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	<title>Comments on: Doh I&#8217;m stupid sometimes</title>
	<atom:link href="http://blog.deanoc.com/?feed=rss2&#038;p=39" rel="self" type="application/rss+xml" />
	<link>http://blog.deanoc.com/?p=39</link>
	<description>Stuff from the wierd world of Deano</description>
	<lastBuildDate>Sat, 21 Aug 2010 09:33:49 +0000</lastBuildDate>
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		<title>By: Vladislav73</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-108516</link>
		<dc:creator>Vladislav73</dc:creator>
		<pubDate>Sat, 27 Mar 2010 20:59:30 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-108516</guid>
		<description>&lt;a href=&quot;http://mobile-country.com/&quot; rel=&quot;nofollow&quot;&gt;Отличная статья. Краткость явно Ваша сестра&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://mobile-country.com/" rel="nofollow">Отличная статья. Краткость явно Ваша сестра</a></p>
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		<title>By: Vladislav72</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-108511</link>
		<dc:creator>Vladislav72</dc:creator>
		<pubDate>Sat, 27 Mar 2010 14:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-108511</guid>
		<description>&lt;a href=&quot;http://amarok-club.ru/&quot; rel=&quot;nofollow&quot;&gt;Я писал что-то подобное, но у Вас тема более глубого раскрыта&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://amarok-club.ru/" rel="nofollow">Я писал что-то подобное, но у Вас тема более глубого раскрыта</a></p>
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	<item>
		<title>By: Vladislav51</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-108332</link>
		<dc:creator>Vladislav51</dc:creator>
		<pubDate>Fri, 19 Mar 2010 23:52:39 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-108332</guid>
		<description>&lt;a href=&quot;http://www.ecomrus.ru/&quot; rel=&quot;nofollow&quot;&gt;Потрясающе! Вот не ожидал...)&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p><a href="http://www.ecomrus.ru/" rel="nofollow">Потрясающе! Вот не ожидал&#8230;)</a></p>
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	<item>
		<title>By: Eugenia Davenport</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-80636</link>
		<dc:creator>Eugenia Davenport</dc:creator>
		<pubDate>Wed, 12 Nov 2008 23:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-80636</guid>
		<description>xks1lld8415lx0dq</description>
		<content:encoded><![CDATA[<p>xks1lld8415lx0dq</p>
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	</item>
	<item>
		<title>By: reem</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-335</link>
		<dc:creator>reem</dc:creator>
		<pubDate>Wed, 05 Apr 2006 22:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-335</guid>
		<description>hi

can anyone help me with this problems plz

observe for an NTSC system and calaulate the values for chromacity

Red-xr:0.67
Red-yr:0.33

Green-xg:0.21
Green-yg:0.71

Blue-xb:0.14
Blue-yb:0.08

White point-xw: 0.3101
white point-yw:0.3162</description>
		<content:encoded><![CDATA[<p>hi</p>
<p>can anyone help me with this problems plz</p>
<p>observe for an NTSC system and calaulate the values for chromacity</p>
<p>Red-xr:0.67<br />
Red-yr:0.33</p>
<p>Green-xg:0.21<br />
Green-yg:0.71</p>
<p>Blue-xb:0.14<br />
Blue-yb:0.08</p>
<p>White point-xw: 0.3101<br />
white point-yw:0.3162</p>
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	<item>
		<title>By: Deano</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-32</link>
		<dc:creator>Deano</dc:creator>
		<pubDate>Wed, 14 Dec 2005 08:50:31 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-32</guid>
		<description>Marco has been chatting about it on Beyond3D, this one answers most of the questions http://www.beyond3d.com/forum/showpost.php?p=650143&amp;postcount=260</description>
		<content:encoded><![CDATA[<p>Marco has been chatting about it on Beyond3D, this one answers most of the questions <a href="http://www.beyond3d.com/forum/showpost.php?p=650143&amp;postcount=260" rel="nofollow">http://www.beyond3d.com/forum/showpost.php?p=650143&amp;postcount=260</a></p>
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	<item>
		<title>By: Marco</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-31</link>
		<dc:creator>Marco</dc:creator>
		<pubDate>Mon, 12 Dec 2005 23:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-31</guid>
		<description>(Umh..it&#039;s not a problem of space, I think there is some problem with the &#039;less than&#039; symbol)
You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k is smaller than 1. k = 1/2 is a good value, you don&#039;t lose anything that your eyes can see and you gain an extra bit.
There are different ways to store Y as you mentioned, as an INT16 or as floating point number (mantissa + exponent). I&#039;m storing Y as log2(Y) but this is just a slightly convoluted floating point representation.
Encoding those 3 quantities in 32 bits it&#039;s not rocket science but it&#039;s not also very simple cause I had a lot of problems with Y splitted over 2 channels cause decoding was giving me costantly higher or lower Y values than the expected value, but in the end I found a way to fool the hw and have the smallest error possible ( smaller than  2^-16).
If you want to LERP in this space (blending? bilinear filtering?) you have to employ some other extra tricks while encoding, and in some cases you get very nice (but mathematically incorrect) results.

