Unreal claims concerning purple
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If you don't care about the mathematical details, their research sums up as: the way color differences are usually computed in perceptual color space is wrong. For small differences, it doesn't matter much, but for larger differences, it does. Which means that in applications where you want to minimize perceptual distortion (such as video compression), their research could bring improvements.
Or at least that's my understanding from a half- reading of the article.
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@Zerosquare Mine too.
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@HardwareGeek Here, poor boy, have a dime so you can buy yourself some decent aspect ratios.
Filed under: Personal pet peeve #169
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@ixvedeusi said in Unreal claims concerning purple:
buy yourself some decent aspect ratios.
How do you propose to do that .... if your space isn't euclidean? (Or riemannian or whatever.)
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@Zerosquare said in Unreal claims concerning purple:
the way color differences are usually computed in perceptual color space is wrong. For small differences, it doesn't matter much, but for larger differences, it does.
And this notion of smaller and larger is pretty fucky. We (I) had to switch colorspace models for image preprocessing because of tinted glassware tints not looking right, one time. The difference, iirc, was stark and hard-to-describe, likely because the tint was primarily red but contained some elements of blue as well.
what's with the pink circle?