Signal to Noise: Understanding it,
Measuring it, and Improving it Part 4 - Image Sampling
Craig Stark
We're
returning to the issue of signal-to-noise in this installment a bit,
but it'll take us a chunk of the column to get there directly. The
topic in this round is image sampling and what I want to impress upon
readers is that there is a tradeoff here. This tradeoff is between
photons per pixel (our signal) and spatial resolution. We play this
tradeoff all the time, but many don't really think of it as a
tradeoff. Whenever we choose a pixel size for our camera, a focal
length for our scope or f-ratio, a binning factor, the use of a
reducer, etc., we're taking a position in this tradeoff. The goal
here in this installment is to understand the trade-off. For the
short answer, I'm going to argue that there's little use in going
below ~1" / pixel (at least for mere mortals) and that doing so
can come at the cost of a bit of SNR (of course it also often comes at the
cost of a reduced field of view). So, I'm going to suggest that if
you're running a 12 megapixel DSLR with 5 micron pixels on a 12"
f/10 scope with its 3 m focal length, you may to want to reconsider
things (as you're running at about 0.34" / pixel - a resolution
your skies probably don't support and that may be costing you).
SNR Recap (on the one hand)
Recall
from Part
2, of the series that the
Signal part of SNR is:
TotalSignal =
Duration * (Target + Skyglow + Dark)
and
that the Noise part of SNR is:
Noise
= sqrt(Total_Signal + Read_Noise2)
We
can put this together and talk about the SNR of our target in any
given pixel as being:
Now,
our TargetSignal
here is the number of photons we capture from our DSO and the
TotalSignal
is the total number of photons captured (those from the DSO plus
those from the sky and those from the dark current). This is the SNR
for the target in a given pixel. When considering SNR, there comes a
point of diminishing returns and for bright objects like foreground
stars, the SNR is always high enough that we needn't worry about it.
For cores of galaxies and such, a similar case can be made. We have
plenty SNR and a 50% boost in the SNR isn't going to be noticed.
Where
we do notice a real boost in the SNR is, of course, on the dim end of
the scale where the SNR is a lot lower to begin with. Here, our
TargetSignal
is low and its value is often getting close to the noise. This is
where we need to be most concerned about SNR.
So,
when thinking about a tradeoff between spatial resolution and SNR, we
should keep in mind:
Signal
comes from photons from our target. More photons, more signal,
better SNR. When we're talking about SNR at the level of a pixel in
our image, we're talking about photons hitting this pixel and this
pixel only.
One
source of noise is shot noise and with brighter skies and longer
exposures, this will come to dominate the noise term.
The
other source of noise is read noise and with darker skies (or very
low overall photon flux rates as you get in line-filter imaging) and
shorter exposures, this can be a substantial part of the noise.
Spatial Resolution: A Visual Analogy (on the other hand)
On most nights, your scope may do
well looking at the moon or Jupiter at 100x (if it doesn't, consider
a new scope). On a good number of nights, you may be able to push it
up to 250x and be getting a good bit more detail than you would see
at 100x. But, you'll be noticing about now that the image is dimmer.
Why? Well, the same number of photons came off of Jupiter and went
through your scope's objective at both powers, but you've now spread
the light out over a bigger area. The same number of photons spread
over a larger area means fewer photons per bit of area (or per square
arc-second of sky).
Now, if you've got, say, an 8"
scope, in theory here you should be able to push it up to 400x using
the classic "50x per inch of aperture" rule. A 12"
should get you go 600x, etc. How many nights can you actually do
this and see more than you could at 250x? My guess is the answer is
not many. Sure, on those perfect nights you can, but most nights,
the atmosphere is blurring the image enough (the "seeing")
that there just isn't enough resolution in the data - in that image
coming from Jupiter - to get you anything extra.
The
atmosphere is providing a spatial filter, blurring the image. It
limits the resolution you can ever get. Your scope provides another
spatial filter, also blurring the image. Both cut out the high
frequency details and limit what can be resolved (aka, limit your
spatial resolution). For your scope, the aperture provides a limit
based on diffraction that you'll never exceed. Even if the spatial
frequency you want to capture is below this limit, the atmosphere
itself can blur things enough to limit your ability to get this.
