Patent Publication Number: US-9892525-B2

Title: Saliency-preserving distinctive low-footprint photograph aging effects

Description:
RELATED APPLICATIONS 
     This Application is a Continuation of, and claims benefit from, U.S. patent application Ser. No. 14/312,562 that was filed on Jun. 23, 2014, and that is incorporated herein by reference in its entirety. 
    
    
     BACKGROUND 
     Antique photographs often include various visual effects that are indicative of early photography. Such visual effects may include appearance in the photograph of film grain, dust, fibers, scratches, and tears. Antique photographs may also have borders with deckle edges. All of these characteristics contribute to the appearance of an antique photograph. Digital images are generally not prone to such visual effects. Yet, such may be desirable in some situations. 
     SUMMARY 
     The summary provided in this section summarizes one or more partial or complete example embodiments of the invention in order to provide a basic high-level understanding to the reader. This summary is not an extensive description of the invention and it may not identify key elements or aspects of the invention, or delineate the scope of the invention. Its sole purpose is to present various aspects of the invention in a simplified form as a prelude to the detailed description provided below. 
     The invention encompasses technologies for modifying a digital image to take on the appearance of an antique image. Such modifying is typically based on generating and rendering various effects that are blended with the input image, such as color transformation, simulating film grain, dust, fibers, tears, and vintage borders. Such effects may be rendered to various layers that are overlaid on a color transformed image resulting in what appears to be an antique image. 
     Many of the attendant features will be more readily appreciated as the same become better understood by reference to the detailed description provided below in connection with the accompanying drawings. 
    
    
     
       DESCRIPTION OF THE DRAWINGS 
       The detailed description provided below will be better understood when considered in connection with the accompanying drawings, where: 
         FIG. 1  is a block diagram showing an example computing environment in which the invention described herein may be implemented. 
         FIG. 2  is a block diagram showing an example system configured for generating a modified image from a digital image, where the modified image may be a simulated antique image. 
         FIG. 3  is a block diagram showing an example film effect module configured for generating various visual film effects that may be common in vintage photographs, such as film grain, dust, fibers, and scratches. 
         FIG. 4  is a block diagram showing an example border effect module configured for generating various visual film effects that may be common in vintage photographs, such as tears and border effects. 
         FIG. 5  is a block diagram showing an example method for modifying a digital image to take on the appearance of an antique image. 
         FIG. 6  is a diagram showing an example border build-up. 
         FIG. 7  is a diagram that shows an exploded view of a portion of  FIG. 6  that further illustrates a portion of a simulated deckle edge. 
         FIG. 8  is a diagram that shows simulated tears in the paper of a picture. 
         FIG. 9  is a diagram that shows an exploded view of a portion of  FIG. 8  that further illustrates the detail of a simulated tear. 
     
    
    
     Like-numbered labels in different figures are used to designate similar or identical elements or steps in the accompanying drawings. 
     DETAILED DESCRIPTION 
     The detailed description provided in this section, in connection with the accompanying drawings, describes one or more partial or complete example embodiments of the invention, but is not intended to describe all possible embodiments of the invention. This detailed description sets forth various examples of at least some of the technologies, systems, and/or methods invention. However, the same or equivalent technologies, systems, and/or methods may be realized according to examples as well. 
     Although the examples provided herein are described and illustrated as being implementable in a computing environment, the environment described is provided only as an example and not a limitation. As those skilled in the art will appreciate, the examples disclosed are suitable for implementation in a wide variety of different computing environments. 
       FIG. 1  is a block diagram showing an example computing environment  100  in which the invention described herein may be implemented. A suitable computing environment may be implemented with numerous general purpose or special purpose systems. Examples of well-known systems include, but are not limited to, cell phones, personal digital assistants (“PDA”), personal computers (“PC”), hand-held or laptop devices, microprocessor-based systems, multiprocessor systems, systems on a chip (“SOC”), servers, Internet services, workstations, consumer electronic devices, cell phones, set-top boxes, and the like. In all cases, such systems are strictly limited to articles of manufacture and the like. 
     Computing environment  100  typically includes a general-purpose computing system in the form of a computing device  101  coupled to various components, such as peripheral devices  102 ,  103 ,  101  and the like. These may include components such as input devices  103 , including voice recognition technologies, touch pads, buttons, keyboards and/or pointing devices, such as a mouse or trackball, that may operate via one or more input/output (“I/O”) interfaces  112 . The components of computing device  101  may include one or more processors (including central processing units (“CPU”), graphics processing units (“GPU”), microprocessors (“μP”), and the like)  107 , system memory  109 , and a system bus  108  that typically couples the various components. Processor(s)  107  typically processes or executes various computer-executable instructions and, based on those instructions, controls the operation of computing device  101 . This may include the computing device  101  communicating with other electronic and/or computing devices, systems or environments (not shown) via various communications technologies such as a network connection  114  or the like. System bus  108  represents any number of bus structures, including a memory bus or memory controller, a peripheral bus, a serial bus, an accelerated graphics port, a processor or local bus using any of a variety of bus architectures, and the like. 
