary
line it would cut the pattern area, but you will notice there are two core area's in this pattern, which
are shown by the red pointers. Because of the two cores this pattern is a double loop whorl.
The problems lies in the "separate and distinct" shoulder requirement sometimes. If you look at
image L you can clearly see that there are separate and distinct shoulders created and shown in
the red and blue. The shoulders of each "core" must comprise separate lines. This means that
they can't be the same obviously.
By using a little creative editing I have now changed image L and the way it
appears in image M. The significant change is that I have edited this image
so that both apparent shoulders (cores) now use the same line (indicated in
red). Because they both now use the same line to form the shoulders of each
core this is no longer a valid double loop whorl.
ARCHES
Arches represent only about 5 per cent of the fingerprint patterns encountered. In arch patterns,
the ridges run from one side to the other of the pattern, making no backward turn. There is
ordinarily no delta, but where there is the appearance of a delta, no recurving ridge must intervene
between the core and delta points.
You will notice in the image at right (plain arch) that there is no
delta and no significant core. Because there is no delta this
pattern, by default, has to be an arch. If you study the image PLAIN ARCH
and look at the overall pattern you notice that the pattern area tends to just flow through the print
with no significant changes. This makes it a plain arch pattern.
If you compare the two images, plain arch and tented arch,
you can see that while the plain arch tends to flow rather easily
through the pattern with no significant changes, the tented
arch does make a significant change and does not have the
same "easy" flow that the plain arch does. The technical
definition is that a tented arch has a "significant upthrust"
where a plain arch does not.
If you study this image long enough you might say "wait there
appears to be a delta in there and it can't be an arch with a
delta!!". Well you are partially correct in that yes, you could see
a delta in this print (three sides of the triangle) but here is why
it is not a valid delta: To be a valid delta there has to be a
TENTED ARCH significant recurving line which passes in front of the delta, and
in this case there is not.
In a little simpler terms here is why this can't be a loop, which it would be if it had a valid delta. If
you considered the "almost delta" which appears in the near centre left side of the pattern, and
you attempted to get a ridge count then the ridge count between the delta and core would be "0".
You cannot have a loop with a "0" ridge count. If you call something a loop and then when you try
to get a ridge count you come up with "0" then it is not a loop but rather a tented arch, more than
likely.
For the purpose of classification under the Australian Modification and Extension of the Henry
Fingerprint System, arches are divided into four subgroups, as follows:
• PLAIN ARCH
There is an even flow of ridges from one side to the other of the pattern.
• RADIAL ARCH
This arch approximates the loop type, where there is a delta or the appearance of a delta
and the ridges slop towards the thumb. It may have a delta and no recurving ridge, or a
delta that is part of a recurving ridge, but when both these features appear in a pattern,
there must be no ridge count between the core and delta points.
• ULNAR ARCH
The ulnar arch has the same characteristics as the radial arch except the ridges slop
towards the little finger.
• TENTED ARCH
In patterns of the tented arch type, the ridges near the middle have an upward thrust,
A binarization method of binarizing an image by extracting lightness (brightness, density)
as a feature amount from the image. When a pixel is selected in an image, a sensitivity is
added to and/or subtracted from the value concerning the Y value of the selected pixel to
set a threshold value range. Next, when another pixel is selected, the sensitivity is added
to or subtracted from the value concerning the Y value of the selected pixel and a new
threshold value range is set containing the calculation result and the already setup
threshold value range. The pixel with the value concerning the Y value of any pixel in the
image within the threshold value range is extracted as the same brightness as the selected
pixel and the extraction result is displayed.
Grayscale
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Pixel color depth
1-bit monochrome
8-bit grayscale
8-bit color
15/16-bit color (High Color)
24-bit color (True Color)
30/36/48-bit color (Deep Color)
Related
RGB color model
Indexed color
Palette
Web-safe color
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In photography and computing, a grayscale or greyscale digital image is an
image in which the value of each pixel is a single sample, that is, it carries only
intensity information. Images of this sort, also known as black-and-white, are
composed exclusively of shades of gray, varying from black at the weakest
intensity to white at the strongest.[1]
Grayscale images are distinct from one-bit black-and-white images, which in the
context of computer imaging are images with only the two colors, black, and
white (also called bilevel or binary images). Grayscale images have many shades
of gray in between. Grayscale images are also called monochromatic, denoting
the absence of any chromatic variation.
