Bartc
4/6/2015 11:54:00 AM
On 06/04/2015 11:44, Dmitry A. Kazakov wrote:
> On Mon, 06 Apr 2015 11:21:57 +0100, Bartc wrote:
>
>> On 06/04/2015 09:52, Dmitry A. Kazakov wrote:
>>> On Mon, 6 Apr 2015 01:12:42 -0700 (PDT), fir wrote:
>>>> r*=f;
>>>> g*=f;
>>>> b*=f;
>>>> or there is something better maybe?
>>>
>>> Convert RGB to the L*a*b color space change luminance, convert back.
>>> A less computation intensive model...
>>
>> Is that what happens when I adjust the brightness control on my HD TV? I
>> wonder they use to do these computations at 50M pixels per second.
>
> No idea. Is it digital all the way?
Digital until it gets to the ADC I expect (unless the LCD elements are
digitally modulated). I don't think the brightness is adjusted by
varying the back-lighting.
My point is that it might not be feasible to perform expensive per-pixel
computations in the way you suggest (although it would likely work in
YUV not RGB, which might be a little easier.).
Maybe there is a easier way even if the colour is not exact - the OP is
creating some sort of video game not trying to get a perfect colour
rendition of an Old Master.
For example, if I look at a (halftone) printed colour image under a lamp
(I won't go into the colour cast that that will give), then change the
40W bulb for a 60W one, the picture will look brighter. But surely all
I'm looking at is the 50% (or whatever) brighter reflection from C,M,K
dot? Each dot will reflect light independently of its neighbours. That
sounds like what the OP is proposing.
--
Bartc