     System memory  109  may include computer-readable media in the form of volatile memory, such as random access memory (“RAM”), and/or non-volatile memory, such as read only memory (“ROM”) or flash memory (“FLASH”). A basic input/output system (“BIOS”) may be stored in non-volatile or the like. System memory  109  typically stores data, computer-executable instructions and/or program modules comprising computer-executable instructions that are immediately accessible to and/or presently operated on by one or more of the processors  107 . 
     Mass storage devices  104  and  110  may be coupled to computing device  101  or incorporated into computing device  101  via coupling to the system bus. Such mass storage devices  104  and  110  may include non-volatile RAM, a magnetic disk drive which reads from and/or writes to a removable, non-volatile magnetic disk (e.g., a “floppy disk”)  105 , and/or an optical disk drive that reads from and/or writes to a non-volatile optical disk such as a CD ROM, DVD ROM  106 . Alternatively, a mass storage device, such as hard disk  110 , may include non-removable storage medium. Other mass storage devices may include memory cards, memory sticks, tape storage devices, and the like. 
     Any number of computer programs, files, data structures, and the like may be stored in mass storage  110 , other storage devices  104 ,  105 ,  106  and system memory  109  (typically limited by available space) including, by way of example and not limitation, operating systems, application programs, data files, directory structures, computer-executable instructions, and the like. 
     Output components or devices, such as display device  102 , may be coupled to computing device  101 , typically via an interface such as a display adapter  111 . Output device  102  may be a liquid crystal display (“LCD”). Other example output devices may include printers, audio outputs, voice outputs, cathode ray tube (“CRT”) displays, tactile devices or other sensory output mechanisms, or the like. Output devices may enable computing device  101  to interact with human operators or other machines, systems, computing environments, or the like. A user may interface with computing environment  100  via any number of different I/O devices  103  such as a touch pad, buttons, keyboard, mouse, joystick, game pad, data port, and the like. These and other I/O devices may be coupled to processor  107  via I/O interfaces  112  which may be coupled to system bus  108 , and/or may be coupled by other interfaces and bus structures, such as a parallel port, game port, universal serial bus (“USB”), fire wire, infrared (“IR”) port, and the like. 
     Computing device  101  may operate in a networked environment via communications connections to one or more remote computing devices through one or more cellular networks, wireless networks, local area networks (“LAN”), wide area networks (“WAN”), storage area networks (“SAN”), the Internet, radio links, optical links and the like. Computing device  101  may be coupled to a network via network adapter  113  or the like, or, alternatively, via a modem, digital subscriber line (“DSL”) link, integrated services digital network (“ISDN”) link, Internet link, wireless link, or the like. 
     Communications connection  114 , such as a network connection, typically provides a coupling to communications media, such as a network. Communications media typically provide computer-readable and computer-executable instructions, data structures, files, program modules and other data using a modulated data signal, such as a carrier wave or other transport mechanism. The term “modulated data signal” typically means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communications media may include wired media, such as a wired network or direct-wired connection or the like, and wireless media, such as acoustic, radio frequency, infrared, or other wireless communications mechanisms. 
     Power source  190 , such as a battery or a power supply, typically provides power for portions or all of computing environment  100 . In the case of the computing environment  100  being a mobile device or portable device or the like, power source  190  may be a battery. Alternatively, in the case computing environment  100  is a desktop computer or server or the like, power source  190  may be a power supply designed to connect to an alternating current (“AC”) source, such as via a wall outlet. 
     Some mobile devices may not include many of the components described in connection with  FIG. 1 . For example, an electronic badge may be comprised of a coil of wire along with a simple processing unit  107  or the like, the coil configured to act as power source  190  when in proximity to a card reader device or the like. Such a coil may also be configure to act as an antenna coupled to the processing unit  107  or the like, the coil antenna capable of providing a form of communication between the electronic badge and the card reader device. Such communication may not involve networking, but may alternatively be general or special purpose communications via telemetry, point-to-point, RF, IR, audio, or other means. An electronic card may not include display  102 , I/O device  103 , or many of the other components described in connection with  FIG. 1 . Other mobile devices that may not include many of the components described in connection with  FIG. 1 , by way of example and not limitation, include electronic bracelets, electronic tags, implantable devices, and the like. 
