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On 1/19/2016 12:53 PM, clipka wrote:
> Am 19.01.2016 um 11:41 schrieb Mike Horvath:
>
>>>> Strictly speaking you can expect depth cues to progress in steps:
>>>> There's one fixed distance corresponding to Red, one corresponding to
>>>> Green, and one corresponding to Blue. All of which will depend on your
>>>> display's primary colours.
>>>>
>>>> Any colour in between just corresponds to a superposition of two
>>>> different depths.
>>>>
>>>> This is especially true if you have a wide-gamut display, i.e. each
>>>> primary covers only a narrow band of wavelengths.
>>>>
>>>
>>> Are you sure? Yellow definitely looks closer than blue, and blends
>>> smoothly into the neighboring colors.
>>>
>>> I *have* noticed a superposition when looking at magenta. It looks both
>>> closer and farther than other colors next to it. It's a hard sensation
>>> to describe.
>>>
>>> Mike
>>
>> Forgot to say that this lead me to believe that spectral colors are the
>> only ones that work properly. Magenta is not a spectral color.
>
> Which is exactly what I'm saying: In computer displays, anything except
> pure Red, pure Green or pure Blue is /never/ a spectral colour -- it's
> always a superposition of those three basic colours.
>
> In classic displays, even those are not pure spectral colours -- which
> "blurs" them in depth and thus makes the superposition-nature of
> in-between colours less obvious.
>
> Wide-gamut displays, on the other hand, require comparatively "pure"
> primary colours to achieve their wide gamut, which "sharpens" them in
> depth, and thus will easily reveal the superposition-nature of
> in-between colours.
>
I was reading their website the other day, and found their technical page:
http://chromatek.com/what-is-chromadepth/chromadepth-technical-explanation/
According to them, the glasses work on computer displays and printed
materials too.
Quote: "On a black background, red will appear closest, blue furthest,
and the other colors will fall in-between according to their place in
the rainbow (red, orange, yellow, green, blue)."
So, any color should work okay, not just the primaries.
Mike
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On 1/17/2016 11:07 PM, Mike Horvath wrote:
> I created the following pigment to be used with ChromaDepth glasses:
>
> pigment
> {
> gradient vnormalize(Camera_Location - Camera_LookAt) * -1
> color_map
> {
> [0/4 srgb <1,0,0,>]
> [1/4 srgb <1,1,0,>]
> [2/4 srgb <0,1,0,>]
> [3/4 srgb <0,1,1,>]
> [4/4 srgb <0,0,1,>]
> }
> scale vlength(Camera_Location - Camera_LookAt) * 100
> translate Camera_Location
> }
>
> However, the relationship between distance and color is linear in my
> example. How do I change this so that the hue is based on atan(distance
> from camera)? Thanks!
>
>
> Mike
I am now using a macro.
#macro MakeChromadepthTexture(CameraLocation, CameraLookAt)
pigment
{
spherical
color_map
{
#for (i, 0, 240, 1)
[i/240 color rgb CHSL2RGB(<240 - i, 1, 1/2>)]
#end
}
}
// finish
// {
// ambient 1
// diffuse 0
// }
scale vlength(CameraLocation - CameraLookAt) * 2
translate CameraLocation
#end
But my question is the same. How do I replace `spherical` with
`atan(distance from camera)`? Possibly, the camera measurements will no
longer be necessary.
Thanks.
Mike
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There is some OpenGL shader code here, but I don't know how to read it.
http://web.engr.oregonstate.edu/~mjb/chromadepth/
Mike
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Looks like if you wanted to do that, it's just an HSV-style color map / gradient
in the z-direction.
Just take your object and scale the pattern to that z-size.
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On 2/15/2018 6:44 PM, Bald Eagle wrote:
> Looks like if you wanted to do that, it's just an HSV-style color map / gradient
> in the z-direction.
>
> Just take your object and scale the pattern to that z-size.
>
>
That's what I'm doing, currently.
Mike
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I found a paper which proposes an alternate color interpolation for the
same glasses. Instead of using red, green and blue to encode depth, the
new method uses red, white and blue.
https://graphics.tudelft.nl/Publications-new/2014/SE14a/
How would I create a pigment that works like this? Thanks.
Mike
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Attachments:
Download 'teaser.jpg' (92 KB)
Preview of image 'teaser.jpg'

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On 17-2-2018 6:24, Mike Horvath wrote:
> I found a paper which proposes an alternate color interpolation for the
> same glasses. Instead of using red, green and blue to encode depth, the
> new method uses red, white and blue.
>
> https://graphics.tudelft.nl/Publications-new/2014/SE14a/
>
> How would I create a pigment that works like this? Thanks.
>
>
Maybe this?
pigment {
gradient z
color_map {
[0.00 Red]
[0.50 White]
[1.00 Blue]
}
scale <1, 1, DepthOfScene>
}
Maybe you have to switch Blue and Red. Not sure.
--
Thomas
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On 2/17/2018 2:55 AM, Thomas de Groot wrote:
> On 17-2-2018 6:24, Mike Horvath wrote:
>> I found a paper which proposes an alternate color interpolation for
>> the same glasses. Instead of using red, green and blue to encode
>> depth, the new method uses red, white and blue.
>>
>> https://graphics.tudelft.nl/Publications-new/2014/SE14a/
>>
>> How would I create a pigment that works like this? Thanks.
>>
>>
>
> Maybe this?
>
> pigment {
> gradient z
> color_map {
> [0.00 Red]
> [0.50 White]
> [1.00 Blue]
> }
> scale <1, 1, DepthOfScene>
> }
>
> Maybe you have to switch Blue and Red. Not sure.
>
Would spherical be better than gradient? That's what I've been using.
Mike
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On 17-2-2018 11:52, Mike Horvath wrote:
> On 2/17/2018 2:55 AM, Thomas de Groot wrote:
>> On 17-2-2018 6:24, Mike Horvath wrote:
>>> I found a paper which proposes an alternate color interpolation for
>>> the same glasses. Instead of using red, green and blue to encode
>>> depth, the new method uses red, white and blue.
>>>
>>> https://graphics.tudelft.nl/Publications-new/2014/SE14a/
>>>
>>> How would I create a pigment that works like this? Thanks.
>>>
>>>
>>
>> Maybe this?
>>
>> pigment {
>> gradient z
>> color_map {
>> [0.00 Red]
>> [0.50 White]
>> [1.00 Blue]
>> }
>> scale <1, 1, DepthOfScene>
>> }
>>
>> Maybe you have to switch Blue and Red. Not sure.
>>
>
>
> Would spherical be better than gradient? That's what I've been using.
>
>
Yes indeed. See this test file I found in my archives.
--
Thomas
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Attachments:
Download 'tdg_depth_map.pov.txt' (3 KB)
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On 1/16/2016 12:53 AM, Mike Horvath wrote:
> http://chromatek.com/what-is-chromadepth/design-guide-2/
>
> I've been reading their documentation, but I can't figure out if the
> progression from near to far is linear or not. I.e. is blue just as far
> from green as green is from blue? Or is it exponential? I plan on doing
> some experiments in the near future, but I can't figure out for sure
> whether this is the case.
>
>
> Mike
Okay, I asked on Stack Exchange, but no one wanted to bite and the topic
got closed. No feedback as always.
https://physics.stackexchange.com/questions/385827/chromadepth-glasses
Mike
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