Gabriel Sechan wrote:
>> From: [EMAIL PROTECTED]
>>..
>>> From: [EMAIL PROTECTED]
>>..
> My appologies-  right concept, wrong terminology.  This is a low-pass filter. 
>  Its late, sorry.  It passes through all values with an m close to 0, and 
> dumps those beyond a certain m.  As such, it should be a gradual decrease 
> from (0,c) where c is the cutoff value, and a rapid decrease from (c,1).  
> Cutoff value is somewhere not long after .5.  A m of .7 makes f=sqrt(p), 
> which if I remember is generally where you consider the cutoff, although it's 
> been a while since I've done filters.
>

another characterization of m is that m is the value of p for which
f=.5, or in one sense, m is the middle of the blend.

> 
> This makes sense as a blend function.  Imagine m is the distance between 2 
> pixels.  As m gets larger, the amount that second point counts into the blend 
> gets smaller and smaller, because log(.5)/log(m) becomes a higher positive 
> number (leading to a smaller result since p is less than 0).  P is just the 
> pixel value of the second point.  My guess is it runs this on a large number 
> of pixels and sums them to get the new value of the pixel its blending.  Most 
> likely it takes the rgb (or cmy or whatever else it uses) and converts each 
> component to a value [0,1] and rune this equation on it.  The only question 
> is how it gets m.

m is a specified design parameter for [one segment] the gradient.
Gradients can be user-created and edited. A simple gradient has one
segment. The blend function used for each segment may be linear or one
of 4 others, including this one called "curved" <heh>. This particular
blend function does not seem much used in the collection of built-in
gradients, and I was/am merely trying to satisfy my curiosity about it.

> 
> If you want to play with it, you can adjust how much further away pixels are 
> taken into account by changing the .5 (raising it to make it use them more, 
> lowering it for less).  If you reverse the division, you get a highpass 
> filter-  it accepts the pixels further away more and the ones closer to it 
> less.  Expect wacky results if you use that, since the least relevant data 
> will count for the most in your blend.  I wouldn't seriously use any hand 
> rolled filter though-  it takes deep black magic to create a good one, you 
> have to really know what you're doing.  Its a lot of tradeoffs between cutoff 
> point, how well the cutoff point works (how quickly it goes down after it), 
> and how evenly the values in the filter are counted.

OK, thanks. I will look at some plots and try to digest your descriptions.

Regards,
..jim


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