For
anyone who has tried to stick an eyeball to a scope on something
bright, the above should be obvious by now. But, let's now extend
this just a bit. Your eye will integrate information for about 0.1
second. Think of leaving the camera's shutter open for 100 ms as a
decent analogy. Now, the seeing that causes very rapid, small scale
distortions hits your eye's resolution, but seeing that happens at a
slower scale (that is often larger, causing shifts of the image more
than fine scale distortions) doesn't really hurt your eye's
resolution. But, if you imagine keeping your eye still for 5 minutes
and exposing (integrating information) over that entire time, you can
bet this would limit the resolution of your eye.
Well,
that's what's happening when you image. You've got the camera fixed
in the same point in space (hopefully) and you've got that shutter
open for a long time. Without any form of adaptive optics, there is
no hope for taking the seeing factor out of your image. If you've
got skies like most of us, on a pretty good night, you're looking at
2 to 3 arcseconds of blur that will be imposed on your image. That
means, at best - if your guiding is perfect, if your focus is
perfect, if your collimation is perfect, and if your skies are pretty
darn good - you've got a 2-3" blur imposed on your image. Sure,
some folks will have skies that are a bit better than this, and some
nights you will too, but by and large, we've got to consider the fact
that there's a good 2" or more blur that the atmosphere is giving you.
Sampling and Image Scale Defined
When the image is focused on our
CCDs, it's a nice, smooth analog image. Under perfect conditions,
you'd see nice Airy disks around the stars (at least for a moment
when the skies are stable). Of course, we'll never see those Airy
disks in our long-exposure images (that darn atmosphere again), but
let's think for the moment about perfection. What would hit our CCD
would look something like the image shown here on the left. This is
the output of Aberrator showing a double-star (sampled at its default
of 0.1"/pixel, 8" f/5, perfect scope, 3" separation).

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Aside: The only reason the two
on the right look blocky here is that I've blown them up to match
the original image's image scale. If you zoom way out so that those
blocks are pixels on your screen, they look like nice stars. For
very faint stars, even if you're running your scope at a very high
resolution, you'll still see things looking blocky as the edges of
the stars get lost in the noise and only the peak shows through. If
you were to look at the audio waveform coming off of your CD player,
you'd see a similar, blocky representation of the waveform. Instead
of smooth waves, you'd see discrete steps. All digital signals will
have this as we're quantizing (turning into discrete numbers, aka
digitizing) the data. What happens in your CD player though is that
there is a "lowpass filter" that cuts out the very high
frequency information (higher than you can hear and higher than the
sampling rate). This turns those discrete steps or blocks into a
smooth waveform. Why? To actually make hard edges like stair-steps
takes large amounts of very high frequency information. Remove that
and you're left with the lower frequency information only (still at
the limits of what we can hear), which is "smoother". The
more you smooth a waveform or an image, the more high-frequency bits
you're removing. By resampling this image with a bicubic filter,
I'm saying that there must be a smoothness to it. That's why it can
reconstruct things so well (as, in truth, the real image has a
smoothness to it.) If you can have this analogy in mind and think
of it in terms of spatial resolution in your image, the concepts
covered here may make some more sense.
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In the middle and the righthand
panels, I've resampled this smooth star image into something our CCDs
might record. Since we have individual pixels on the CCD, the
recorded image will look a bit blocky. Just how blocky it is depends
on the sampling rate. One's first reaction will be to say
that we want the one on the left or perhaps the one in the middle.
That is, we want our stars sampled very well so that they don't look
like blocky squares. To a real extent, this is true, but there is
going to be a tradeoff here and before we jump to running at as high
a resolution as possible, we need to consider what we're gaining and
what we're losing. By way of a preview in where I'll be going with
this, consider the inset images above. I took those same blocky
stars and just resampled them up to the original resolution (bicubic
resampling in Photoshop).
The
image scale of your rig is determined by two factors: 1) the focal
length of your telescope, and
2) the size of pixels on your camera. We can use these to compute
the image scale in arcseconds per pixel (assuming your focal length
is given in millimeters and the pixel size in microns) as:
ImageScale =
206.265 * PixelSize / FocalLength
For
example, my Borg 101 ED scope when run at f/4 has a focal length of
about 400 mm and my QSI 540 camera has a pixel size of 7.4u. This
leads to an image scale of 3.8" / pixel. So, every pixel is
covering 3.8 arcseconds of sky. Were I to run this same camera on
the Celestron C8 I have here (at prime focus), I'd be at 0.76" /
pixel. If you don't know the image scale for your various rigs, put
this down and go compute it now.
Once
we know this, we can easily compute the field of view (FOV). It's
just the sampling rate times the number of pixels in each direction
on our sensor. My QSI 540 has a square chip with each side having
2048 pixels. So on the Borg there, I'm at about 7782 arcseconds or
just over 2.1 degrees of sky in each direction.
Seeing Limits Places a
Lower Bound on Useful Image Sampling
Scan
across various Internet sites and groups and you'll see a number of
discussions on what is the "optimal" image sampling. To
begin with, there is no one optimal value. If your skies might
permit a sampling at one rate but covering the target requires a
lower rate, well the lower rate is more optimal than the higher one.
However, if the target is small, running at that higher rate will be
better. But, the point of most discussions on this is that there is
a limit to how well we should sample the image. That is, you won't
gain anything by going lower than a certain number of arcseconds per
pixel when sampling your image.
One
nice treatment of this is Stan
Moore's page on pixel sampling.
In it, he describes things in terms of pixels per FWHM and he
suggests that there is a resolution loss if you're at 1.5 pixels per
FWHM and that running just a bit over 3 pixels / FWHM (3.5 seems to
be a value he likes) represents about all you're going to get. So,
if we plug in skies with a FWHM of 3", this leads to a value of
just under 1" / pixel. Going beyond that means you're not just
sampling the image well, you're really oversampling the image. That
is, you're not gaining anything in terms of resolution by going at a
higher rate (at the end, he gives a range of 0.5 - 1.5" / pixel
for this limit which will depend on your seeing, your tracking, your
gear, etc.).
Overall,
I'm in agreement with Stan Moore. While he tends to put this forth as
"if you want the most resolution, go for ~1" / pixel and
don't skimp out at say 2" / pixel", I tend to think of it
in the reverse. That is to say that there's no reason for most of us
to sample at rates much higher than 1" / pixel (aka with image
scales much lower than 1"/pixel) and that really, much of the
time even this isn't going to buy you a heck of a lot of actual
resolution. One of us is a glass-half-full and the other a
glass-half-empty approach (not sure which is which, but I think I'm
the empty one).
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Aside:
Another
way to think about this, if you like, is to imagine (or actually
print this out and do it) looking at a test chart that has lines at
progressively finer and finer gradations. Norman Koren has some
excellent
ones
you can print and use as targets. Now, if you image this, you'll
find that there is a point at which you cannot resolve line pairs
anymore. This is your spatial resolution limit. If you were to
place the target across a grassy field, you'd be able to resolve a
finer difference than if you place the target across a road or
parking lot. Why? The blur you get from the heat rising off the
road will limit your ability to resolve the lines. Try it with an
eyepiece if you like to see what you're up against.
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You'll find this advice in
numerous places. One bit of good coverage is in Apogee's
CCD University. There, they suggest as a rule of thumb dividing
the typical seeing by 2 and Starizona
has the same suggestion. This isn't to say that's as best as you
could possibly do, but it's getting the lion's share of the
resolution your skies will afford. For 3" skies then, this
would amount to 1.5" / pixel. Heck, in a review I just read by
Clay Sherrod of the PlaneWave CDK-17 (Astronomy Technolgy Today,
v3(4)), he said that when the scope is run at ~2000 mm of focal length
(f/4.7) it "does not match well" with the 7.4u pixels on
his SBIG ST-2000 camera but that it is "an incredibly good
match" when binned 2x2. Unbinned, the sampling rate is 0.75 "
/ pixel and binned it is 1.5" / pixel. You also see
professional observatories do this. The 8.2 m Subaru
telescope at the Keck
Observatory runs at 0.2" / pixel, certainly a lot higher
than 1" / second. They do have 261 robotic fingers morphing the
shape of their mirror for real-time active optics to help
considerably. They also have skies that, quite
often, are at 0.4" FWHM. Even with active optics, they're
only sampling at about half a good night's FWHM of seeing. So,
there's some reasoning or at least tradition behind this rule of
thumb.
Demonstrating Seeing
and Sampling's Effects
It's
one thing to hear these ideas discussed and it's another to really
see the effects. As mentioned in previous articles in this series,
I've written a CCD simulator that tries to mimic what a CCD does in
building an image. It takes an effectively perfect image (Hubble's
M51 in the form of a 420Mb FITS file), adds skyglow and seeing
(modeled as a Gaussian blur which, for long exposures is a reasonable
approximation), pixelates the image, adds read and shot noise and
quantizes it, all according to the well-known models of basic CCD
behavior outlined in the first two parts of this series. By using
this, we can see what the effects of various sampling rates and
seeing conditions have on an image to get a feel for what we should
expect and for how seeing and sampling rates interact.
Here,
I've used the simulator to demonstrate the effects of 2-4" worth
of seeing when sampled at 0.5" - 3" / pixel under otherwise
ideal conditions (perfect camera, perfect optics, perfect tracking,
and perfectly dark skies).

We
can see, of course, that overall, if you've got 2" FWHM worth of
atmospheric blurring, you're a good bit better off than if you've got
4" FWHM worth or blurring. In addition, there's a solid gain in
sharpness in the 2" FWHM condition as you move from 3" /
pixel of sampling down to about 1.0" / pixel with perhaps a
touch more to be gotten out of the 0.5" image, but only a touch.
In the 3" FWHM condition, I'm not picking up any more detail
below 1.5" / pixel and in the 4" FWHM condition, I'm not
picking up any below 2" / pixel.
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Aside: Oddly enough,
you can even argue that something like the 2" / pixel condition
in the 4" FWHM looks better than the 0.5" / pixel
condition. Why might this be? Even though the simulated camera has
no read noise (it's a perfect camera in this regard), there is
quantization error as the image is "digitized" into a
16-bit signal. The lower the signal gets, the more prominent this
error, and read noise's error, become in the image. We'll return to
this a bit later, but it starts to show the downside of
oversampling.
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What
this is saying is that a spatial blur (here imposed by my simulated
atmosphere) limits the effective maximum resolution in the image.
We're not gaining anything by running that 4" FWHM image at 0.5"
/ pixel. We just don't have the spatial frequencies in the image, so
there's no point in sampling at a rate that would record the high
frequencies (that lead to our sharp edges).
You
can get a feel for this in images yourself. Here, I've taken a shot
(another Hubble shot), and blurred it by 2 pixels in Photoshop. This
cuts out high frequencies in the image and softens the image a touch.
I then copied the image, shrunk it down to 75% of its original size,
and then enlarged it back to the original size.

If
I'd done this with the image before blurring, I'd have seen a clear
difference between the original and the one I shrunk and resized. By
shrinking the image, I'm cutting out high frequencies (as I've now
sampled the image at a lower resolution). So, when I blow it back
up, those high frequencies will be gone and the image will be softer
as a result. But, if I soften it ahead of time, as you can see here,
there's no loss in sharpness in the shrink and re-enlarge. I never
had the spatial resolution in the image to begin with, so it wasn't
lost when I shrunk it. After the initial 2-pixel blur, I was now
oversampled, so I could afford to do this shrink and re-enlarge
without losing any detail. So, if my image were blurred like this
already, there would be no need to store it at this 100% size. If I
had it in this 75% size wanted it "bigger", I could just
blow it up and it'd look just as sharp as if I'd had it at 100% in
the first place.