     Those skilled in the art will realize that storage devices utilized to provide computer-readable and computer-executable instructions and data can be distributed over a network. For example, a remote computer or storage device may store computer-readable and computer-executable instructions in the form of software applications and data. A local computer may access the remote computer or storage device via the network and download part or all of a software application or data and may execute any computer-executable instructions. Alternatively, the local computer may download pieces of the software or data as needed, or distributively process the software by executing some of the instructions at the local computer and some at remote computers and/or devices. 
     Those skilled in the art will also realize that, by utilizing conventional techniques, all or portions of the software&#39;s computer-executable instructions may be carried out by a dedicated electronic circuit such as a digital signal processor (“DSP”), programmable logic array (“PLA”), discrete circuits, and the like. The term “electronic apparatus” may include computing devices or consumer electronic devices comprising any software, firmware or the like, or electronic devices or circuits comprising no software, firmware or the like. 
     The term “firmware” typically refers to executable instructions, code, data, applications, programs, program modules, or the like maintained in an electronic device such as a ROM. The term “software” generally refers to computer-executable instructions, code, data, applications, programs, program modules, or the like maintained in or on any form or type of computer-readable media that is configured for storing computer-executable instructions or the like in a manner that is accessible to a computing device. The term “computer-readable media” and the like as used herein is strictly limited to one or more apparatus, article of manufacture, or the like that is not a signal or carrier wave per se. The term “computing device” as used in the claims refers to one or more devices such as computing device  101  and encompasses client devices, mobile devices, one or more servers, network services such as an Internet service or corporate network service, and the like, and any combination of such. 
       FIG. 2  is a block diagram showing an example system  200  configured for generating a modified image from a digital image, where the modified image may be a simulated antique image. System  200  may comprise several modules including color effect module  220 , film effects module  230 , paper effects module  240 , and/or salient feature detector  250 . Each of these modules (including any sub-modules and any other modules described herein) may be implemented in hardware, firmware, software (e.g., as program modules comprising computer-executable instructions), or any combination thereof. Each such module may be implemented on/by one device, such as a computing device, or across multiple such devices and/or services. For example, modules may be implemented in a distributed fashion on/by multiple devices such as servers or elements of a network service or the like. Further, each such module (including any sub-modules) may encompass one or more sub-modules or the like, and the modules may be implemented as separate modules, or any two or more may be combined in whole or in part. The division of modules (including any sub-modules) described herein is non-limiting and intended primarily to aid in describing aspects of the invention. The term “antique” as used herein with respect to images and the like generally refers to visual characteristics that may be associated with aged vintage photographs, including film grain, dust, fibers, scratches, deckle edges, and various paper tears and the like. A digital image may be a single image, a frame of a video, or the like. A digital image may be provided as an input to system  200 . 
     In summary, system  200  typically comprises a computing device, such as described in connection with  FIG. 1 , and at least one program module, such as the modules described in connection with  FIG. 2 , that are together configured for performing actions for generating an antique image from a digital image. Such program modules typically include computer-executable instructions that embody aspects of the methods described herein. Those skilled in the art will be familiar with encoding methods such as those provided herein as computer-executable instructions that, when executed by one or more computing devices, cause the computing devices to perform the encoded methods. In general, at least modules  220 ,  230 , and  240  may operate sequentially in any order or in parallel on the same or different devices. 
     Color effect module  220  is a module that is configured for transforming the colors of an input image. Such transforming may be performed using a look-up table and/or a color curve by changing the original colors of the pixels of the input image and/or tinting the pixels. Such transforming may be used to achieve many different appearances such as black-and-white, infrared, lomography, sepia, etc. In general, black-and-white, sepia, and similar variations may be preferred for generating antique images, such as image  210 . Transforming the input image generally results in a transformed image to which various effects are added. Color effect module  220  typically provides ( 222 ) this transformed image. 
     Film effect module  230  is a module that is configured for generating various visual film effects that may be common in vintage photographs, such as film grain, dust, fibers, and scratches. In one example, each such generated effect may be applied to one or more effect layers, such as film effect layers  231 . An example film effects module  230  is further described in connection with  FIG. 3 . The term “effect layer” as used herein typically refers to memory into which one or more effect is rendered, where such memory is typically allocated dynamically from volatile system memory or the like as opposed to mass storage devices or the like, with the exception that such memory may be temporarily swapped out to disk-provided virtual memory or the like. By generating and rendering effects layers in temporary volatile memory, significant disk space or the like can be saved in contrast with conventional pre-defined effect layers. 
     Film effect layers  231  represent at least one logical canvas onto which film effects are rendered upon generation by film effects module  230 . Once generated, these layers may be applied to ( 232 ) the transformed image so as to add the effects to the image. 
