In CSS, can HSL values be floats? - css

The CSS3 spec only specifies that:
The format of an HSLA color value in the functional notation is ‘hsla(’ followed by the hue in degrees, saturation and lightness as a percentage, and an , followed by ‘)’.
So am I to understand that these values would be interpreted not as integers but as floats? Example:
hsla(200.2, 90.5%, 10.2%, .2)
That would dramatically expand the otherwise small (relative to RGB) range of colors covered by HSL.
It seems to render fine in Chrome, though I don't know if they simply parse it as an INT value or what.

HSL values are converted to hexadecimal RGB values before they are handed off to the system. It's up to the device to clip any resulting RGB value that is outside the "device gamut" - the range of colors that can be displayed - to a displayable value. RGB values are denoted in Hexadecimal. This is the specified algorithm for browsers to convert HSL values to RGB values. Rounding behavior is not specified by the standard - and there are multiple ways of doing rounding since there doesn't appear to be a built-in rounding function in either C or C++.
HOW TO RETURN hsl.to.rgb(h, s, l):
SELECT:
l<=0.5: PUT l*(s+1) IN m2
ELSE: PUT l+s-l*s IN m2
PUT l*2-m2 IN m1
PUT hue.to.rgb(m1, m2, h+1/3) IN r
PUT hue.to.rgb(m1, m2, h ) IN g
PUT hue.to.rgb(m1, m2, h-1/3) IN b
RETURN (r, g, b)
From the proposed recommendation
In other words, you should be able to represent the exact same range of colors in HSLA as you can represent in RGB using fractional values for HSLA.

AFAIK, every browser casts them to INTs. Maybe. If I'm wrong you won't be able to tell the difference anyway. If it really matters, why not just go take screenshots an open them in photoshop or use an on-screen color meter. Nobody here is going to have a definitive answer without testing it, and it takes 2 minutes to test... so...

I wouldn't know exactly, but it makes sense to just put in some floating numbers and see if it works? it takes two seconds to try with a decimal, and without..

Related

Domain coloring (color wheel) plots of complex functions in Octave (Matlab)

I understand that domain or color wheel plotting is typical for complex functions.
Incredibly, I can't find a million + returns on a web search to easily allow me to reproduce some piece of art as this one in Wikipedia:
There is this online resource that reproduces plots with zeros in black - not bad at all... However, I'd like to ask for some simple annotated code in Octave to produce color plots of functions of complex numbers.
Here is an example:
I see here code to plot a complex function. However, it uses a different technique with the height representing the Re part of the image of the function, and the color representing the imaginary part:
Peter Kovesi has some fantastic color maps. He provides a MATLAB function, called colorcet, that we can use here to get the cyclic color map we need to represent the phase. Download this function before running the code below.
Let's start with creating a complex-valued test function f, where the magnitude increases from the center, and the phase is equal to the angle around the center. Much like the example you show:
% A test function
[xx,yy] = meshgrid(-128:128,-128:128);
z = xx + yy*1i;
f = z;
Next, we'll get its phase, convert it into an index into the colorcet C2 color map (which is cyclic), and finally reshape that back into the original function's shape. out here has 3 dimensions, the first two are the original dimensions, and the last one is RGB. imshow shows such a 3D matrix as a color image.
% Create a color image according to phase
cm = colorcet('C2');
phase = floor((angle(f) + pi) * ((size(cm,1)-1e-6) / (2*pi))) + 1;
out = cm(phase,:);
out = reshape(out,[size(f),3]);
The last part is to modulate the intensity of these colors using the magnitude of f. To make the discontinuities at powers of two, we take the base 2 logarithm, apply the modulo operation, and compute the power of two again. A simple multiplication with out decreases the intensity of the color where necessary:
% Compute the intensity, with discontinuities for |f|=2^n
magnitude = 0.5 * 2.^mod(log2(abs(f)),1);
out = out .* magnitude;
That last multiplication works in Octave and in the later versions of MATLAB. For older versions of MATLAB you need to use bsxfun instead:
out = bsxfun(#times,out,magnitude);
Finally, display using imshow:
% Display
imshow(out)
Note that the colors here are more muted than in your example. The colorcet color maps are perceptually uniform. That means that the same change in angle leads to the same perceptual change in color. In the example you posted, for example yellow is a very narrow, bright band. Such a band leads to false highlighting of certain features in the function, which might not be relevant at all. Perceptually uniform color maps are very important for proper interpretation of the data. Note also that this particular color map has easily-named colors (purple, blue, green, yellow) in the four cardinal directions. A purely real value is green (positive) or purple (negative), and a purely imaginary value is blue (positive) or yellow (negative).
There is also a great online tool made by Juan Carlos Ponce Campuzano for color wheel plotting.
In my experience it is much easier to use than the Octave solution. The downside is that you cannot use perceptually uniform coloring.

Why aren't color vectors composed of float4 instead of int4 or byte4?