Grayscale images are often the result of measuring the intensity of light at each pixel in a
single band of the electromagnetic spectrum (e.g. infrared, visible light, ultraviolet, etc.),
and in such cases they are monochromatic proper when only a given frequency is
captured. But also they can be synthesized from a full color image; see the section about
converting to grayscale.
Contents
[hide]
• 1 Numerical representations
• 2 Converting color to grayscale
• 3 Grayscale as single channels of multichannel color images
• 4 See also
• 5 References
• 6 External links
Numerical representations
A typical grayscale image.
The intensity of a pixel is expressed within a given range between a minimum and a
maximum, inclusive. This range is represented in an abstract way as a range from 0 (total
absence, black) and 1 (total presence, white), with any fractional values in between. This
notation is used in academic papers, but it must be noted that this does not define what
"black" or "white" is in terms of colorimetry.
Another convention is to employ percentages, so the scale is then from 0% to 100%. This
is used for a more intuitive approach, but if only integer values are used, the range
encompasses a total of only 101 intensities, which are insufficient to represent a broad
gradient of grays. Also, the percentile notation is used in printing to denote how much ink
is employed in halftoning, but then the scale is reversed, being 0% the paper white (no
ink) and 100% a solid black (full ink).
In computing, although the grayscale can be computed through rational numbers, image
pixels are stored in binary, quantized form. Some early grayscale monitors can only show
up to sixteen (4-bit) different shades, but today grayscale images (as photographs)
intended for visual display (both on screen and printed) are commonly stored with 8 bits
per sampled pixel, which allows 256 different intensities (i.e., shades of gray) to be
recorded, typically on a non-linear scale. The precision provided by this format is barely
sufficient to avoid visible banding artifacts, but very convenient for programming due to
the fact that a single pixel then occupies a single byte.
Technical uses (e.g. in medical imaging or remote sensing applications) often require
more levels, to make full use of the sensor accuracy (typically 10 or 12 bits per sample)
and to guard against roundoff errors in computations. Sixteen bits per sample (65,536
levels) is a convenient choice for such uses, as computers manage 16-bit words
efficiently. The TIFF and the PNG (among other) image file formats supports 16-bit
grayscale natively, although browsers and many imaging programs tend to ignore the low
order 8 bits of each pixel.
No matter what pixel depth is used, the binary representations assume that 0 is black and
the maximum value (255 at 8 bpp, 65,535 at 16 bpp, etc.) is white, if not otherwise noted.
Converting color to grayscale
Conversion of a color image to grayscale is not unique; different weighting of the color
channels effectively represent the effect of shooting black-and-white film with different-
colored photographic filters on the cameras. A common strategy is to match the
luminance of the grayscale image to the luminance of the color image.
To convert any color to a grayscale representation of its luminance, first one must obtain
the values of its red, green, and blue (RGB) primaries in linear intensity encoding, by
gamma expansion. Then, add together 30% of the red value, 59% of the green value, and
11% of the blue value[2][3][4] (these weights depend on the exact choice of the RGB
primaries, but are typical). Regardless of the scale employed (0.0 to 1.0, 0 to 255, 0% to
100%, etc.), the resultant number is the desired linear luminance value; it typically needs
to be gamma compressed to get back to a conventional grayscale representation.
This is not the method used to obtain the luma in the Y'UV and related color models,
used in standard color TV and video systems as PAL and NTSC, as well as in the L*a*b
color model. These systems directly compute a gamma-compressed luma as a linear
combination of gamma-compressed primary intensities, rather than use linearization via
gamma expansion and compression.
To convert a gray intensity value to RGB, simply set all the three primary color
components red, green and blue to the gray value, correcting to a different gamma if
necessary.
Here is an example of color channel splitting of a full RGB color image. The column at
left shows the isolated color channels in natural colors, while at right there are their
grayscale equivalences:
The reverse is also possible: to build a full color image from their separate grayscale
channels. By mangling channels, using offsets, rotating and other manipulations, artistic
effects can be achieved instead of accurately reproducing the original image.