     Paper effect module  240  is a module that is configured for generating various visual paper effects that may be common in vintage photographs, such as various kinds of paper tears and picture borders. In one example, each such generated effect may be applied to one or more effect layers, such as paper effect layers  241 . Once generated, these layers may be applied to the transformed image so as to add the effects to the image. An example paper effects module  240  is further described in connection with  FIG. 4 . 
     Paper effect layers  241 , like film effect layers  231 , represent at least one logical canvas onto which paper effects are rendered upon generation by paper effects module  240 . Once generated, these layers may be applied to ( 232 ) the transformed image so as to add the effects to the image. 
     In one example, film effect layers and paper effect layers are functionally the same. In general, each effect layer is configured for overlaying the input image such that any given x, y coordinate on the image corresponds to the same x, y coordinate of the effect layer. 
     Salient feature detector  250  is a module that detects salient features in the input image and indicates the location of such features. Salient features of an image typically include faces, object(s) proximate the center of the image, and areas of the image that are in focus (given other areas that are not). In one example, the functionality of module  250  may be provided in the form of a software development kit (“SDK”). The location of a salient feature may be projected onto the various effect layers in the form of repeller points. In general, each repeller point indicates the location of a salient feature in the input image and the corresponding location in each effect layer. 
       FIG. 3  is a block diagram showing an example film effect module  230  configured for generating various visual film effects that may be common in vintage photographs, such as film grain, dust, fibers, and scratches. Film effect module  230  may comprise grain generator  310 , dust generator  320 , fiber generator  330 , and/or scratch generator  340 . In general, at least modules  310 ,  320 ,  330 , and  340  may operate sequentially in any order or in parallel on the same or different devices. 
     Grain generator  310  is a module that is configured for simulating high-ISO film grain in an image. In one example, grain generator  310  performs such simulating by generating a grainy texture and it on at least one grain effect layer  311 . Note that grain generator  310  generates and renders a distinct grain effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or film grain overlay (“FGO”) or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  532  of  FIG. 5 . The term “high-ISO” as used herein, and as known by those skilled in the art, generally refers to film speed ratings defined by the International Organization for Standardization (“ISO”). The term “film grain” as used herein generally refers to an optical effect in a photograph resulting from a random optical texture of processed photographic film that is typically due to the presence of small particles or dye clouds during the processing of the film. The term “grainy texture” as used herein generally refers to such a random optical texture. Grain generator  310  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Dust generator  320  is a module that is configured for simulating film dust in an image. In one example, dust generator  310  performs such simulating by generating simulated dust and rendering the simulated dust on at least one dust effect layer  321 . Note that dust generator  320  generates and renders a distinct dust effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  534  of  FIG. 5 . The term “film dust” as used herein generally refers to an optical effect in a photograph resulting from the presence of particles of dust, sand, or other debris on photographic film and/or in the optical path of a camera during film exposure. Dust generator  320  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Fiber generator  330  is a module that is configured for simulating film fibers and dust clumps in an image. In one example, fiber generator  330  performs such simulating by generating simulated fibers and dust clumps and rendering them on at least one dust effect layer  331 . Note that fiber generator  330  generates and renders a distinct fiber effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  536  of  FIG. 5 . The term “film fibers” as used herein generally refers to an optical effect in a photograph resulting from the presence of fibers or the like on photographic film and/or in the optical path of a camera during film exposure. The term “dust clumps” as used herein generally refers to an optical effect in a photograph resulting from the presence of clusters of film dust or the like on photographic film and/or in the optical path of a camera during film exposure. Fiber generator  330  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Scratch generator  340  is a module that is configured for simulating film scratches in an image. In one example, scratch generator  340  performs such simulating by generating simulated scratches and rendering them on at least one scratch effect layer  341 . Note that scratch generator  340  generates and renders a distinct scratch effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  538  of  FIG. 5 . The term “film scratches” as used herein generally refers to an optical effect in a photograph resulting from any sand and/or any other material(s) scraping photographic film as it advances, scraping of the film during processing, scraping of the photographic paper during processing, and any other scraping or damage to the film or photographic paper resulting in a scratch effect in a photograph. Scratch generator  340  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Arrow  350  typically indicates application of the various effect layers (e.g.,  311 ,  321 ,  331 , and  341 ) to an image  210 , such as the input image or the transformed image. 
       FIG. 4  is a block diagram showing an example border effect module  240  configured for generating various visual film effects that may be common in vintage photographs, such as tears and border effects. Border effect module  240  may comprise border generator  410  and/or tear generator  420 . In general, at least modules  410  and  420  may operate sequentially in any order or in parallel on the same or different devices. 
