I would suggest creating a look up table as a texture, feed that in to a CIKernel, and have it map the r/g/b vales to the r/g/b values of the original image, something in GLSL like:

// define our rectangular texture samplers
uniform sampler2DRect tex0;
uniform sampler1D tex1;

// define our varying texture coordinates
varying vec2 texcoord0;
varying vec2 texcoord1;

void main (void)
{
        vec4 inputColor = texture2DRect(tex0, texcoord0);
                
        vec4 colorout;
        
        colorout.r = texture1D(tex1, inputColor.r).r;
        colorout.g = texture1D(tex1, inputColor.g).g;
        colorout.b = texture1D(tex1, inputColor.b).b;
        colorout.a = inputColor.a;
        
        gl_FragColor = colorout;
}


On Jan 15, 2008, at 10:10 PM, David Giovannini wrote:

Hello,

Let me describe what I am trying to do a little better than before. Every avenue I try comes up short.

My daughter got a LEGO Mosaic set for Christmas. I am working on a pattern maker application using QC. I have the pixellating and LEGO impressions all working. The mosaic set comes with 12 colors where three are black, dark gray, and white. I need to have the colors in the resulting image limited to the 12.

I keep trying to solve this problem using core image kernels and not getting the results I am looking for. I keep looking for "grayish" and attempting to find either the correct color or the correct gray. There is nothing linear about the LEGO colors and "grayish" is very subjective

Given a set of 12 arbitrary colors, with fixed HBS, how would I color match an image?

Any thoughts would be appreciated.

Cheers,
Dave

On Jan 13, 2008, at 12:40 PM, Stephanie Giovannini wrote:

Hello,

I am nearly done with a composition but I am stuck solving a color matching problem. I want to apply a palette of 12 fixed colors (intensity, luminosity, saturation, etc all predetermined) to an image. The palette includes 3 greys. ColorMap seems to be close but not quite.

What should I be using?

Cheers,
Dave


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