Re: floats & Color APIs
Re: floats & Color APIs
- Subject: Re: floats & Color APIs
- From: John Stiles <email@hidden>
- Date: Tue, 24 Oct 2006 12:01:56 -0700
I wouldn't be surprised if the human eye could perceive 10-12 bits of
fidelity, but that's pushing it. 16 bits is almost certainly overkill.
Anyway, HDR rendering isn't just about adding bits of precision. It's
got a lot more to do with how we blend and mix colors. For example,
the effects that a camera gives when an image is overexposed are
difficult to render on a GPU without HDR techniques. This is because
it's difficult to represent the intermediate colors without any way
to differentiate between, say, a plain white T-shirt and the red-hot
whiteness of the surface of the sun.
After the image has been rendered, you can take an image generated
with HDR techniques and downsample it to a standard 24-bit RGB image
and it looks identical.
On Oct 24, 2006, at 11:50 AM, Michael Latta wrote:
I think it is pretty well established that 256 levels for each color
component has nothing to do with what the eye can see. HDR
rendering uses
more like 16-32 bits per component to approach what the human eye can
perceive.
Michael
-----Original Message-----
From: cocoa-dev-bounces+lattam=email@hidden
[mailto:cocoa-dev-
bounces+lattam=email@hidden] On Behalf Of Eric Gorr
Sent: Tuesday, October 24, 2006 11:33 AM
To: email@hidden
Subject: Re: floats & Color APIs
Quickly moving into the realm of an off-topic thread....but, I just
had a thought...
Perhaps the need for a great deal of precision in color beyond what
would seem useful has also to do with topic of watermarking...where
one needs to be able to specify a color that is nearly identical to
another so a person won't see the difference, but a sensitive piece
of hardware could...
(btw, anyone happen to know if more then a single byte per RGBA
component is useful when only considering what the human eye can
perceive?)
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