     Border generator  410  is a module that is configured for simulating a photographic paper border in an image. In one example, border generator  410  performs such simulating by generating a simulated border and rendering it on at least one border effect layer  411 . Note that border generator  410  generates and renders a distinct border effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  542  of  FIG. 5 . The terms “photographic paper border edge”, “border edge”, “paper edge”, and “edge” as used herein generally refer to various styles of the cut edge of a border of a photograph. Examples of various paper edges that may be simulated by border generator  410  include straight edges, deckle edges, serpentine edges, and zigzag edges (such as made by pinking shears). Border generator  410  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Tear generator  420  is a module that is configured for simulating various types of photographic paper tears in an image. In one example, tear generator  420  performs such simulating by generating a simulated tear and rendering it on at least one tear effect layer  421 . Note that tear generator  420  generates and renders a distinct tear effect layer(s) for each input image as opposed to using a pre-existing layer such as, for example, a jpeg or the like that can be cropped or otherwise sized and then applied to many input images. A method for such generating and rendering is described in connection with step  544  of  FIG. 5 . The term “photographic paper tears” as used herein generally refers to various types of tears, rips, cuts, and cutouts in a photograph and/or on or along edges of the photograph, including missing corners or other portions of the photograph. Tear generator  420  may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Arrow  450  typically indicates application of the various effect layers (e.g.,  411  and  421 ) to an image  210 , such as the input image or the transformed image. 
       FIG. 5  is a block diagram showing an example method  500  for modifying a digital image to take on the appearance of an antique image. Such a method may be performed by system  200  or the like. In one example, method  400  (or any other method described herein) is performed on a computing device, such as describe in connection with  FIG. 1 , that is controlled according to computer-executable instructions of program modules that when executed by the computing device, cause the computing device to perform some or all aspects of the method. In other examples, the modules may be implemented as firmware, software, hardware, or any combination thereof. Additionally, or alternatively, the modules may be implemented as part of a system on a chip (“SoC”). In general, at least steps  510 ,  532 ,  534 ,  536 ,  538 ,  542 , and  544  may be performed sequentially in any order or in parallel by the same or different devices. Further, examples herein include various volumes, densities, radiuses, dimensions, and such (“measures”) related to various effects and the like. In some examples such measures are relative to the size of the image as viewed in inches or millimeters or the like. In other examples, these measures are in pixels and may be relative to the resolution of the image. The phrases “size of the image” and “size of the image as viewed” as used herein generally refer to the size of the image on a display or a printed page or the like. In various examples, the size of a display on which an image is viewed may be used in place of the size of the image itself. For example, if the image was scaled to fill the display, this size may be used as the image size. 
     Step  510  of method  500  typically indicates transforming the colors of an input image. Such transforming may be performed by color effect module  220 . In one example, step  510  is typically performed by changing and/or tinting the color of each pixel of the image according to a look-up table and/or a color curve or the like. Such transforming may result in a transformed image that is in a black-and-white, infrared, lomography, sepia, or other color scheme. Once the image transformation is complete, method  500  typically continues at step  530 . 
     Step  520  of method  500  typically indicates detecting salient features in an image, such as the input image and/or the transformed image. Such detecting may be performed by salient feature detector  250 . By detecting the locations of salient features in an image, such salient features may be preserved in final image  560  by distorting or adjusting uniform distributions of effects (such as simulated dust, fibers, scratches, etc.) so that such effects are less likely to cover the salient features of the image. The phrase “salient features” as used herein generally refers to the important features of the image, which typically include faces and facial features, object(s) proximate the center of the image, and/or areas of the image that are in focus. Facial features typically include at least the eyes, eyebrows, nose, and mouth of a face detected in an image. 
     In one example, detecting at least some salient features in an image may be performed according to technologies such as those described in U.S. patent application Ser. No. 14/264,012 filed on Apr. 28, 2014, and entitled “Creation of Representative Content based on Facial Analysis” that is hereby incorporated by reference in its entirety. 
     Step  520  may also include distorting or adjusting uniform distributions of effects (such as simulated dust, fibers, scratches, etc) so that such effects are less likely to cover the salient features of an image. This portion of step  520  may be performed by salient feature detector  250  and/or by film effect module  230 . Give the location of a salient feature in an image based on salient feature detection, this location is typically projected onto the various effect layers in the form of a repeller point. Thus location of such a repeller point on an effect layer typically corresponds to a location of the salient feature on the image, such as the center of the feature or the like. In various examples, such repeller points are used when rendering effects on effect layers to adjust the distribution or placement of an effect to reduce the probability that the effect will cover the corresponding salient feature. For example, given a detected face in an image, where the face is relatively small compared to the overall size of the image, a repeller point may be located proximate the center of the face. In another example where a face makes up much of the image, repeller points may be located proximate the centers of the eyes. In another example where only a particular area of the image is in focus, a repeller point may be located proximate the center of the in-focus area. 
