Re: [Algorithms] RGB to XYZ conversion
Brought to you by:
vexxed72
From: Jon O. <jon...@gm...> - 2008-04-23 14:49:55
|
Hi Simon, YCoCg is not lossless. You need an extra bit in order to be lossless which is called YCoCg-R. Also, when using DXT texture compression, putting the Y in the alpha channel and then the Co and Cg in the color channels gives better quality compression. Decompression in a fragment program is only a few instructions and can be well worth it for the quality improvement. Best, Jon Olick On Wed, Apr 23, 2008 at 5:14 AM, Simon Fenney <sim...@po...> wrote: > Sam Martin wrote: > > Out of interest, did you try exposing the YCoCg colour space to your > > artists at all? It's nice and simple, but I'm wondering if anyone has > > had any issues with it in practice? > > > > Out of curiosity, what did you mean by "had any issues with it"? YCoCg > is primarily a replacement for YUV/YCbCr that allows cheaper (and > lossless) transforms between the two colour spaces and typically does a > good job of extracting the correlation in the RGB. If you want to use it > for image compression, then it's a good first step. > > Simon > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |