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CRIS: Chevreuls-Raster-Imaging-System

Every photograph, movie, video game, UI element - it's all an elaborate con job exploiting the specific quirks of human trichromatic vision. Magenta doesn't exist at all, its perception. Brown is just a desaturated orange and the color yellow on a screen is just a red pixel and a green pixel firing simultaneously, and our eyes just blend them together. Once again, perception. The beauty of the constraint of human vision is that despite only being able to naturally absorb the color spectrum directly, our eyes are able to see a multitude of colors purely based on our perception.

Before I was inspired to create CRIS, I long had a fascination with computer graphics. Mankind's greatest invention, the computer, is incomplete without a display that manifests its power. We enable the computer to speak to us, by placing millions of tiny led lights in groups of 3: red, blue and green. Together, these three colors are responsible for the entire color spectrum that we see on our screens.I was inspired to create this graphics library when I saw a friend of mine create his own. I asked GPT to give me a list of artists that used painting techniques akin to pixels on a display. I stumbled upon Georges Seurat and his textbook technique of pointillism/divisionism. Seurat was inspired by the works of Chevreul and his "Law of Simultaneous Color Contrast".

This discovery is what led me down a rabbit hole and graphics and eventually to the creation of CRIS. I wanted to create a graphics library that was based on the principles of pointillism and the way our eyes perceive color.

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A freestanding, platform-agnostic graphics engine and software rasterizer (CSR) built with modern C++20. Zero-STL, memory-managed via arenas, and designed for seamless transition from User-Space to Bare-Metal Kernel environments. A passion project, if you may.

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