Path: utzoo!attcan!utgpu!utstat!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!hplabs!hp-sdd!ucsdhub!celit!hutch From: hutch@fps.com (Jim Hutchison) Newsgroups: comp.graphics Subject: Color perception (Was another @#*! VGA article) Message-ID: <3667@celit.fps.com> Date: 14 Nov 89 17:21:58 GMT References: <824@uwm.edu> <391@ucsvc.ucs.unimelb.edu.au> Sender: daemon@fps.com Reply-To: hutch@fps.com (Jim Hutchison) Organization: FPS Computing Lines: 26 In <391@ucsvc.ucs.unimelb.edu.au> U5569462@ucsvc.ucs.unimelb.edu (DAVID CLUNIE): [contemplation of 6 bit DAC input/output deleted] >Which brings me to the point that I have read somewhere recently (can't >remember where) that the human eye CAN'T distinguish any more than 64 different >shades of grey. Is this so ? Do people beleive it ? Nope, I don't believe it. Smoothly shaded surfaces will develop visible banding, shadows will have little definition, highlights will be boring. These are all the nifty things you will get with a limited color space. 64 is not all that bad though, much nicer than 32 or 16. Try comparing 64 to 256 shades on shaded spheres or high quality digitized flesh tones. I mention the need for high quality digitization because if you already lost the shades in the input you'll never get a chance to see them in the output. We could venture into biology. Since my experience has been with seeing and not sight, you will have to hit those books on your own. There seems no good reason to stop at 8 bits either, 10 may be appropriate. There probably isn't a monitor yet for projecting an average scene on a sunny day (near blinding sunlight and dark shadows under rocky outcroppings). Just for kicks, good b&w film at 30-40 bits of grey. -- /* Jim Hutchison {dcdwest,ucbvax}!ucsd!celerity!hutch */ /* Disclaimer: I am not an official spokesman for FPS computing */