R + R = 255 R = 255 R R = -R + 0G + 0B + 255 in Java

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R + R = 255 R = 255 R R = -R + 0G + 0B + 255
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Extrapolate or repeat for the green and blue channels, and you ll realize the matrix must be
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| -1 0 0 0 255 | | 0 -1 0 0 255 | | 0 0 -1 0 255 | | 0 0 0 1 0 |
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Example 37-8 compares a test image and its digital negative.
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EXAMPLE 37-8
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Applying a Negative with a ColorMatrixFilter
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package { import flash.display.Sprite; import flash.filters.ColorMatrixFilter; public class ch37ex8 extends Sprite { function ch37ex8() { var original:TestImage = new TestImage(0.5); var neg:TestImage = new TestImage(0.5, 250); addChild(original);
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37: Applying Filters
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addChild(neg); var negMatrix:Array = [-1, 0, 0, 0, 255, 0, -1, 0, 0, 255, 0, 0, -1, 0, 255, 0, 0, 0, 1, 0]; neg.filters = [new ColorMatrixFilter(negMatrix)]; } } } import flash.display.Loader; import flash.net.URLRequest; import flash.system.LoaderContext; class TestImage extends Loader { public function TestImage(scale:Number = 1, x:Number = 0, y:Number = 0) { //photo (CC-BY) Roger Braunstein //source http://www.flickr.com/photos/rogerimp/2940373537/ var url:String = "http://actionscriptbible.com/files/heiwadoori.jpg"; load(new URLRequest(url), new LoaderContext(true)); scaleX = scaleY = scale; this.x = x; this.y = y; } }
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Contrast
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You can adjust the contrast of a display object by applying a ColorMatrixFilter object that both scales and offsets the color channels. To increase contrast, scale up all the colors but then compensate for the additional brightness with a negative offset. Likewise, to decrease the contrast, scale down the colors but then shift them up to keep them from getting too dark. In Example 37-9, you can modify the contrast by sliding the mouse from left to right.
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EXAMPLE 37-9
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Changing Contrast with a ColorMatrixFilter
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package { import flash.display.Sprite; import flash.events.MouseEvent; import flash.filters.ColorMatrixFilter; public class ch37ex9 extends Sprite { protected var img:TestImage; function ch37ex9() { img = new TestImage(); addChild(img);
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continued
Part VIII: Graphics Programming and Animation
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EXAMPLE 37-9
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(continued)
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addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove); } protected function onMouseMove(event:MouseEvent):void { //1 for no change, 0 for lowest contrast, 2 and up for high contrast var contrastAmount:Number; //mouse at left for lowest contrast, right for 3x contrast boost contrastAmount = stage.mouseX / stage.stageWidth * 3; var scale:Number = contrastAmount; var offset:Number = 128 * (1 - scale); var aContrast:Array = [scale, 0, 0, 0, offset, 0, scale, 0, 0, offset, 0, 0, scale, 0, offset, 0, 0, 0, 1, 0]; img.filters = [new ColorMatrixFilter(aContrast)]; } } } import flash.display.Loader; import flash.net.URLRequest; import flash.system.LoaderContext; class TestImage extends Loader { public function TestImage(scale:Number = 1, x:Number = 0, y:Number = 0) { //photo (CC-BY) Roger Braunstein //source http://www.flickr.com/photos/rogerimp/2940373537/ var url:String = "http://actionscriptbible.com/files/heiwadoori.jpg"; load(new URLRequest(url), new LoaderContext(true)); scaleX = scaleY = scale; this.x = x; this.y = y; } }
Convert to Grayscale
You can design a matrix that will remove all color from an image. Try deriving it from rst principles. Shades of gray contain equal amounts of red, green, and blue: black has 0 of each, 50 percent gray has 128 of each (0x808080, 0x80 = 128), and white has 255 of each (0xFFFFFF, 0xFF = 255). So one property of the matrix is that all the equations to determine red, green, and blue channels must be the same, to ensure the output is equal. In matrix terms, this means the rst three rows should be identical. In a grayscale image, there is no hue. There is only the relative lightness or darkness of the pixel. So if you wanted to convert a color image to grayscale, the color of the output pixel should be related to the brightness of the input pixel. A good way to do this is to average the RGB channels. So every gray value is determined by an equal weighting of the brightness of the three color channels. This leads to the simple equation:
37: Applying Filters
R = G = B = (R * G * B)/3 = 0.33R + 0.33G + 0.33G
Or, in matrix form:
| 0.33 0.33 0.33 0 | 0.33 0.33 0.33 0 | 0.33 0.33 0.33 0 | 0 0 0 1 0 0 0 0 | | | |
However, brains are wired to perceive visual reality in a subjective manner. Anyone who s looked at optical illusions knows how subjective vision is. Sometimes what is mathematically precise is not what looks the best. Remember in 35, Programming Vector Graphics, that the default blending mode for gradients is not linear through RGB there, the blending mode that looks best isn t the most mathematically precise. Likewise, you can make a better-looking grayscale image by choosing nonequal bias for each of the red, green, and blue channels. Choosing biases, or luminance coef cients, of 0.3086, 0.6094, and 0.0820, respectively, yields a more natural-looking image. This matrix encodes the constants: