[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
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.