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Aside, if you want
to impose a spatial blur of a known FWHM in Photoshop or ImageJ, you
need to keep in mind that Photoshop's Gaussian blur (and ImageJ's)
specify the blur in terms of the standard deviation or sigma of the
Gaussian. There's a nice formula we can use though to convert the
two as FWHM = 2.35 * sigma (or sigma = FWHM / 2.35). So, if our
image is at, say 1.5" / pixel and we want a FWHM blur of 2",
this blur's FWHM is 1.25 pixels (2 / 1.5). To get Photoshop or
ImageJ to give a FWHM of 1.25 pixels, we'd use the Gaussian blur
tool and enter in a "radius" value of 0.53 (sigma = 1.25
pixels FWHM / 2.35)
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For
those of you that want actual stars from an actual telescope on an
actual camera, here is some data from a quick test shot comparing
unbinned and binned (0.75" / pixel vs. 1.5" / pixel) images
from a Celestron C8 on my QSI 540 (this is a small crop of a small
galaxy in the frame). The raw data were stacked (no pre-processing,
so forgive the hot pixel trails) and stretched linearly to match the
histograms. On the left, we have the unbinned data and in the
middle, we have the binned data. You can see the more pixelated
stars in the binned data since the image was enlarged to equate the
image size by a simple zoom. If we actually resample the middle
image to the original resolution and make the two images have the
same pixel count, we have the image on the right. This sure doesn't
look like a two to one difference in resolution to my eyes. There
may be a touch of a difference between the one on the left (native
0.75" / pixel) and the one on the right (acquired at 1.5" /
pixel and resampled to 0.75" / pixel), but it's certainly not
huge.

Do not confuse this
and think that I'm saying we should always run binned or that nobody
will ever see a difference between binned an unbinned or between
0.75" / pixel and 1.5" / pixel. What I'm saying is that
here in my skies with my gear, the spatial resolution of the image
hitting my CCD on this night needed to be only sampled at ~1.5"
/ pixel and that going down below this to 0.75" didn't buy me
much of any practical significance in terms of resolution.
If I had better skies, better optics, better focus, better hair,
whiter teeth, and six-pack abs, perhaps I'd be seeing a bigger
effect. Heck, on some nights I do see a somewhat reasonable boost
going a bit below 1.5", but most nights its just not there and
1" / pixel would really be oversampling.
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Aside:
What does binning do? Ideally (if your binning is happening inside
the hardware of the camera), a group of pixels on your CCD have
their charge combined before being read out. For example, in 2x2
binning, a total of 4 pixels have their charge combined. This will,
of course, cut your spatial resolution in half. For it, you can get
a boost in the maximum dynamic range and you get a bit of a boost in
the SNR. You don't double your SNR, however. The shot noise from
the target, the dark current, and the skyglow is still there and
since it's driven by the signal intensity (which went up 4x), it's
going up as well. Where you can get a real win is in the fact that
in this bigger pixel, there is only one element of read noise.
Unbinned, each pixel will have independent read noise added. When
the signal is very faint and when your noise is dominated by read
noise (you've got dark skies or are running with a line filter),
binning can help boost the SNR on extended targets. But, as the
target brightens overall (you're getting away from the read noise
and quantization error) and as the noise shifts to shot noise from
things like the skyglow, binning isn't really boosting the SNR much.
Sure, it looks "brighter", but stretch the unbinned image
and you can brighten it up. Some of the same reasons why
oversampling can hurt you are the reasons why binning can help you.
But, some of the same reasons that don't make oversampling too
horrible, make binning a bit less useful than many might think.
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The Downsides of Oversampling
So far,
we've been coming at this by saying that there is a limit to what you
can expect out of your system and that there's little point in going
below this and sampling at a higher rate. At the outset, though, I
said that there is a tradeoff, however, which means the higher
sampling rate is coming at a cost. Just what is that cost?
There
are three costs to consider here. One should be rather obvious and
that is that if you're sampling at a higher rate by changing the
focal length of your scope, you're going to cover less sky. I've got
2048 pixels and run at 1.5" / pixel, I'm covering 51". If
I run at 0.5" / pixel, I'm covering 17" of sky. Now, there
are some good number of small targets that this won't matter for, but
there are a good number of larger targets for which it will matter.
