RE: [Algorithms] Colour reduction code
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From: Killpack, C. <Ch...@ea...> - 2001-07-12 19:33:43
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We have a palettiser for our PSX2 game that uses VQ to generate an 8-bit palette of 32-bit entries. I'm not sure which exact alg it uses. Maybe it's homebrew. *shrugs* For the next project I want to provide a Photoshop plug-in for artists which will allow them to preview the results of our palettiser allowing them to author their textures to produce the best quality output at convert time. > -----Original Message----- > From: Jason Dorie [mailto:jas...@bl...] > Sent: Wednesday, July 11, 2001 12:21 PM > To: gda...@li... > Subject: RE: [Algorithms] Colour reduction code > > > > I could be wrong, but I don't believe that PhotoShop's palettized > (indexed) images can contain alpha. The only thing you could > do is quantize > at export time and save directly to a file. You're better > off leaving all > the art as 32 bit, and doing the 32->8 conversion during the > build process. > > Jason Dorie > BlackBoxGames > > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Michael Grayford > Sent: Wednesday, July 11, 2001 12:06 PM > To: gda...@li... > Subject: RE: [Algorithms] Colour reduction code > > > I don't suppose there is a photoshop plug-in version of this? > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On > Behalf Of Jason > Dorie > Sent: Wednesday, July 11, 2001 11:35 AM > To: gda...@li... > Subject: RE: [Algorithms] Colour reduction code > > > > If you want it in code, go here... > > http://www.nucleus.com/~dorie/dxtctest/ > > ...and download the ImageLib.zip file on the page. Among the > code in here > is a variance-based median-cut style color reducer. It > reduces full 32 bit > data to produce a palette of as many colors as you ask for, > up to a maximum > of 256 colors. (The max can be easily modified) > > There is also an algorithm called Lloyd which is used in a > lot of vector > quantization applications, which is exactly what palettizing > is. Lloyd is > slower, but more accurate than median cut. The Variance-Cut method is > working very well for our multiple consoles, with or without alpha. > > When thinking about it, don't try to visualize the space - > Just realize > that the color componant values are related, and are along > multiple axis in > an n-dimensional space, whether that's 1D (Grayscale), 2D (Grayscale + > Alpha?), 3D (RGB), 4D (RGBA), 12D (4 x RGB), or 16D (4 x > RGBA). I've used > the exact same code to do image compression for the DreamCast > which uses 2x2 > pixel blocks which must be palettized, hence 12D & 16D. > Works like a hot > damn. > > Jason Dorie > BlackBoxGames > > > > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Stuart Capewell > Sent: Wednesday, July 11, 2001 9:58 AM > To: gda...@li... > Subject: [Algorithms] Colour reduction code > > > Hi, > > we've got an octtree colour reduction algorithm to convert > 24-bit source > textures to 8-bit palettised versions. It's working fine, but now our > artists have presented us with 32bit textures including alpha > information. > > Visualising that extra dimension and extending the algorithm > is proving > tricky. Anyone know of a sensible approach? Most of our ideas > only seem to > work for certain textures. Others with wider colour ranges > and/or different > amounts of alpha come out looking pretty horrid. > > My other solution was to get the artists to author the > textures in 8-bit > with 32-bit palette entries to preserve the alpha component, > but they assure > me they can't do this. Anyone know of a package that will do this? > > > Stuart. > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |