Hi, we're starting with a new chapter which is finite dimensional inverse problems via
discretization. In the last few weeks we have talked about continuously defined even infinite
dimensional inverse problems and this allowed us to understand how to define ill-posed inverse
problems but still in the end if you want to analyze them and if you want to implement
them, if you want to work with inverse problems you will have to practically do this on a
computer which means you have to discretize your inverse problem. You have to discretize
your parameters, you have to discretize the forward problem so it means that at some point
you will have to go to your computer and make everything finite dimensional. And this chapter
will be about understanding this process a bit better and how the ill-posedness of the
underlying maybe infinite dimensional inverse problem, how this ill-posedness leads into
the finite dimensional space as well. And the most important application we're going
to look at in this chapter will be deconvolution or deblurring depending on the context in
which you're working. So if you think about mathematical imaging then deblurring will
be a term you're looking for but in a more general sense it's just something which is
called deconvolution. We consider the one dimensional case for simplicity so this is just in order
to keep the notation a bit less cumbersome, not the same ideas hold for 2D images for
example and also 3D data, 4D data, it doesn't really matter what kind of data you're looking
at. So we'll do everything one dimensional so that the notation is less clustered. Let
u be a function from R to R, one periodic, which means that u of x is u of x plus n for
all n in z. We also do this again just for simplicity. We can do everything for non-periodic
data as well but the mathematics is easier, the terms are less complicated. The issues
with non-periodic images will be artifacts at the boundary which we don't want to think
about for now. So you can generalize the whole setting to the more complicated case as well.
And equivalent, you could write u as being a map from let's say minus one half, one half
to R with u of minus one half is equal to u of one half. Because if that is the case,
if you have a function, I don't know what it looks like, maybe like that, then of course
you can continue it the same way and get a periodic function. I'm bad at drawing this
but you get the point, right? So if the function is defined on a set from minus one half to
one half, if the left endpoint and the right endpoint are the same, you can just glue them
together in order to get a periodic function on the whole real line. So that's how you
can do this. Sometimes we will think about u as being a function in this setting, sometimes
in this setting they're equivalent but sometimes it's easier to use one or the other one. And
that is something that we call the image. So I have an example for you. The example
will be, so ignore everything that you're seeing, just look at this picture here, so
this will be our image. You can think of this as being an intensity, so if it's zero then
it's maybe black and if it's one it's white. So this is an intensity of pixels along a
line, so it's a 1D image so to speak. And we will think about what blurriness means
and you can see that this will look something like that, so the interfaces, those jumps
will be less pronounced, everything will be smoothed down a bit, this will be the end
result. So the idea is that we take a true image and it's blurry in some sense and this
will be the output of the blurring operation. Now let's try to model the blurring operation.
For that we need a blurring or a convolution kernel and we call this psi zero from minus
one half to plus one half to r and we will take a specific example for such a blurring
kernel. You can exchange this for something could be different but we'll say well it's
zero for x outside some number a. a will be a number between minus one, sorry, will be
a number between zero and one half so it's strictly less than one half so think a might
be one fourth or something. This function is equal to zero outside of this threshold
a and inside this threshold it is ca times x plus a squared times x minus a squared.
How does it look like? So here we have minus one half and one half and a will be, well
maybe here, minus a plus a here. We know the function is zero here, zero here and this
Presenters
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00:56:50 Min
Aufnahmedatum
2021-10-27
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2021-10-27 15:46:05
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