If you're not gaining anything resolution-wise by running at the
higher rate, why sacrifice coverage of more sky? Why not give
yourself more breathing room around the target? Sure, it may look
smaller on the image, but that's what the crop tool is made for! (Of
course, if you change the sampling by binning your CCD or by using a
different CCD with the same physical dimensions but different pixel
sizes, the FOV won't change.)
A
second cost is more psychological with its physical manifestations
coming out as self-induced hair loss. I started out giving the
example of a DSLR run on a 12" f/10 system at prime focus.
Here, you're looking at 0.34" / pixel. Let's say that you've
gotten your guiding accuracy down pretty darn well and your RMS error
in RA is under an arcsecond. You should be happy and if you're
imaging at 1 or 1.5"/pixel your stars will look nice and round.
Image at very high resolutions though and your residual guiding error
will still come through. At the "lower resolution" (but
still high enough for what your skies can support), you'd never know
about this error, you'd like your shots and be proud of what you're
doing. In short, you'd be happy and get to enjoy the hobby and take
pride in the level of accuracy you've achieved. You've gotten
guiding down well enough that everything the atmosphere allows you to
have resolution wise, you've gotten and your stars are still round.
You'd still have your hair (well, you would if you started with it).
But, run at very high resolutions by oversampling and this all goes
away. That ignorance being bliss thing goes out the window and it
does so for no good reason. You're frustrated and spend nights
trying to fine tune your guiding so that the stars come out round
even at this level of magnification. You lose valuable imaging time
and gain what? Round stars at an image scale your skies can't
support anyway. For me, life's too short to worry about that. Give
me the happy-imager recipe.
The
third cost is one of SNR. If we keep the aperture of our scope
constant and only change the focal length (i.e., change the f-ratio
by reducing or extending it), we don't change the total number of
photons going into our scope. The DSO is streaming photons from
space and our scope is catching them with a bucket the size of our
aperture. Running at a higher sampling rate means spreading the
light from the DSO across more pixels.
Thus,
each pixel is getting less light and so the signal hitting that pixel
is less. Some aspects of the noise (e.g., read noise) will be
constant (not scale with the intensity of the signal the way shot
noise does). Thus as the signal gets very faint, it gets closer and
closer to the read noise. As we get closer and closer to the noise
floor, the image looks crummier and crummier. Doubling the focal
length (aka one f-stop or doubling the sampling rate) will have 25%
as much light hitting the CCD well, meaning we will be that much
closer to the read noise. If the exposure length is long enough such
that the bits of the galaxy or nebula are still well above this
noise, it matters little if at all. But, if we are pushing this and
just barely above the noise (or if our camera has a good bit of
noise), this will more rapidly come into play. (Furthermore, who
among us doesn't routinely have other faint bits that it'd be great
to pull out from the image?)
Please
note, that none of what I am saying here contradicts Stan Moore's
"f-ratio
myth" page. He makes this same point and if you look
closely at the images on his site, the lower f-ratio shot does appear
to have less noise. As noted, it’s not "10x better"
(which some people who say f-ratio is all that matters would argue),
but it’s not the same either. Stan argues that, "There is an
actual relationship between S/N and f-ratio, but it is not the simple
characterization of the ‘f-ratio myth’." What I'm arguing
here is to try to make clear that other side. F-ratio (and therefore
image sampling) doesn't rule the day and account for everything, but
it also isn't entirely irrelevant.
Here,
I’ve taken some data from Mark
Keitel’s site. Mark was kind enough to post FITS files of M1
taken through an FRC 300 at f/7.8 and f/5.9 and to give me permission
to use them. I ran a DDP on the data and used Photoshop to match
black and white points and to crop the two frames.

To get a
better view, here is a crop around the red and yellow circled areas.
In each of these, the left image is the one at f/7.8 and the right at
f/5.9 (as you might guess from the difference in scale. Now, look
carefully at the circled areas. You can see there is more detail
recorded at the lower f-ratio (lower sampling rate). We can see the
noise here in the image and that these bits are closer to the noise
floor.
