Namespace: Rx – Header: Rx.Core/EColorMap.h

EColorMap Enumeration

C++
#include "Rx.Core/EColorMap.h"
enum class EColorMap

Specifies different color maps used for creating color coded depth images.

Values

Invalid

Invalid state. Should not be used.

ShortRainbow

A short rainbow color map.

Grayscale

The gray scale color map uses colors from black to white.

Jet

The JET color map.

Perceptually_Uniform_Rainbow

A perceptually uniform rainbow color map.

Perceptually_Uniform_FullRainbow

A perceptually uniform rainbow color map including all colors.

BlackBody

The black body color map based on the colors of black body radiation. Although the colors are inspired by the wavelengths of light from black body radiation, the actual colors used are designed to be perceptually uniform. Colors of the desired brightness and hue are chosen, and then the colors are adjusted such that the luminance is perceptually linear (according to the CIELAB color space).

ExtendedBlackBody

The extended black body color map uses the colors from black body but also adds some blue and purple hues for a more colorful and perhaps more appealing display. The colors are designed to have a constant increase in brightness throughout.

Kindlmann

The Kindlmann color map uses the colors first proposed in a paper by Kindlmann, Reinhard, and Creem. The map is basically the rainbow color map with the luminance adjusted such that it monotonically changes, making it much more perceptually viable.

ExtendedKindlmann

The extended Kindlmann color map uses the colors from Kindlmann but also adds more hues by doing a more than 360 degree loop around the hues. This works because the endpoints have low saturation and very different brightness.

Cubehelix

Cubehelix was designed by D.A. Green to provide a color mapping that would degrade gracefully to grayscale without losing information. This quality makes Cubehelix useful for continuous color scales in scientific visualizations that might be printed in grayscale at some point.

Cubeyf1

CubeYF.

Cube1

Cube1.