RBG values are 0-255 integers, so why was float4 chosen as the vector data type?
Seems to me that byte would be the ideal data type for a color in Fuse.
RGB values are only 1-byte (0-255) values in some contexts. There are numerous color spaces in common use which use more or less than 1 byte to repesent colors (such as compact 8bit and 16bit colorspaces, or HDR colorspaces using 16 or even 32 bits per channel). These aren't just theoretical uses, when dealing with images and GL textures they are used.
What's important is that each of these represent a range of values, from 0, no intensity, to 1, full intensity, for that channel. This is why float is used: it's the correct semantic type to represent a normalized range. It's also happens to be what OpenGL, the default graphic backend for Fuse, uses to represent colors.
float has the advantage of being a continuous value, unlike a byte which has discrete increments. This is important for interpolation. Consider animation between two colors, having a linear gradient, changing the opacity, or decreasing saturation; all of these need to be done on a continuous value range, such as float.
float also allows values to go about 1, and below 0. While these cannot be reflected in the final display they play a role during calculations. If you're doing many color operations in sequence you don't want to prematurely clamp your values.
Don't worry about things like memory bandwidth or storage space. Actual stored color values are a miniscule fraction of what occupies memory.
Also, the common hex syntaxes for color notation are supported in Fuse. You can use a simple #FAA for a light red, or #AB74FD80 for a more precise half-transparent color.
First I'm going to assume that by float you mean a 4-byte value.
Four floats take up 4 times as much memory. This is important not just for the space but the amount of time it takes to move the memory around since memory bandwidth is limited.
You can't use bit mask operators and shift on floats (well, you can, but it's not common).
Most display tech is limited to 16M colors, which is 24-bit RGB. Even if you have a 12-bit or 16-bit/channel display tech, floats still take at least twice as much memory.
Not all platforms even have native support for floating point operations.
I could probably keep going but you get the idea.

Handle "Division by Zero" in Image Processing (or PRNU estimation)

I have the following equation, which I try to implement. The upcoming question is not necessarily about this equation, but more generally, on how to deal with divisions by zero in image processing:
Here, I is an image, W is the difference between the image and its denoised version (so, W expresses the noise in the image), and K is an estimated fingerprint, gained from d images of the same camera. All calculations are done pixel-wise; so the equations does not involve a matrix multiplication. For more on the Idea of estimating digital fingerprints consult corresponding literature like the general wikipedia article or scientific papers.
However my problem arises when an Image has a pixel with value Zero, e.g. perfect black (let's say we only have one image, k=1, so the Zero gets not overwritten by the pixel value of the next image by chance, if the next pixelvalue is unequal Zero). Then I have a division by zero, which apparently is not defined.
How can I overcome this problem? One option I came up with was adding +1 to all pixels right before I even start the calculations. However this shifts the range of pixel values from [0|255] to [1|256], which then makes it impossible to work with data type uint8.
Other authors in papers I read on this topic, often do not consider values close the range borders. For example they only calculate the equation for pixelvalues [5|250]. They reason this, not because of the numerical problem but they say, if an image is totally saturated, or totally black, the fingerprint can not even be estimated properly in that area.
But again, my main concern is not about how this algorithm performs best, but rather in general: How to deal with divisions by 0 in image processing?
One solution is to use subtraction instead of division; however subtraction is not scale invariant it is translation invariant.
[e.g. the ratio will always be a normalized value between 0 and 1 ; and if it exceeds 1 you can reverse it; you can have the same normalization in subtraction but you need to find the max values attained by the variables]
Eventualy you will have to deal with division. Dividing a black image with itself is a proper subject - you can translate the values to some other range then transform back.
However 5/8 is not the same as 55/58. So you can take this only in a relativistic way. If you want to know the exact ratios you better stick with the original interval - and handle those as special cases. e.g if denom==0 do something with it; if num==0 and denom==0 0/0 that means we have an identity - it is exactly as if we had 1/1.
In PRNU and Fingerprint estimation, if you check the matlab implementation in Jessica Fridrich's webpage, they basically create a mask to get rid of saturated and low intensity pixels as you mentioned. Then they convert Image matrix to single(I) which makes the image 32 bit floating point. Add 1 to the image and divide.
To your general question, in image processing, I like to create mask and add one to only zero valued pixel values.
img=imread('my gray img');
a_mat=rand(size(img));
mask=uint8(img==0);
div= a_mat/(img+mask);
This will prevent division by zero error. (Not tested but it should work)

