Path: utzoo!mnetor!uunet!tektronix!tekcae!kurtk From: kurtk@tekcae.TEK.COM (Kurt Krueger) Newsgroups: comp.graphics Subject: Re: The 24-bit question. Message-ID: <1528@tekcae.TEK.COM> Date: 11 Mar 88 21:12:26 GMT References: <927@xn.LL.MIT.EDU> <6818@iuvax.cs.indiana.edu> Reply-To: kurtk@tekcae.UUCP (Kurt Krueger) Organization: Tektronix, Inc., Beaverton, OR. Lines: 20 It seems to me that the real question is how to represent a 24bit deep image on a device that is only 8 bits deep without throwing away any more information than necessary. The solutions I've seen so far throw away more info than needed, and indeed, can run into some severe problems if you run out of color map before you run out of colors. Some solutions that work very well are to divide up the available color map as well as possible. Something to remember is that the human eye has poor spacial resolution with blue light, but very good color resolution (you can't see much detail in blue areas but you can sure tell the difference between shades of blue). You then either dither to the available colors or use an error difusion method. With 256 shades of grey I've been able to error diffuse images and not be able to see any color steps. Having ~1300 pixels across, of course, helps. A warning on dither techniques: If your output display is not "gamma corrected" you will have to include this correction in your rendering code. A device that is not gamma corrected will not have equally perceived brightness changes across the available range (i.e. you ask for 2x change and you actually get 3x or 1.5x).