From: Jon M. <jo...@te...> - 2006-04-06 18:37:41
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I must bow to your superior mathologicity. Many thanks for taking on this work package, good luck..... Jon Sean Mehan wrote: > 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. > > > |