From: Sean M. <se...@sm...> - 2006-04-06 18:20:19
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Yes, all fine Jon, BUT what about compliance with the critical and well known Hausdorff's Metric Top, you know: Let (S,d) be a metric space, and let X be the collection of all nonempty bounded closed subsets of S. Let f:S * X -> R+ be defined by f(s,B) = inf _(b in B) d(s,b), and let g: X * X -> R+ be given by g (A,B) = sup_(a in A) f(a,B), and let delta(A,B) = max {g(A,B),g (B,A)}. You must concern yourself with (X, delta)! Your method clearly fails here! Pah! And for anyone wanting to quibble with my counterexample, yes, I know, but I couldn't write the vector cross product adequately in this crap test format, so had to resort to *. -s On 6 Apr 2006, at 18:59, Jon Maber wrote: > Nearly all user colour preference work will operate in Hue- > Saturation-Value space, not Red-Green-Blue space. However, the > standard Java HSV colour space (which Bodington currently uses) is > not very good so I've devised a better method. (Probably reinvented > but it only took a couple of days work.) The standard HSV space is > cylindrical where H is the perpendicular distance from the axis to > the colour point, H is the angle of that line from the red plane > and V is the distance up the cylinder. All of the bottom face is > black. (which means that if V=0 then the colour is black regardless > of the values of H or S) However, the top face has white only at > the center and has bright rainbow colours around the edge. This > means that if V is non-zero, V and H are kept constant and S is > varied then not only does the perceived saturation change but the > brightness does too. The method used to map the cube rgb space onto > the cylinder is also dodgy since for certain values of H changing S > distorts the perceived hue. > > My method also maps to a cylinder but the top face of the cylinder > is completely white. This means that V==100% always produces white > no matter what the value of H or S. It also means that if H and V > are kept constant and S is varied, the perceived brightness and hue > keep constant. This is acheived by two rotations of the rgb cube so > that the white to black vector lines up with the z axis. Then the > shape is distorted so that vectors which run from the z axis to the > cube surface and which lie parallel to the x,y plane are stretched > uniformly to unit length. The resulting cylinder is squashed down > the z axis to unit length. |