ciao,
Marco</description>
		<content:encoded><![CDATA[<p>(Umh..it&#8217;s not a problem of space, I think there is some problem with the &#8216;less than&#8217; symbol)<br />
You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k is smaller than 1. k = 1/2 is a good value, you don&#8217;t lose anything that your eyes can see and you gain an extra bit.<br />
There are different ways to store Y as you mentioned, as an INT16 or as floating point number (mantissa + exponent). I&#8217;m storing Y as log2(Y) but this is just a slightly convoluted floating point representation.<br />
Encoding those 3 quantities in 32 bits it&#8217;s not rocket science but it&#8217;s not also very simple cause I had a lot of problems with Y splitted over 2 channels cause decoding was giving me costantly higher or lower Y values than the expected value, but in the end I found a way to fool the hw and have the smallest error possible ( smaller than  2^-16).<br />
If you want to LERP in this space (blending? bilinear filtering?) you have to employ some other extra tricks while encoding, and in some cases you get very nice (but mathematically incorrect) results.</p>
<p>ciao,<br />
Marco</p>
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	<item>
		<title>By: Marco</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-30</link>
		<dc:creator>Marco</dc:creator>
		<pubDate>Mon, 12 Dec 2005 23:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-30</guid>
		<description>(EDIT, I want more comments space! :) )
You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k </description>
		<content:encoded><![CDATA[<p>(EDIT, I want more comments space! <img src='http://blog.deanoc.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  )<br />
You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k</p>
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	<item>
		<title>By: Marco</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-29</link>
		<dc:creator>Marco</dc:creator>
		<pubDate>Mon, 12 Dec 2005 23:36:36 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-29</guid>
		<description>Hi Maven,

the problem with  YCrCb or RCT is that they just someway decouple chroma informations from luminance, this is good but it&#039;s not enough cause in th end we need to store in a fixed range all this data and for instance it would be no different that using RGBE, in fact we would try to normalize Y,Cb and Cr storing an extra normalization value such an exponent.
We could use Y as normalization exponent and store Y and Cb/(Y + &#124;Cb&#124; + &#124;Cr&#124;) and Cr/(Y + &#124;Cb&#124; + &#124;Cr&#124;), moreover one would ne a pair of extra bits sto store Cb and Cr original signs.
Or we can directly use a space where chroma values are positive all the time, and there&#039;s a nice color space that provides that which is CIE 1931 (yes, it&#039;s old :) ) color space.
CIE components are called X,Y and Z. Y is a luminance-like component while X and Z are chrominance-like components, now we could store Y and x = X/(X+Y+Z) and y = Y/(X+Y+Z) (x and y are called chromacity), but we can do so much better than that, since x and y maps a light spectrum region wider than what our eyes can see.
We are lucky cause we don&#039;t even have to scratch our heads here since the CIE commitee has arleady a solution for that and it&#039;s called CIE Luv (to be fair there&#039;s even another one called CIE Lab), you can find the standard transform to go from CIE XYZ to CIE Luv pretty easily (even though you want to do some extra algebra work on them to reduce the amount of calculations and thus improve accuracy).
In this space you have Y (old &#039;luminance&#039;), u and v. You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k </description>
		<content:encoded><![CDATA[<p>Hi Maven,</p>
<p>the problem with  YCrCb or RCT is that they just someway decouple chroma informations from luminance, this is good but it&#8217;s not enough cause in th end we need to store in a fixed range all this data and for instance it would be no different that using RGBE, in fact we would try to normalize Y,Cb and Cr storing an extra normalization value such an exponent.<br />
We could use Y as normalization exponent and store Y and Cb/(Y + |Cb| + |Cr|) and Cr/(Y + |Cb| + |Cr|), moreover one would ne a pair of extra bits sto store Cb and Cr original signs.<br />
Or we can directly use a space where chroma values are positive all the time, and there&#8217;s a nice color space that provides that which is CIE 1931 (yes, it&#8217;s old <img src='http://blog.deanoc.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ) color space.<br />
CIE components are called X,Y and Z. Y is a luminance-like component while X and Z are chrominance-like components, now we could store Y and x = X/(X+Y+Z) and y = Y/(X+Y+Z) (x and y are called chromacity), but we can do so much better than that, since x and y maps a light spectrum region wider than what our eyes can see.<br />
We are lucky cause we don&#8217;t even have to scratch our heads here since the CIE commitee has arleady a solution for that and it&#8217;s called CIE Luv (to be fair there&#8217;s even another one called CIE Lab), you can find the standard transform to go from CIE XYZ to CIE Luv pretty easily (even though you want to do some extra algebra work on them to reduce the amount of calculations and thus improve accuracy).<br />
In this space you have Y (old &#8216;luminance&#8217;), u and v. You can go even a step further than that, save some bits and cut the visibile spectrum even more clamping u and v between 0 and k, where k</p>
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		<title>By: Deano</title>
		<link>http://blog.deanoc.com/?p=39&#038;cpage=1#comment-28</link>
		<dc:creator>Deano</dc:creator>
		<pubDate>Mon, 12 Dec 2005 13:06:30 +0000</pubDate>
		<guid isPermaLink="false">http://rattie.demon.co.uk/?p=39#comment-28</guid>
		<description>I honestly don&#039;t know... Marco did the work and I haven&#039;t actually had much chance to see how it actually works. There are two modes one with 8 bit luminance (NAO24 + 8 bit alpha) and 16 bit luminance (NAO32) but IIRC sure he mentioned its not straight luminace but some function of it...</description>
		<content:encoded><![CDATA[<p>I honestly don&#8217;t know&#8230; Marco did the work and I haven&#8217;t actually had much chance to see how it actually works. There are two modes one with 8 bit luminance (NAO24 + 8 bit alpha) and 16 bit luminance (NAO32) but IIRC sure he mentioned its not straight luminace but some function of it&#8230;</p>
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