Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!elroy.jpl.nasa.gov!decwrl!sgi!tarolli@westcoast.esd.sgi.com From: tarolli@westcoast.esd.sgi.com (Gary Tarolli) Newsgroups: comp.sys.sgi Subject: Re: Who needs 24 bit colors Summary: dithering 24 bit colors Keywords: color Message-ID: <95731@sgi.sgi.com> Date: 5 Apr 91 21:39:44 GMT References: <8009@eos.arc.nasa.gov> <95622@sgi.sgi.com> <1991Apr5.184742.1029@nas.nasa.gov> Sender: guest@sgi.sgi.com Distribution: usa Organization: Silicon Graphics, Inc., Mountain View, CA Lines: 19 In my last posting, when I was talking about dithering 24 bit colors, I forgot to mention that what I was implying was that you iterate R,G,B using at least 12 bits (preferably a lot more) and then dither down to 8 bits each. I didn't mean taking a 24 bit image and then dither it to 24 bits - this is a nop since the source picture has no more info than the dest. picture. Or you could take a 36 bit RGB image and reduce it to 24 using dithering. In either case you will lose a little spatial resolution, but like I said before, because of the number of colors you have to choose from, its probably better to dither than not dither. Even if you had a full 36 bit video backend with 12 bit DACs etc., you could iterate colors at 16 bits per component and then dither them down to 12 bits. I think the end result will be an improvement! Unfortunately, I don't have the softare in place to simulate this, so I won't be posting any pictures. Maybe someone else can? -------------------- Gary Tarolli