How do browsers handle rgb(percentage); for strange numbers

This is related to CSS color codes:
For hexcode we can represent 16,777,216 colors from #000000 to #FFFFFF
According to W3C Specs, Valid RGB percentages fit in a range from (0.0% to 100.0%) essentially giving you 1,003,003,001 color combinations. (1001^3)
According to the specs:
Values outside the device gamut should be clipped or mapped into the gamut when the gamut is
known: the red, green, and blue values must be changed to fall within the range supported by
the device. Users agents may perform higher quality mapping of colors from one gamut to
another. For a typical CRT monitor, whose device gamut is the same as sRGB, the four rules
below are equivalent:
I'm doubtful if browsers actually can render all these values. (but if they do please tell me and ignore the rest of this post)
Im assuming there's some mapping from rgb(percentage) to hex. (but again Im not really sure how this works)
Ideally I'd like to find out the function rgb(percentage)->HEX
If I had to guess it would probably be one of these 3.
1) Round to the nearest HEX
2) CEIL to the nearest HEX
3) FLOOR to the nearest HEX
Problem is I need to be accurate on the mapping and I have no idea where to search.
There's no way my eyes can differentiate color at that level, but maybe there's some clever way to test each of these 3.
It might also be browser dependent. Can this be tested?
EDIT:
Firefox seems to round from empirical testing.
EDIT:
I'm looking through Firefox's source code right now,
nsColor.h
// A color is a 32 bit unsigned integer with four components: R, G, B
// and A.
typedef PRUint32 nscolor;
It seems Fiefox only has room for 255 values for each R,G and B. Hinting that rounding might be the answer, but maybe somethings being done with the alpha channel.
I think I found a solution for Firefox anyways, thought you might like a follow up:
Looking through the source code I found a file:
nsCSSParser.cpp
For each rgb percentages it does the following:
It takes the percentage component multiplies it by 255.0f
Stores it in a float
Passes it into a function NSToIntRound
The result of NSToIntRound is stored into an 8 bit integer datatype,
before it is combined with the other 2 components and an alpha
channel
Looking for more detail on NSToIntRound:
nsCoord.h
inline PRInt32 NSToIntRound(float aValue)
{
return NS_lroundf(aValue);
}
NSToIntRound is a wrapper function for NS_lroundf
nsMathUtils.h
inline NS_HIDDEN_(PRInt32) NS_lroundf(float x)
{
return x >= 0.0f ? PRInt32(x + 0.5f) : PRInt32(x - 0.5f);
}
This function is actually very clever, took me a while to decipher (I don't really have a good C++ background).
Assuming x is positive
It adds 0.5f to x and then casts to an integer
If the fractional part of x was less than 0.5, adding 0.5 won't change the integer and the fractional part is truncated,
Otherwise the integer value is bumped by 1 and the fractional part is truncated.
So each component's percentage is first multiplied by 255.0f
Then Rounded and cast into a 32bit Integer
And then Cast again into an 8 bit Integer
I agree with most of you that say this appears to be a browser dependent issue, so I will do some further research on other browsers.
Thanks a bunch!
According to W3C Specs, Valid RGB percentages fit in a range from (0.0% to 100.0%) essentially giving you 1,003,003,001 color combinations. (1001^3)
No, more than that, because the precision is not limited to one decimal place. For example, this is valid syntax:
rgb(23.456% 78.90123456% 0%)
The reason for this is that, while 8 bits per component is common (hence hex codes) newer hardware supports 10 or 12 bits per component; and wider gamut colorspaces need more bits to avoid banding.
This bit-depth agnosticism is also why newer CSS color specifications use a 0 to 1 float range.
Having said which, the CSS Object Model still requires color values to be serialized at 8 bits per component. This is going to change, but the higher-precision replacement is still being discussed in the CSS working group. So for now, browsers don't let you get more than 8 bits per component of precision.
If you are converting a float or percentage form to hex (or to 0 - 255 integer) the correct method is rounding. Floor or ceiling will not spec the values evenly at the top or bottom of the range.

Similarity Between Colors

I'm writing a program that works with images and at some point I need to posterize the image. This means I need to bin the colors, but I'm having trouble deciding how to tell how close one color is to another.
Given a color in RGB, I can think of at least 2 ways to see how different they are:
|r1 - r2| + |g1 - g2| + |b1 - b2|
sqrt((r1 - r2)^2 + (g1 - g2)^2 + (b1 - b2)^2)
And if I move into HSV, I can think of other ways of doing it.
So I ask, ignoring speed, what is the best way to tell how similar two colors are? Best meaning most accurate to the human eye.
Well, if speed is not an issue, the most accurate way would be to take some sample images and apply the filter to them using various cutoff values for the distance (distance being determined by one of the equations on the Color_difference page that astander linked to, meaning you'd have to use one of those color spaces listed there with the calculations, then convert to sRGB or something [which also means that you'd need to convert the image into the other color space first if it's not in it to begin with]), and then have a large number of people examine the images to see what looks best to them, then go with the cutoff value for the images that the majority agrees looks best.
Basically, it's largely a matter of subjectiveness; in fact, it also depends on how stylized you want the images, and you might even want to add in some sort of control so that you can alter the cutoff distance on the fly.
If speed does become a bit of an issue and/or you want more simplicity, then just use your second choice for distance calculation (which is simply the CIE76 equation; just make sure to use the Lab* color space) with the cutoff being around 2 or 2.3.
What do you mean by "posterize the image"?
If you're trying to cluster the colors into bins, you should look at
cluster analysis
Just a comment if you are going to move to HSV (or similar spaces):
Diffing on H: difference between 0° and 359° is numerically big but perceptually is negligible.
H difference if V or S are small - is small.
For computer vision apps, more important not perceptual difference (used mostly by paint manufacturers) but are these colors belong to the same object/segment or not. Which means that we might partially ignore V, which can change from lighting conditions.

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