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Re: floats & Color APIs
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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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 >RE: floats & Color APIs (From: "Michael Latta" <email@hidden>)

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