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  2. Wikipedia : WikiProject Color/Normalized Color Coordinates

    en.wikipedia.org/.../Normalized_Color_Coordinates

    The number in each position ranges from 0 (no color added) to 255 (100% color added). This range was chosen because it is the most commonly used in computer color selection dialogs. (The numbers 0 through 255 fit naturally within one byte and are therefore used to directly drive graphics cards.) Most image editing programs accept this range.

  3. Web colors - Wikipedia

    en.wikipedia.org/wiki/Web_colors

    RGB values are usually given in the 0255 range; if they are in the 0–1 range, the values are multiplied by 255 before conversion. This number divided by sixteen (integer division; ignoring any remainder) gives the first hexadecimal digit (between 0 and F, where the letters A to F represent the numbers 10 to 15.

  4. Comparison of color models in computer graphics - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_color_models...

    If the color in the top layer is less than fully opaque (alpha < 255), the color from underlying layers "shows through". In the RGB model, hues are represented by specifying one color as full intensity (255), a second color with a variable intensity, and the third color with no intensity (0).

  5. Color difference - Wikipedia

    en.wikipedia.org/wiki/Color_difference

    A very simple example can be given between the two colors with RGB values (0, 64, 0) ( ) and (255, 64, 0) ( ): their distance is 255. Going from there to (255, 64, 128) ( ) is a distance of 128. When we wish to calculate distance from the first point to the third point (i.e. changing more than one of the color values), we can do this:

  6. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A normal pointing to top of the texture (0,1,0) is mapped to (128,255,128). Hence the top edge of an object is usually light green. A normal pointing to left of the texture (-1,0,0) is mapped to (0,128,128). Hence the left edge of an object is usually dark cyan. A normal pointing to bottom of the texture (0,-1,0) is mapped to (128,0,128).

  7. Color histogram - Wikipedia

    en.wikipedia.org/wiki/Color_histogram

    A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate Red-Blue histograms, where each of the four histograms contains the Red-Blue values for a bin of green (0-63, 64-127, 128-191, and 192-255).

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  9. Channel (digital image) - Wikipedia

    en.wikipedia.org/wiki/Channel_(digital_image)

    If the RGB image is 24-bit (the industry standard as of 2005), each channel has 8 bits, for red, green, and blue—in other words, the image is composed of three images (one for each channel), where each image can store discrete pixels with conventional brightness intensities between 0 and 255.