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Aspects of computational geometry in gamut mapping implementations

机译:域映射实现中计算几何的方面

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Even though gamut mapping (GM) is a three-dimensional polyhedron problem, algorithmically it is usually not treated as such. This is due to tight runtime constraints in practice, which suggest simple algorithms. We will show that basic geometric operations, like the intersection of a ray with the gamut surface, can be implemented very efficiently for typical GM applications that work with device gamuts. This opens up new possibilities to design algorithms without reducing their practicability.
机译:尽管域映射(GM)是一个三维多面体问题,但算法通常不会被视为这样。这是由于实践中的紧密运行时间约束,这表明了简单的算法。我们将显示基本的几何操作,如带色域面的光线的交集,可以非常有效地实现与设备域配合使用的典型的通用汽车应用。这为设计算法开辟了新的可能性,而不会降低其实用性。

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