Again,
the point is that it’s incorrect to say that the f-ratio rules all
and that a 1” scope at f/5 is equal to a 100” scope at f/5, but
it’s also wrong to say that under real-world conditions, it’s
entirely irrelevant. For a given aperture, f-ratio and image sampling
rate are synonymous.
Is it a
huge effect? No, but it's one that will be present to varying
degrees and one that can hit you where it hurts. If you're running
with a line filter and trying to get that faint H-alpha image and are
already pushing to get 5, 10, or 15 minute shots to show much of
anything, you're running down near the read noise. If you're down
near the read noise, you're SNR in that part of the DSO is very low.
Spreading the light across more pixels will drop the SNR and make
that part look crummy. Run at a lower resolution (smaller f-ratio,
lower sampling rate, etc.) and you're getting more photons to hit
that same CCD well, getting you further away from the read noise.
Therefore,
for the same exact reasons why f-ratio matters some, image sampling
matters some when it comes to target SNR. As noted in the Aside
above, binning has a very similar effect here. Under the
right (or maybe that should be "wrong") circumstances, your
SNR will go down as you oversample. Taken to extreme levels of
oversampling (e.g., 0.1" / pixel) you darn well better be able
to expose individual subframes long enough to get your signal well
above this.
Conclusions
Hopefully, at this point, you've
got a good idea not only of what image sampling is, but also that
there is a bit of a tradeoff when trying to pick an image sampling
rate. I'd like to leave off with a few basic conclusions:
Sampling rate is defined by
the focal length of your telescope and the size of the pixels.
Adjusting either (changing scopes, using focal reducers, changing
cameras, using binning, etc.) will change the sampling rate.
There is no one, perfect,
thou-shalt-always-use image sampling rate.
Even if you decide upon a
target sampling rate of something like 1" / pixel, don't go making drastic
changes to your system if you can currently hit 0.9" / pixel or
1.1" / pixel. You won't notice a difference in resolution or
SNR. Values here are guidelines and they're not hard and fast
numbers.
Your skies, equipment, and
ability to get the most out of the equipment are going to place a
bound on how much resolution you can get out of your image. When
starting out, you and the equipment may establish that boundary.
Once you've got focus and guiding down well, though, the skies are
likely going to be the determining factor. Running at sampling rates
much below a half or a third of your skies' FWHM isn't going to
bring in much if any more resolution in your shot. Other things
blurred it enough before it even got to you that there's just nothing more you
can wring out of it. For most of us then, a value of about 1"
/ second will be as high a sampling rate as we should use when
trying to do high-resolution work. For a lot of us, for normal
imaging, you won't be losing much (if anything) by even running at
1.5" / pixel. (I, personally, use 1.25" to 1.5" as a
good target sampling rate for small targets and a
lot more than this for wide targets. My favorite rig runs at over 3" / pixel).
Running at very high sampling
rates has several downsides. You're FOV may be more limited, tracking
errors are more visible, and SNR can be reduced.
For many cameras, these points
taken together suggest that your scope's focal length can be limited
to ~1500 mm with ~1000 mm being a fine target value for
high-resolution work. Most DSLRs have pixel sizes of about 5
microns. Many dedicated CCDs have pixel sizes of 6.4 or 7.4u (a few
go up to 9 u). If we take 6.4u then as a fairly typical value we
find that 1" / pixel is reached at 1320 mm of focal length.
1.5" / pixel is down at 880 mm of focal length. Before you put
that DSLR onto a 3000 mm scope, be aware that you're solidly over on
the other side of this tradeoff, asking for resolution you almost
certainly don't have. In the process, you've given up a few good
things: FOV (assuming you can change focal length to affect
sampling), ease of guiding (and perhaps sanity or some hair), and a
bit of low-level SNR. Instead, start looking at shorter focal length
setups or cameras with much larger pixel sizes (the former are much
easier to find). Imaging will be a lot more fun and you won't
actually have given up much if anything in the resolution
department.
Until next time, clear and dark skies,
Craig |