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Fig. 1. HSL (a–d) and HSV (e–h). Above (a, e): cut-away 3D models of each. Below: two-dimensional plots showing two of a model's three parameters at once, holding the other constant: cylindrical shells (b, f) of constant saturation, in this case the outside surface of each cylinder; horizontal cross-sections (c, g) of constant HSL lightness or HSV value, in this case the slices halfway ...
The colour palette has 8 basic RGB colours with an intensity bit (called P for "Pastel") that controlled saturation ("saturated" or "pastel"). [10] [11] In memory, the bit order was PBGR. The desaturated colours were obtained by mixing of the original RGB components within the video hardware.
Saturation is the "colorfulness of an area judged in proportion to its brightness", [6] [2] which in effect is the perceived freedom from whitishness of the light coming from the area. An object with a given spectral reflectance exhibits approximately constant saturation for all levels of illumination, unless the brightness is very high. [7]
The dashed black curve behind the red curve is a standard γ = 2.2 power-law curve, for comparison. Gamma correction in computers is used, for example, to display a gamma = 1.8 Apple picture correctly on a gamma = 2.2 PC monitor by changing the image gamma.
The amount of this deviation is known as its gamma value (), the argument for a power law function, which closely describes this behavior. A linear response is given by a gamma value of 1.0, but actual CRT nonlinearities have a gamma value around 2.0 to 2.5.
Cyan (/ ˈ s aɪ. ə n,-æ n /) [2] [3] [4] is the color between blue and green on the visible spectrum of light. [5] [6] It is evoked by light with a predominant wavelength between 500 and 520 nm, between the wavelengths of green and blue.
A variation on this method is to change the row of attributes over the course of two scanlines, resulting in 8 × 2 pixel attribute blocks over a wider region of the screen. This mode is known as Bicolour, and can be applied to the full width of the screen through the use of the Nirvana+ engine. [38] [39] Details: Pixels: 256 × 192 Attributes ...
The noise caused by quantizing the pixels of a sensed image to a number of discrete levels is known as quantization noise. It has an approximately uniform distribution. Though it can be signal dependent, it will be signal independent if other noise sources are big enough to cause dithering, or if dithering is explicitly applied. [10]