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NAME

colour - representation of pixels and colours

DESCRIPTION

An image manipulated by draw(2) (via the device draw(3)), including the image corresponding to a physical display, contains a set of pixels. Each pixel has one or more components: colour components (red, green, blue); greyscale value; colour-map index; alpha value; and ``don't care'' (for padding). Each component takes a given number of bits; the sum of the sizes of all components determines the size of the pixel. The implementation supports only pixel sizes that are either divisors or multiples of 8 bits. All pixels in an image have the same structure, corresponding to the channels of that image (see image(6)).

The values of the red, green and blue components are chosen so 0 represents no intensity (black) and the maximum value (all ones, 255 for an 8-bit component) represents full intensity (eg, full red). Common colour physical display depths are 24 bits per pixel, with 8 bits per colour in order red, green, blue, and 16 bits per pixel, with 5 bits of red, 6 bits of green, and 5 bits of blue.

Colors may also be created with an opacity factor called alpha, which is scaled so 0 represents fully transparent and the maximum value (eg, 255 for an 8-bit alpha component) represents opaque colour. The alpha is premultiplied into the other channels, as described in the paper by Porter and Duff cited in draw-image(2). The function Draw->setalpha (see draw-intro(2)) aids the initialisation of colour values with non-trivial alpha.

Because images are stored in memory managed by draw(3) and operated through draw-image(2), the details of pixel representation internally can be ignored by many applications. The representation is visible, however, when using the operations Image.readpixels and Image.writepixels (see draw-image(2)). The bits representing a pixel's channel components are packed contiguously, and pixels are stored in contiguous bytes. The packing of pixels into bytes and words is odd. For compatibility with VGA frame buffers, the bits within a pixel byte are in big-endian order (leftmost pixel is most significant bits in byte), while bytes within a pixel are packed in little-endian order. This results in unintuitive pixel formats. For example, for the RGB24 format, the byte ordering is blue, green, red.

To maintain a constant external representation, the draw(3) interface as well as the various graphics libraries represent colours by 32-bit integers, containing red, blue, green and alpha components as 8-bit values, in that order from most to least significant byte. The color component values range from 0 (no colour) to 255 (saturated); alpha ranges from 0 (fully transparent) to 255 (fully opaque).

On displays with 8 bits per pixel or less, to address problems of consistency and portability amongst Inferno applications, Inferno uses a fixed colour map, called rgbv. Although this avoids problems caused by multiplexing colour maps between applications, it requires that the colour map chosen be suitable for most purposes and usable for all. Other systems that use fixed colour maps tend to sample the colour cube uniformly, which has advantages—mapping from a (red, green, blue) triple to the colour map and back again is easy—but ignores an important property of the human visual system: eyes are much more sensitive to small changes in intensity than to changes in hue. Sampling the colour cube uniformly gives a colour map with many different hues, but only a few shades of each. Continuous tone images converted into such maps demonstrate conspicuous artifacts.

Rather than dice the colour cube into subregions of size 6×6×6 (as in Netscape Navigator) or 8×8×4 picking 1 colour in each, the rgbv colour map uses a 4×4×4 subdivision, with 4 shades in each subcube. The idea is to reduce the colour resolution by dicing the colour cube into fewer cells, and to use the extra space to increase the intensity resolution. This results in 16 grey shades (4 grey subcubes with 4 samples in each), 13 shades of each primary and secondary colour (3 subcubes with 4 samples plus black) and a reasonable selection of colours covering the rest of the colour cube. The advantage is better representation of continuous tones.

The following function computes the 256 3-byte entries in the colour map:

void
setmaprgbv(uchar cmap[256][3])
{
    uchar *c;
    int r, g, b, v;
    int num, den;
    int i, j;

    for(r=0,i=0; r!=4; r++)
      for(v=0; v!=4; v++,i+=16)
        for(g=0,j=v-r; g!=4; g++)
          for(b=0; b!=4; b++,j++){
            c = cmap[i+(j&15)];
            den = r;
            if(g > den)
                den = g;
            if(b > den)
                den = b;
            if(den == 0) /* would divide check; pick grey shades */
                c[0] = c[1] = c[2] = 17*v;
            else{
                num = 17*(4*den+v);
                c[0] = r*num/den;
                c[1] = g*num/den;
                c[2] = b*num/den;
            }
          }
}

There are 4 nested loops to pick the (red,green,blue) coordinates of the subcube, and the value (intensity) within the subcube, indexed by r, g, b, and v, whence the name rgbv. The peculiar order in which the colour map is indexed is designed to distribute the grey shades uniformly through the map—the i'th grey shade, 0<=i<=15 has index i&215;17, with black going to 0 and white to 255. Therefore, when a call to Image.draw (see draw-image(2)) converts a 1, 2 or 4 bit-per-pixel picture to 8 bits per pixel (which it does by replicating the pixels' bits), the converted pixel values are the appropriate grey shades.

The rgbv map is not gamma-corrected, for many reasons. First, photographic film and television are both normally under-corrected, the former by an accident of physics and the latter by NTSC's design. Second, we require extra colour resolution at low intensities because of the non-linear response and adaptation of the human visual system. Properly gamma-corrected displays with adequate low-intensity resolution pack the high-intensity parts of the colour cube with colours whose differences are almost imperceptible. Either of these reasons suggests concentrating the available intensities at the low end of the range. Third, the compositing computations underlying the graphics operations in draw-image(2) assume a linear colour space. Finally, the right value for gamma correction is determined in part by the characteristics of the physical display device, and correction should be done on output.

SEE ALSO

draw-intro(2), draw-image(2)

COLOUR(6 ) Rev:  Tue Mar 31 02:42:38 GMT 2015