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[Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex
Date: Fri, 29 Nov 2002 05:02:21 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/29 05:02:21

Modified files:
        Documentation/Manuscripts/Paper: paper.tex 

Log message:
        Reorg: chroma first

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.93&tr2=1.94&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.93 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.94
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.93  Fri Nov 29 04:57:02 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Fri Nov 29 05:02:21 2002
@@ -502,9 +502,13 @@
 as a mix of many colors, making all such backgrounds look the same.
 The backgrounds of random texels discussed earlier are an
 extreme example of this.
+
 To maintain color balance,
 we use a small palette of colors for each background,
-chosen by heuristic perceptual methods.
+chosen by heuristic perceptual methods. The
+register combiners then produce linear combinations 
+of these base colors.
+
 
 %In addition to choosing perceptually diverse colors, 
 %there is the the question of how many colors to use.
@@ -531,6 +535,31 @@
 For example, the CIE $L^*a^*b^*$ \cite{cie86colorimetry}
 color space is reasonably perceptually uniform.
 
+To produce chromatically compatible colors, we choose 
+the hue angles for the base colors of a single background
+from a distribution
+concentrated 
+on one random hue with a random variance 
+(hyperparameters).
+This produces related colors with high probability, but still
+allows motley palettes to occur occasionally.
+Opposite color schemes could also be used for more variation, 
+but because the combiners can produce any color in the convex hull 
+of the palette, the interpolated colors would easily span too
+much area on the color circle.
+The saturations are chosen by an ad hoc distribution.
+
+There is one problem in using the hue angles 
+of the CIE $L^*a^*b^*$ color space ---
+it produces too much blue and too little yellow in 
+the range of light colors.
+Therefore, we actually map the angles to hues 
+using a color circle with
+evenly spaced ``primary'' hues.
+To balance the blue bias, we use seven primaries
+with orange added between the usual hues 
+of the six saturated corners of the RGB cube.
+
 % Uniform? 
 %  1) define term
 %  2) not really uniform; it's MORE uniform than RGB but not
@@ -545,10 +574,9 @@
 For each background,
 we use colors from {\em both} the dark and light end of the 
 80-100 range in order to create some contrast.
-This makes the shapes in the texture distinguishable, 
+This makes the shapes in the texture apparent, 
 and avoids the unpleasant, blurry appearance of backgrounds with only 
 chroma changes in colors. 
-%Having contrast makes shapes distinguishable
 
 %Even though the register combiners interpolate linearly between 
 %the colors in the palette, the lightness of an intermediate
@@ -556,25 +584,6 @@
 %lightness is a monotonous function of luminance.
 %% Doesn't really need to be said here; it's what people
 %% will naturally assume.
-
-To produce compatible colors, we choose 
-the hue angles from a distribution
-concentrated on one random hue with a random variance and
-saturations from an ad hoc distribution.
-This produces related colors with high probability, but still
-allows motley palettes to occur occasionally.
-Opposite color schemes could also be used for more variation, 
-but because the combiners can produce any color in the convex hull 
-of the palette, the interpolated colors would easily span too
-much area on the color circle.
-
-There is one problem in using the hue angles of the CIE $L^*a^*b^*$ color 
space ---
-it produces too much blue and too little yellow in the range of light colors.
-Therefore, we actually map the angles to hues using a color circle with
-evenly spaced ``primary'' hues.
-To balance the blue bias, we use seven primaries
-with orange added between the usual hues of the six saturated corners of the 
RGB cube.
-% reasoning?
 
 
 \if0




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