     Given repeller points projected on an effect layer, the distribution or placement of the corresponding effects are generally adjusted based on the location of the repeller points. For example, for any particular element of an effect (such as a simulated dust grain or scratch), a distance between the randomly determined location of the element and the closest repeller point may be calculated. Given this distance, a probability that the element should be placed at the randomly determined location may be computed. In one example, this probability approaches zero as the randomly determined location approaches the location of the repeller point. Then a decision may be made whether to place the element at the randomly determined location, or to discard it, based on the computed probability. In another example, the element may be located farther from the repeller point based on the decision and/or the computed probability. 
     Once the salient features are detected and repeller points are projected, method  500  typically continues at steps  510 ,  530 , and/or  540 . Adjusting distributions or placement of effect elements may be performed during or after effect rendering. 
     Step  530  of method  500  typically indicates generating various visual film effects that may be common in vintage photographs, such as film grain, dust, fibers, and scratches. Such generating may be performed by film effects module  230  or its various sub-modules. 
     Step  532  of method  500  typically indicates generating a film grain layer  311 . Such generating may be performed by grain generator  310 . In one example, a uniform noise texture is generated and rendered on at least one grain effect layer  311 . In this example, the texture generating and rendering may comprise: (1) setting each pixel in the effect layer to a random gray level between pure white and pure black, (2) setting a transparency level of each pixel to a high level of transparency, such as between 1% and 10% where 0% is fully transparent and 100% is opaque, and (3) blurring each pixel in the effect layer based on a particular blur radius. In various examples, the transparency level is 5%, the particular blur radius is 3 pixels, and the blurring is based on a Gaussian blur function. The term “gray levels” as used herein generally refers to the various shades of gray between true white and true black, particularly those shades typically represented in computer graphics. The steps for generating and rendering the uniform noise texture may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Step  534  of method  500  typically indicates generating a dust layer  321 . Such generating may be performed by dust generator  320 . In one example, a uniform distribution of filled ellipses is generated and rendered on at least one dust effect layer  321 . A size of each ellipse is randomly determined up to a maximum pixel radius that is typically relative to the size of the input image. A volume of the ellipses in the distribution may be based on a size of the image. When applied to the image, the ellipses of the effect layer(s) are typically not pixel aligned. By avoiding pixel alignment, sub-pixel effects due to anti-aliasing tend to add interesting detail to the simulated dust without requiring additional complex geometry. 
     In one example, the simulated dust generating and rendering may comprise: (1) generating a number of ellipses that are rendered in a uniform distribution on a dust effect layer(s), where each ellipses is generated with a random x and y radiuses up to a maximum, and (2) adjusting the distribution according to any repeller points projected onto the dust effect layer(s) in step  520 . An example method of such adjusting is provided in connection with step  520 . In various examples, the generated ellipses are rendered in a light gray level or dark gray level depending the final image  560  type (such as a negative or positive image), any light gray used in rendering is pure white, any dark gray used in rendering is pure black, the density of generated ellipses is about 10 per square inch, and the maximum radius is approximately 0.005 inches. The term “light gray” as used herein generally refers to the lighter 50% of gray levels and also includes pure white. The term “dark gray” as used herein generally refers to the darker 50% of gray levels and also includes pure black. The steps for generating and rendering simulated dust may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Step  536  of method  500  typically indicates generating a fiber layer  331 . Such generating may be performed by fiber generator  330 . In one example, simulated fibers and/or dust clumps are generated and rendered on at least one fiber effect layer  321 . In some examples, simulated fibers may be rendered on one fiber effect layer, and simulated dust clumps may be rendered on another. Further, fibers and/or dust clumps within one size range may be rendered on one fiber effect layer while those in other size ranges may be rendered on other fiber effect layers. 
     The generating and rendering of simulated fibers and/or dust clumps is essentially the same that as for simulated dust, as described for step  534 , except that, rather than individual ellipses, groups of ellipses are generated and rendered, where the distance between the ellipses in a group is within a maximum separation distance that is typically relative to the size of the input image, and where the maximum size of threads and dust clumps is within a maximum size that is typically relative to the size of the input image. When applied to the image, the ellipses/groups of the effect layer(s) are typically not pixel aligned. 
     In one example, the simulated fiber and/or dust clump generating and rendering may comprise: (1) generating a number of ellipse groups that are rendered in a uniform distribution on a thread effect layer(s), where each ellipse is generated with a random radius up to a maximum that is typically between 1 and 10 pixels, where each group is generated with a random size up to a maximum, and (2) adjusting the distribution according to any repeller points projected onto the fiber effect layer(s) in step  520 . An example method of such adjusting is provided in connection with step  520 . In various examples, the generated ellipses are rendered in a light gray level or dark gray level depending the final image  560  type (such as a negative or positive image), any light gray used in rendering is pure white, any dark gray used in rendering is pure black, the density of generated threads is 0.25 per square inch, the density of clumps is 0.5 per square inch, the maximum radius is 0.01 inches, and the maximum group size is 0.1 inch. The steps for generating and rendering simulated fibers and/or dust clumps may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Step  538  of method  500  typically indicates generating a scratch layer  341 . Such generating may be performed by scratch generator  340 . In one example, simulated scratches are generated and rendered on at least one scratch effect layer  341 . In one example, simulated scratches are generated and rendered on at least one fiber effect layer  321 . In some examples, simulated scratches within one size range may be rendered on one scratch effect layer while those in other size ranges may be rendered on other scratch effect layers. 
     Simulated scratches are typically generated and rendered as straight or curved lines, where any one scratch may include occasional skips or breaks in the line. In one example, small scratches are rendered on one scratch effect layer and large scratches are rendered on another scratch effect layer. Roughly five times as many small scratches may be rendered as large scratches. Large scratches may be roughly five times the maximum size of small scratches. In some examples, most scratches tend to be lengthwise oriented in a direction representing a direction of film advance in a camera. When applied to the image, the scratches of the effect layer(s) are typically not pixel aligned. 
     In one example, the simulated scratch generating and rendering may comprise: (1) selecting a number of lines (long and/or short) for rendering within a maximum, (2) selecting a starting point on a layer for a line, (3) selecting a direction on the layer for the line, (4) selecting a type of line (e.g., straight or curved), (5) selecting a length for the line within a maximum, (6) selecting a width for the line within a maximum, (7) adjusting parameters according to any repeller points projected onto the scratch effect layer(s) in step  520 , and (8) rendering the lines according to the selected parameters. Any of the parameters may be randomly selected within any maximums. In various examples, the maximum density of lines is 0.1 per square inch, the maximum length is 0.5 inches, the maximum width is 0.0001 inches. In one example, curved lines may be based on a Bezier curve. The steps for generating and rendering the scratches may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Step  540  of method  500  typically indicates generating various visual paper effects that may be common in vintage photographs, such as various kinds of paper tears and picture borders. Such generating may be performed by border effects module  240  or its various sub-modules. 
       FIG. 6  is a diagram showing an example border build-up  600 . No particular scale is intended or implied. In this example, an image  610  is overlaid on a border that is overlaid on a background  630 , each of which may represent one or more effect layers. Callout  622  indicates a side of the border, callout  621  indicates a width of a side of the border, and callout  631  indicates a width of a side of the background. 
     Step  542  of method  500  typically indicates generating a border layer  411 . Such generating may be performed by border generator  410 . In one example, a simulated photographic paper border  620  is generated and rendered on at least one border effect layer  411 . One such border effect layer may be a background layer that simulates a background  630  for the border  620 . Another border effect layer may be a photographic paper border layer onto which is typically rendered a simulated paper border  620  that simulates a width  621  of photographic paper around the image  610 . Image layer  610  may be overlaid on border layer  620  which may be overlaid on background layer  630 . Alternatively, the background and border may be rendered on the same layer ( 620  and  630  combined). Such border effect layer(s) may be used in a border build-up  600 . 
     In various examples, the border  620  may be generated and rendered to simulate any characteristics desired, such as photographic paper characteristics. This includes filling the border  620  with any color scheme and/or texture scheme desired. A desired edge  622  style or pattern may be applied to the border. The width  621  of the border may be any desired width, including zero. Thus, border  620  may be optional. In this example (no border), the desired edge  622  may be applied to image layer  610 . Further, the width of each side may vary from that of the others. 
     In various examples, the background  630  may be generated and rendered to provide a background for a border  620 . Such a background is typically filled with a “neutral color”, defined herein as black, white, or a color selected from the input image or the transformed image. The width  631  of the background may be any desired width, including zero. Thus, border  630  may be optional. Further, the width of each side may vary from that of the others. 
     In various examples, the image  610 , or a cropped version thereof, may be scaled to fit within the simulated border  620  of the border effects layer(s), or the border effect layer(s) may be scaled to fit around the image  610 , or a cropped version thereof. 
     In one example, the border and background generating and rendering may comprise: (1) generating a background that is rendered on a border effect layer(s), (2) generating a border that is rendered on a border effect layer(s). In various examples, the border is overlaid on the background. These steps for generating and rendering the border and background may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Examples of various edges  622  that may be simulated on photographic paper borders  620  by border generator  410  include straight edges, deckle edges, serpentine edges, and zigzag edges. The term “deckle edge” as used herein typically refers to the irregular edges of early sheets of paper that were manually produced in a deckle frame. 
