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Lab on Computer Graphics



                   Notes         When a large number of pixels are packed together, each one a different colour, the eye is unable
                                 to resolve where one pixel ends and the next one begins from a normal viewing distance. The
                                 brain, however, must do something to bridge the gap between two adjacent differently coloured
                                 pixels and will integrate average, ignore the blur, or otherwise adapt to the situation. For these
                                 reasons and others, the eye typically perceives many fewer colours than are physically displayed
                                 on the output device.
                                 How a colour is created also plays an important role in how it is perceived. Normally, we think
                                 of colours as being associated with a single wavelength of light. We know, however, that two
                                 or more colours can be mixed together to produce a new colour. An example of this is mixing
                                 green and red light to produce yellow light, or mixing yellow and blue pigments to produce
                                 green pigment. This mixing of colours can also occur when an object is illuminated by light.
                                 The colour of the object will always mix with the colour of the light to produce a third colour.
                                 A blue object illuminated by white light appears blue, while the same object illuminated by red
                                 light will appear violet in colour.
                                 One  implication  of  this  is  that  the  same  image  rendered  to  two  different  devices  will  look
                                 different. Two different colour monitors, for example, seldom produce identically perceived
                                 images, even if the monitors are the same make and model. Another implication is that images
                                 rendered to different types of devices will look different. An example is the difference between an
                                 image rendered to a monitor and one rendered to a colour hardcopy device. Although there are
                                 numerous schemes designed to minimize colour-matching problems, none is wholly satisfactory.
                                 For these and other reasons, the accurate rendition of colour is full of difficulties, and much work
                                 continues to be done. Although a number of mechanical devices have recently appeared on the
                                 market, they are for the most part designed to work with one type of output device. The ultimate
                                 arbiter of colour quality will always be the person who views the image on the output device.
                                 Colour monitors for desktop microcomputers are based on cathode ray tubes (CRTs) or back-
                                 lighted flat-screen technologies. Because monitors transmit light, displays use the red-green-blue
                                 (RGB) additive colour model. The RGB model is called “additive” because a combination of the
                                 three pure colours red, green, and blue “adds up” to white light:

                                                            Figure 2.9: The RGB Model
























                                 The computer’s operating system organizes the display screen into a grid of x and y coordinates,
                                 like a checkerboard. Each little box on the screen is called a “pixel” (short for “picture element”).
                                 Current Macintosh and Windows displays are composed of these grids of pixels.
                                 2.6.2 Pixels and Colour Depth
                                 To control the colour of each pixel on the screen, the operating system must grant a small amount
                                 of  memory  to  each  pixel.  In  collective  this  memory  dedicated  to  the  display  screen  is  often


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