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Article #719Re: Summary: Image negative to positive algorithms
From: Tripp Lilley
Date: Tue, 08 Sep 1992 19:29
Date: Tue, 08 Sep 1992 19:29
27 lines
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1587 bytes
> The colour version seems to lose contrast and have an unwanted tinge. > We are currently trying to overcome this. The RGB values are not weighted equally. Silly me, i can't remember which has more weight, but it's something on the order of .3*R + .3*B + .4*G == 1 (do not assume that those are the correct weights... someone out there should know them and post them since i am in the midst of a brain fart.) so... in order to create a negative from a positive, Xn is COLOR_X(new version) Xo is COLOR_X(old version) Rn = .3*(Rmax - Ro) Bn = .3*(Bmax - Bo) Gn = .4*(Gmax - Go) Here again, Rn + Bn + Gn should add up to 1... now you multiply these values by whatever your maxShade is (64 for VGA? 256?) ii may have gotten the math horribly wrong on this. if so, take what's in the first paragraph, and figger it out from there <grin> -t. -- ------------------------------------------------------------------------------- | Tripp Lilley -- APDENT@actor.realtime.cs.vt.edu | | Nuisance to all, benefit to fewer...but often found being cheerfully paisley| | >>> my opinions are. |
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Path: arc1-ca.pugleaf.net!sparky!uunet!vtserf!creatures!actor.realtime.cs.vt.edu!apdent From: apdent@actor.realtime.cs.vt.edu (Tripp Lilley) Newsgroups: comp.fonts Subject: Re: Summary: Image negative to positive algorithms Message-ID: <3431@creatures.cs.vt.edu> Date: 8 Sep 92 19:29:15 GMT Sender: usenet@creatures.cs.vt.edu Organization: Actor Project @ Virginia Tech Lines: 27