I wrote the two methods below to automatically select N distinct colors. It works by defining a piecewise linear function on the RGB cube. The benefit of this is you can also get a progressive scale if that's what you want, but when N gets large the colors can start to look similar. I can also imagine evenly subdividing the RGB cube into a lattice and then drawing points. Does anyone know any other methods? I'm ruling out defining a list and then just cycling through it. I should also say I don't generally care if they clash or don't look nice, they just have to be visually distinct.
public static List<Color> pick(int num) {
List<Color> colors = new ArrayList<Color>();
if (num < 2)
return colors;
float dx = 1.0f / (float) (num - 1);
for (int i = 0; i < num; i++) {
colors.add(get(i * dx));
}
return colors;
}
public static Color get(float x) {
float r = 0.0f;
float g = 0.0f;
float b = 1.0f;
if (x >= 0.0f && x < 0.2f) {
x = x / 0.2f;
r = 0.0f;
g = x;
b = 1.0f;
} else if (x >= 0.2f && x < 0.4f) {
x = (x - 0.2f) / 0.2f;
r = 0.0f;
g = 1.0f;
b = 1.0f - x;
} else if (x >= 0.4f && x < 0.6f) {
x = (x - 0.4f) / 0.2f;
r = x;
g = 1.0f;
b = 0.0f;
} else if (x >= 0.6f && x < 0.8f) {
x = (x - 0.6f) / 0.2f;
r = 1.0f;
g = 1.0f - x;
b = 0.0f;
} else if (x >= 0.8f && x <= 1.0f) {
x = (x - 0.8f) / 0.2f;
r = 1.0f;
g = 0.0f;
b = x;
}
return new Color(r, g, b);
}
这里有一个解决你的“独特”问题的解决方案,这完全是夸大的:
创建一个单位球体,并在其上放置带有排斥电荷的点。运行一个粒子系统,直到它们不再移动(或者delta“足够小”)。在这一点上,每个点之间的距离都尽可能远。将(x, y, z)转换为rgb。
我提到它是因为对于某些类型的问题,这种类型的解决方案比暴力解决方案更好。
我一开始看到这种方法是用来镶嵌球面的。
同样,遍历HSL空间或RGB空间的最明显的解决方案可能工作得很好。
为了子孙后代,我在这里添加了Python中公认的答案。
import numpy as np
import colorsys
def _get_colors(num_colors):
colors=[]
for i in np.arange(0., 360., 360. / num_colors):
hue = i/360.
lightness = (50 + np.random.rand() * 10)/100.
saturation = (90 + np.random.rand() * 10)/100.
colors.append(colorsys.hls_to_rgb(hue, lightness, saturation))
return colors
如果N足够大,你会得到一些相似的颜色。世界上只有这么多。
为什么不把它们均匀地分布在光谱中,像这样:
IEnumerable<Color> CreateUniqueColors(int nColors)
{
int subdivision = (int)Math.Floor(Math.Pow(nColors, 1/3d));
for(int r = 0; r < 255; r += subdivision)
for(int g = 0; g < 255; g += subdivision)
for(int b = 0; b < 255; b += subdivision)
yield return Color.FromArgb(r, g, b);
}
如果您想混合序列,以便相似的颜色不在彼此旁边,您可能会打乱结果列表。
是我想得不够周全吗?
您可以使用HSL颜色模型来创建颜色。
如果你想要的只是不同的色调(可能),以及亮度或饱和度的轻微变化,你可以像这样分配色调:
// assumes hue [0, 360), saturation [0, 100), lightness [0, 100)
for(i = 0; i < 360; i += 360 / num_colors) {
HSLColor c;
c.hue = i;
c.saturation = 90 + randf() * 10;
c.lightness = 50 + randf() * 10;
addColor(c);
}
我为R写了一个名为qualpalr的包,它是专门为此目的设计的。我建议你看看小插图,看看它是如何工作的,但我会尽量总结要点。
qualpalr在HSL颜色空间(前面在这个线程中描述过)中获取一个颜色规范,将其投射到DIN99d颜色空间(感知上是均匀的),并找到使它们之间的最小距离最大化的n。
# Create a palette of 4 colors of hues from 0 to 360, saturations between
# 0.1 and 0.5, and lightness from 0.6 to 0.85
pal <- qualpal(n = 4, list(h = c(0, 360), s = c(0.1, 0.5), l = c(0.6, 0.85)))
# Look at the colors in hex format
pal$hex
#> [1] "#6F75CE" "#CC6B76" "#CAC16A" "#76D0D0"
# Create a palette using one of the predefined color subspaces
pal2 <- qualpal(n = 4, colorspace = "pretty")
# Distance matrix of the DIN99d color differences
pal2$de_DIN99d
#> #69A3CC #6ECC6E #CA6BC4
#> 6ECC6E 22
#> CA6BC4 21 30
#> CD976B 24 21 21
plot(pal2)