       FIG. 7  is a diagram that shows an exploded view of a portion of  FIG. 6  that further illustrates a portion of a simulated deckle edge  740  generated on side  714  based on random segment widths  730  with each of their vertices (such as  716  and  718 ) moved a random distance toward or away from image  610  within inner and outer bounds  710  and  720  respectively. No particular scale is intended or implied. Note shown, all space outside edge  740  may be filled to match background  630  and all space inside edge  740  may be filled to match border  620  or, if no border, with image and any overlaid effect layer content. 
     In one example, a method for simulated deckle edge generating and rendering may comprise: (1) dividing a side (e.g.,  714 ) into a random number of line segments (e.g., as indicated by the dark lines  740  marked off by imaginary hash marks  730 ), where each segment has a random segment width (e.g., as indicated by the spacing between the imaginary hash marks  730 ), where each segment has two end vertices (e.g.,  716  and  718  of segment a), and where each vertex is generally shared with a neighboring segment (e.g., vertex  716  shared by segments a and b), (2) moving each vertex a random offset from the side either toward or away from image  610  within inner bound  710  and outer bound  720 . The maximum segment width for a deckle edge in this example may be between 0.02 and 0.08 inches, or between 2% and 20% of the border width. The maximum edge amplitude (inner plus outer bounds) may be between 0.05 to 0.1 inches, or between 5% and 25% of the border width. In various examples, the maximum segment width is 0.08 inches, and the maximum edge amplitude is 0.10 inches. These steps for generating and rendering a deckle edge may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Other types of edges may be generated and rendered using similar techniques with straight and/or curved and/or with longer and/or shorter line segments as appropriate to the edge style. For example, for a zigzag edge the segments may each be the same width with consistent, alternating vertex offsets. A serpentine edge may be similarly created based on an ‘S’-shaped line or the like. 
       FIG. 8  is a diagram that shows simulated tears  810 ,  820 , and  830  in the paper of a picture. No particular scale is intended or implied. One type of tear is a half circle or the like, such as shown in example  830 . Such tears may be simulated in the sides of an image. Another type of tear is a torn corner, such as shown in examples  810  and  820 . In each case, the torn away portion is generally filled to match the background  630 . 
       FIG. 9  is a diagram that shows an exploded view of a portion of  FIG. 8  that further illustrates the detail of a simulated tear. No particular scale is intended or implied. Such tears are typically generated based on two largely overlapping shapes, one smaller than the other, such as example triangles T 1  and T 2  ( 920  and  930  respectively). The smaller shape is typically covers most of the larger shape and is typically filled to match the background  630 . The tear is typically simulated by the exposed portion of the larger shape, where the exposed portion is defined herein as a “tear space”, such as example tear space  940 , and is typically bounded on one side by a side of the lower shape (e.g., the side of T 1  indicated by callout  930 ) and on the other side by a side of the upper shape (e.g., the side of T 2  indicated by callout  920 ). These tear space bounding sides may be irregular—that is, they need not be parallel with each other, or even of the same shape. Indeed, some irregularity in these sides may increase the realism of a simulated tear. For example, for half circle tears such as example  830 , the two shapes may be circles that are offset from each other, that are misshapen, and/or otherwise inconsistent, this resulting in an irregular tear space. 
     The tear space  940  is typically filled with a color and/or texture that simulate the color and texture of torn photographic paper along with paper fibers exposed by such a tear. Further, the tear space bounding sides of the two shapes may be rendered with a deckled edge such as described in connection with  FIG. 7 . In this example, the maximum segment width and maximum edge amplitude may be percentages of the length of a bounding side, such as between 1% and 7% of the bounding side length. 
     Step  544  of method  500  typically indicates generating a tear layer  421 . Such generating may be performed by tear generator  420 . In one example, a simulated tear is generated and rendered on at least one tear effect layer  421 . In this example, simulated tear generating and rendering comprises: (1) generating and rendering overlapping shapes that present a tear space, (2) filling the upper overlapping shape to match a background, (3) filling the tear space a color and/or texture that simulate the color and texture of torn photographic paper along with paper fibers exposed by such a tear. These steps for generating and rendering a tear may be encoded as computer-executable instructions and/or implemented in hardware logic in any combination. 
     Step  550  of method  500  typically indicates applying one or more of the generated and rendered effect layers to the input image or the transformed image resulting in final image  560 . Such applying is performed by blending the various effects layers together. In one example, such blending is based on an alpha transparency channel of each layer such that only the rendered effects (e.g., film grain, dust, fibers, scratches, borders, tears, and the like) obscure details of the input image. 
     In view of the many possible embodiments to which the invention and the forgoing examples may be applied, it should be recognized that the examples described herein are meant to be illustrative only and should not be taken as limiting the scope of the invention. Therefore, the invention as described herein contemplates all such embodiments as may come within the scope of the claims and any equivalents thereto.