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Number of Colors:
Well we’ve sure got lots of choices! We can, in pre-selected steps, use between 16 and MILLIONS
of colors to paint our digital images.
We’ll start back at the monitor
since I think that’s where we see digital images most often.
Most monitor and driver board combinations that are in use now have the capability to display
256 colors. This just happens to be the number of counts that can be represented in one byte of
data (0 to 255). Color is created on the screen by using varying amounts of the three primary
colors Red, Green, and Blue (RGB) in a 256 color system the amounts of Red, Blue, and Green
required for each color are stored on a color palette.
Including shades of gray, black, and
white the palette stores a total of 256 colors numbered from 0 to 255. Using this 256 color
palette system, each pixel can be represented by a single byte of data that points to the entry
in the palette where the actual color data for the pixel is located. Naturally for this to be
effective the palette is stored in image files along with the pixel pointers for the image. As
the computer reads and image file it uses the pixel pointers to find the color from the palette
that should be actually be displayed on the screen for each pixel. This system has the
advantages that the image files are small compared to other systems and 256 colors can do a
nice job of rendering many kinds of images.
The 256 color system has its limitations. Since it relies on a palette, the palette must be
available and usable. There are a variety of circumstances that can sometimes lead to an image
being rendered with the wrong palette or with a corrupted palette. In these cases there is
usually no doubt on the part of the person viewing the image that something is very wrong. In
addition, in images where there are large flat areas, (areas of color that vary only slightly
in color or tone) like a picture that included a gray sky, the 256 color system runs out of
colors quickly. There just aren’t enough colors or shades of colors to properly represent the
subtle changes happening in the image. This is when we observe an effect known as contouring.
There will be sharp delineations in tone as you look across the flat area. this is caused by
the fact that the image contained colors or tones the fell between those provided on the
palette. The boundaries between the areas of different tone are caused by the fact the two
choices in the palette weren’t close enough for the boundary to by invisible.
At the other end of the digital color world is the "millions of colors" system. In this system
there are three bytes of data for each pixel; One byte is for Red, one for Green and one for
Blue. Here, the actual mix of the primary colors needed for each individual pixel are stored as
the pixel data. So in this system each pixel’s mix of primary colors (R, G, and B) can have a
value between 0 and 255 or a total of 256 intensities (or densities) for each primary color.
so the number of colors that can be created is 256 X 256 X 256 = 16,777,216 (millions). Are
they all really different colors though? In fact many are tone variations of the same color. If you
start with a given set of RGB values and then just scale them so the ratio between them doesn’t
change the only difference is in the intensity of the color. The color (Hue) hasn’t actually
changed. With this system contouring is much less of a problem, but you pay for it in files
that are three times bigger per pixel stored. The images used to illustrate the equipment
section are, all but one, the 256 color variety. You will likely be able to observe contouring
in these images. I used the 256 color system for these because I felt that would serve the
purpose and they load from the server a lot faster.
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