Searge-DP / grafx2

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Palette reduction uses imprecise formula #386

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
In the palette, the "Reduce" tool finds the most similar colors by the formula 
abs(r1-r2)+abs(g1-g2)+abs(b1-b2) (minimum is best).
Need to experiment with more precise formulas.

Original issue reported on code.google.com by yrizoud on 12 Sep 2010 at 11:07

GoogleCodeExporter commented 8 years ago
Try sqrt(pow(r1-r2,2)+pow(g1-g2,2)+x*pow(b1-b2,2)) where x is a value slightly 
less than one to compensate for the human eyes ability to perceive shades of 
yellow better than shades of blue.

Original comment by magnu...@algonet.se on 13 Jul 2013 at 2:37

GoogleCodeExporter commented 8 years ago
CIE94 is the best formula I know of (from empirical comparison) : 
http://en.wikipedia.org/wiki/Color_difference#CIE94

There is an existing C++ (well, nominally C++; it's pretty much just C, the way 
it's written.) implementation in gpick (under BSD license): 
http://code.google.com/p/gpick . It's found in 
source/color_names/ColorNames.cpp,
with auxiliary functions (eg. RGB->LCH conversion) in source/Color.cpp

Dawnbringer's toolkit also includes a few different color difference algos 
designed with an intent of increased perceptual accuracy, working with 
RGB/HSV/HSL/HLS colors.

Original comment by fintic...@gmail.com on 22 Jul 2013 at 4:26

GoogleCodeExporter commented 8 years ago
I hadn't updated this issue, but since r1837 (Oct 2011) the formula is the one 
by Dawnbringer. Basically, it merges color pairs that have the minimal 
26*(r1-r2)² + 55*(g1-g2)² + 19*(b1-b2)²
I have no idea if CIE94 would be better, but I expect it would be very close, 
difficult to judge between the two.
IMO, a better axis of improvement would be to change how the two selected 
colors are merged : At the moment it does a weighted average in RGB space, and 
this is known to not preserve lightness and generally reduce saturation.

Original comment by yrizoud on 22 Jul 2013 at 9:02

GoogleCodeExporter commented 8 years ago
Unless those rgb values are already correctly linearized, CIE94 should be 
noticably better quality. For basically the same reasons described in the 
following paragraph:

Do you mean linear RGB, or sRGB, when talking about the weighted merge? Just 
converting to linear RGB before merging (and converting back to sRGB 
afterwards) should dramatically reduce both those problems, as they are typical 
of interpolation that is not gamma-correct.  gpick's source/Color.cpp includes 
a (float-based) implementation of both conversions (as part of RGB<->XYZ 
conversion).

Essentially, given input channels in range [0,1], to linearize do:

    if (C>0.04045){
      C=pow(((C+0.055)/1.055),2.4);
    }else{
      C=C/12.92;
    }

for each channel. (output is also in [0..1] range)
The reverse transform is:

    if (C>0.0031308){
      C=1.055*(pow(C,1/2.4f))-0.055;
    }else{
      C=12.92*C;
    }

for each channel.

(In case you're not aware why and how gamma-incorrect interpolation is 
generally harmful, http://www.4p8.com/eric.brasseur/gamma.html covers it quite 
well)

Original comment by fintic...@gmail.com on 22 Jul 2013 at 12:50

GoogleCodeExporter commented 8 years ago
Plain average for merging should be perfectly ok for normal use. Since it's 
always the closest colors that are fused, most "corrections" would be minimal 
and indistinguishable from the ordinary outcome. Think I've done a few tests 
with different procedures/corrections for my scripts that fuses colors...but 
never found it made a differance worth the effort. But I'm willing to be proven 
wrong ;)

Original comment by annas...@hotmail.com on 24 Jul 2013 at 5:58

GoogleCodeExporter commented 8 years ago
Ok, did some more testing with corrections, including gamma2.2 and there just 
isn't much noticable differance (as far as I could see). While there surely can 
be desireable to correct fusing of colors with a great colorspace 
separation...there's little need for it when mixing closer colors. And more 
importantly; Color reduction is a vastly destructive operation that greatly 
changes the premise. What reductions to an image that look better or worse is 
so subjective that any minute "corrections" of some colors are completely 
overshadowed.
(Still, that page was great and I discovered that my brush-scaling script could 
be further improved by separate RGB-channel corrections and not just brightness 
:))

Original comment by annas...@hotmail.com on 9 Aug 2013 at 8:20