|
![](/i/fill.gif) |
> Those mystery numbers are actually the values that determine the make up
> of the resulting channels so, in the example of XYZ -> RGB R is actually
> made up of 0.412453 X, 0.357580 Y, 0.180423 Z ... its actually really
> simple!
Yep, that's all matrix multiplication is, just a compact way of writing out
those 3 equations of 3 variables :-)
BTW, the mappings that you can do by a matrix only convert to/from *linear*
RGB. When you show them on a display you need to gamma correct them (or if
you get a bitmap from somewhere, you need to undo the gamma first before
conversion).
> I'm thinking along the right axis you can do hue and saturation shifts. :D
Yup, look at the xy chromaticity diagram on that link, it should be easy to
see geometrically what you need to do in order to get those shifts.
Post a reply to this message
|
![](/i/fill.gif) |