POV-Ray : Newsgroups : povray.binaries.images : texture interpolation... why rgb ? : Re: texture interpolation... why rgb ? Server Time
2 Aug 2024 10:25:23 EDT (-0400)
  Re: texture interpolation... why rgb ?  
From: scott
Date: 30 Nov 2007 09:57:58
Message: <475024f6$1@news.povray.org>
>> I'm talking about
>> the CIE Yuv color space, revised in 1976 so that colours are spread
>> equally in the uv plane.  See:
>
> I give up on the evaluation of the spectrum... as for all CIELab,
> L*a*b* and such... it's far too much complex and removed from my
> skill with computer.
> Converting formulaes which request the performance of integration is
> a bit too much.

You actually don't need to do anything with the spectrum.  You just need to 
choose a physical colour-space to work in (sRGB or AdobeRGB are common), and 
then a 3x3 matrix is available to convert from linear RGB values to XYZ. 
Once you have the XYZ colour then it's just a simple formula to convert to 
Yuv.

Of course you can derive the 3x3 matrix from first principles using the 
primary colours' spectrums and viewer functions, but that usually isn't 
necessary.


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