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Re: [pygame] 10 bits per color



On Thu, Oct 1, 2009 at 2:34 PM, PierreLafrance1@xxxxxxxxxxxx
<PierreLafrance1@xxxxxxxxxxxx> wrote:
>> Sounds lik yet another gimmick to get uneducated folk to buy another TV
> LOL, I like this one.
> But I'm not sure I understand your statement on NTSC.
>
> This is what my research subject is all about.  My boss asked me to
> optimize my hardware design (0.35u CMOS image sensor) to fit eyes and
> equipement limitations.  But I need first to create RGB101010 software
> to see if DeepColor makes sense or not, before optimizing CMOS chips.
> Since I like Python and I have Pygame experiences, I wanted to do that
> software with Pygames.
>
> Thanks
>
> Pierre
>

sounds like a fun project!

from my understanding of non-cutting-edge cmos sensors, they give out
8-16bit per pixel of range?  Then for color they use a bayer filter,
to filter out the various wave lengths of light... usually RGB
filters.  Of course if you took 1/3rd the resolution of that image,
then it could be 16/16/16 per pixel I guess.

In the same sense you could work with a pygame Surface - but think of
the colors in a different resolution.  Double the resolution, and
you've doubled the color depth.

But you might want to check out exr... http://www.openexr.com/  and
it's python bindings...
http://excamera.com/sphinx/articles-openexr.html


... thinking of it a bit more... you should be able to display higher
depths via opengl.

With pygame and opengl you should be able to set a higher bit depth...
if your driver supports it.
see: http://pygame.org/docs/ref/display.html#pygame.display.gl_set_attribute

Then send your data to the relevant bit depth gl texture, and you
should be able to display whatever your driver supports


cu.