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IP Video Rendering Basics
IP Video Rendering Basics

... camera. Frequently, the source of this poor video quality can be attributed to the computer system being used to display the video. A core benefit of CohuHD cameras is the ability to use non-proprietary, off-the-shelf PC’s and network attached storage equipment. The result of this benefit allows con ...
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... or like mixing paints. The idea is that any color is represented as some combination of red, green, and blue. To specify a color use: new Color(redvalue, greenvalue, bluevalue); where each value is in the range 0-255. For example: new Color(0,255,200); Creates a green-blue color, with stronger green ...
PPT - University of Utah School of Computing
PPT - University of Utah School of Computing

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New Feature Extraction Technique for Color Image Clustering
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Graphics Programming
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Heading later - Intel® Software
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Our Color Vision is Limited - UM Personal World Wide Web Server
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... guideline 5). One way to test whether colors are different enough is to view them in grayscale. If you can’t distinguish the colors when they are rendered in grays, they aren’t different enough. 2. Use distinctive colors. Recall that our visual system combines the signals from retinal cone cells to ...
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CNIT 131 – Week 1

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Framebuffer



A framebuffer (frame buffer, or sometimes framestore) is a portion of RAM containing a bitmap that is driven to a video display from a memory buffer containing a complete frame of data.The information in the memory buffer typically consists of color values for every pixel (point that can be displayed) on the screen. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of the memory required to drive the framebuffer depends on the resolution of the output signal, and on the color depth and palette size.Framebuffers differ significantly from the vector displays that were common prior to the advent of faster graphics (and consequently the concept of a framebuffer). With a vector display, only the vertices of the graphics primitives are stored. The electron beam of the output display is then commanded to move from vertex to vertex, tracing an analog line across the area between these points. With a framebuffer, the electron beam (if the display technology uses one) is commanded to trace a left-to-right, top-to-bottom path across the entire screen, the way a television renders a broadcast signal. At the same time, the color information for each point on the screen is pulled from the framebuffer, creating a set of discrete picture elements (pixels).
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