Hi Mike,

That's very interesting. So what you're basically saying that blending
will give different results in different spaces including PCS's.

For some reason I assumed the PCS's are general enough to do all
blending properly, but that could be due to some conceptual
misunderstanding of color spaces, profile and/or blending.

So if I understand correctly, to get accurate results, I MUST blend in
the profile/color-space of the canvas, right?

As for writing code to blend CMYK, it is simple. However, I use openGL
since I render real 3D data, and I need other features openGL has to
offer like depth-testing. So I really don't have a choice here.

Yaron



> 
> You're making sense.  Blending in Lab or XYZ space might give a
reasonable
> preview but the appearance will differ significantly from a 4 channel
CMYK
> alpha blend.
> 
> RGB, being a close cousin of CMYK, would probably be a better space
for an
> approximate blend than either Lab or XYZ.  For example,
CMYK(100,0,0,0)
> and CMYK(0, 100, 0, 0) with a 50% alpha will blend to CMYK(50, 50, 0,
0).
> In Lab space (using Photoshop with the v2 SWOP coated profile for the
> numbers) the corresponsing colors in would be Lab(62, -44, -50) and
> Lab(52, 81, -7).  Blending these in Lab space gives Lab(57, 59, -28),
or
> CMYK(21,77,0,0), a significantly brighter and warmer color.  A similar
> problem will happen in XYZ space.
> 
> I also doubt that doing the extra conversion into and out of the PCS
will
> be at all efficient.  Although RGB might work, there may be a similar
> efficiency issue, depending on how accurately you want the conversion
to
> be.  One solution that would be fast and accurate would be to write
your
> own CMYK alpha blending code to handle four channels + alpha directly.
> This is not a difficult piece of code to write, and a simple loop that
> does an alpha weighted average of the four channels will be faster
than
> any set of color conversions.
> 
> Mike Russell


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