Convert the rgb values for the colours, Computer Graphics

Assignment Help:

In computers, colours are created by blending different combinations of red, green and blue. These colours are normally specified as three two-digit hexadecimal numbers in html, photoshop, gimp etc. For example, Brown is specified as A62929 to indicate the proportions of red, green and blue required. For grey shades the three proportions will always be equal. Moreover FF indicates that the colour is fully saturated. Thus red is FF0000, green is 00FF00, and blue is 0000FF. This colour system is called RGB.

Other applications, such as MATLAB require the RGB colours to be specified in terms of the fraction of each colour required. In this case, the colour is specified by three numbers between 0 and 1, with 1 representing full colour saturation. For example, Brown in this system is given as (0.65, 0.16, 0.16); while red is (1, 0, 0); green is (0, 1, 0) and blue is (0, 0, 1). This representation is referred as the RGB colour fraction.

Given that different systems are used in different applications, it is important to be able to convert between the two representations. The largest number that can be represented by a two-digit hexadecimal number is 16 FF so we know that there are 255 possible shades that can be represented.  Hence, to convert the hexadecimal colour representation to a colour fraction, the following has to be done:

1.  Convert each hexadecimal colour number to its decimal equivalent.

2.  Divide each decimal by 255.

3.  Record each fraction as the colour fraction required for that colour. Converting from a colour fraction to the hexadecimal version is the reverse of the above.

To illustrate, let us consider Brown. Its shade of red is 16 A6. As a decimal this corresponds to 166. Hence, the fraction amount of red required is 166 255 0.65. Similarly for green the decimal equivalent of 16 29 is 41. Therefore, the green colour fraction is 41 255 0.16
. The blue colour fraction for Brown is also 0.16.

(a) Convert the RGB values for the colours below to their equivalent RGB colour fractions. Round your answers to two decimal places.

389_Convert the RGB values for the colours.png


Related Discussions:- Convert the rgb values for the colours

Displacement mapping, Implement displacement mapping and bump mapping on a ...

Implement displacement mapping and bump mapping on a sphere. The displacement can be whatever your choice. The bump map can be whatever your choice as well.

Objectives-multimedia, Objectives-Multimedia After going through this s...

Objectives-Multimedia After going through this section, you should be capable to: explain hypertext and hypermedia ideas, illustrate how multimedia applications are

Summary of graphic primitives, Summary of Graphic Primitives In this a...

Summary of Graphic Primitives In this all section, we have illustrated the basic graphic primitives that are line, point and circle; we have also illustrated both practical an

Concept for eliminating hidden lines, Concept for Eliminating Hidden Lines,...

Concept for Eliminating Hidden Lines, Surfaces or Edges To exemplify the concept for eliminating hidden-lines, surfaces or edges, see a classic wire frame model of a cube as i

Overview of hardware primitives, Overview of Hardware Primitives With t...

Overview of Hardware Primitives With the advancement of computer technology, computer graphics has become a practical tool used in real life applications in diverse areas such

What is the use of projection reference point, What is the use of Projectio...

What is the use of Projection reference point?  In Perspective projection, the object positions are transformed to the view plane with these converged projection line and the p

Translation - 2-d and 3-d transformations, Translation - 2-d and 3-d Transf...

Translation - 2-d and 3-d Transformations It is the process of changing the position of an object. Suppose an object point P(x,y)=xI+yJ be moved to P'(x',y') by the specified

Character generation, What is character generation and explain it''s two me...

What is character generation and explain it''s two method: 1> Bitmap method 2> outline method.

Determine the perspective transformation matrix, Determine the perspective ...

Determine the perspective transformation matrix upon to z = 5 plane, when the center of projection is at origin. Solution. As z = 5 is parallel to z = 0 plane, the normal is s

Projections - viewing transformation, Projections - Viewing Transformation ...

Projections - Viewing Transformation Specified 3-D object in a space, Projection can be explained as a mapping of 3-D object into 2-D viewing screen. Now, 2-D screen is termed

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd