/// <summary>
        /// Captures the calibrated texture
        /// </summary>
        /// <param name="_Source">The source image to capture</param>
        /// <param name="_Database">Database to perform proper calibration</param>
        /// <param name="_Parms">Parameters for the capture</param>
        public void Capture( ImageUtility.Bitmap _Source, CameraCalibrationDatabase _Database, CaptureParms _Parms )
        {
            if ( _Source == null )
                throw new Exception( "Invalid source bitmap to build texture from!" );
            if ( _Database == null )
                throw new Exception( "Invalid calibration database found in parameters!" );
            if ( _Parms == null )
                throw new Exception( "Invalid calibration parameters!" );
            if ( m_SwatchWidth <= 0 || m_SwatchHeight <= 0 )
                throw new Exception( "Invalid swatch size! Must be > 0!" );

            // Save parameters as they're associated to this texture
            m_CaptureParameters = _Parms;
            m_WhiteReflectanceReference = _Database.WhiteReflectanceReference;
            m_WhiteReflectanceCorrectionFactor = _Database.WhiteReflectanceCorrectionFactor;
            m_SpatialCorrectionEnabled = _Database.WhiteReferenceImage != null;

            //////////////////////////////////////////////////////////////////////////
            // Setup the database to find the most appropriate calibration data for our image infos
            _Database.PrepareCalibrationFor( _Parms.ISOSpeed, _Parms.ShutterSpeed, _Parms.Aperture );

            //////////////////////////////////////////////////////////////////////////
            // Build target texture
            ImageUtility.float4	AvgXYZ = new ImageUtility.float4( 0, 0, 0, 0 );
            //DEBUG
            // float	MinLuminance_Raw = float.MaxValue;
            // float	MaxLuminance_Raw = -float.MaxValue;

            const int	EXTREME_VALUES_COUNT = 100;
            ImageUtility.float3[]	ArrayMin = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            ImageUtility.float3[]	ArrayMax = new ImageUtility.float3[EXTREME_VALUES_COUNT];
            for ( int i=0; i < EXTREME_VALUES_COUNT; i++ )
            {
                ArrayMin[i] = new ImageUtility.float3( 0, 1, 0 );
                ArrayMax[i] = new ImageUtility.float3( 0, 0, 0 );
            }

            if ( _Parms.CropSource )
            {
                float	fImageWidth = 2.0f * _Parms.CropRectangleHalfSize.x * _Source.Height;
                float	fImageHeight = 2.0f * _Parms.CropRectangleHalfSize.y * _Source.Height;
                int		W = (int) Math.Floor( fImageWidth );
                int		H = (int) Math.Floor( fImageHeight );

                ImageUtility.float2	AxisX = new ImageUtility.float2( (float) Math.Cos( _Parms.CropRectangleRotation ), -(float) Math.Sin( _Parms.CropRectangleRotation ) );
                ImageUtility.float2	AxisY = new ImageUtility.float2( (float) Math.Sin( _Parms.CropRectangleRotation ), (float) Math.Cos( _Parms.CropRectangleRotation ) );

                ImageUtility.float2	TopLeftCorner = new ImageUtility.float2( 0.5f * (_Source.Width - _Source.Height) + _Parms.CropRectangleCenter.x * _Source.Height, _Source.Height * _Parms.CropRectangleCenter.y )
                                                  + _Source.Height * (-_Parms.CropRectangleHalfSize.x * AxisX - _Parms.CropRectangleHalfSize.y * AxisY);

                m_Texture = new ImageUtility.Bitmap( W, H, new ImageUtility.ColorProfile( ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB ) );
                ImageUtility.float4	XYZ;
                ImageUtility.float3	ShortXYZ;
                ImageUtility.float3	xyY;

                ImageUtility.float2	CurrentScanlinePixel = TopLeftCorner + 0.5f * (fImageWidth - W) * AxisX + 0.5f * (fImageHeight - H) * AxisY;
                if ( Math.Abs( _Parms.CropRectangleRotation ) < 1e-6f )
                {	// Use integer pixels to avoid attenuated values due to bilinear filtering
                    CurrentScanlinePixel.x = (float) Math.Floor( CurrentScanlinePixel.x );
                    CurrentScanlinePixel.y = (float) Math.Floor( CurrentScanlinePixel.y );
                }
                for ( int Y=0; Y < H; Y++ )
                {
                    ImageUtility.float2	CurrentPixel = CurrentScanlinePixel;
                    for ( int X=0; X < W; X++ )
                    {
                        float	U = CurrentPixel.x / _Source.Width;
                        float	V = CurrentPixel.y / _Source.Height;

                        XYZ = _Source.BilinearSample( CurrentPixel.x, CurrentPixel.y );

            //DEBUG
            // float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
            // if ( L < MinLuminance_Raw )
            // 	MinLuminance_Raw = L;
            // if ( L > MaxLuminance_Raw )
            // 	MaxLuminance_Raw = L;
            //DEBUG

                        xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) XYZ );
                        xyY = _Database.CalibrateWithSpatialCorrection( U, V, xyY );	// Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ( xyY );
                        XYZ = new ImageUtility.float4( ShortXYZ, XYZ.w );
                        m_Texture.ContentXYZ[X,Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax( ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT );
                        AvgXYZ += XYZ;

                        CurrentPixel += AxisX;
                    }
                    CurrentScanlinePixel += AxisY;
                }
            }
            else
            {	// Simple texture copy, with luminance calibration
                m_Texture = new ImageUtility.Bitmap( _Source.Width, _Source.Height, new ImageUtility.ColorProfile( ImageUtility.ColorProfile.STANDARD_PROFILE.sRGB ) );
                ImageUtility.float4	XYZ;
                ImageUtility.float3	ShortXYZ;
                ImageUtility.float3	xyY;

                int	W = m_Texture.Width;
                int	H = m_Texture.Height;

                int	X0 = 0;
                int	X1 = W;
                int	Y0 = 0;
                int	Y1 = H;

            //DEBUG
            // X0 = 1088; Y0 = 764;
            // X1 = X0 + 1100; Y1 = Y0 + 632;

                for ( int Y=Y0; Y < Y1; Y++ )
                {
                    float	V = (float) Y / H;
                    for ( int X=X0; X < X1; X++ )
                    {
                        float	U = (float) X / W;

                        XYZ = _Source.ContentXYZ[X,Y];

            //DEBUG
            // float	L = XYZ.y * _Database.GetSpatialLuminanceCorrectionFactor( U, V );
            // if ( L < MinLuminance_Raw )
            // 	MinLuminance_Raw = L;
            // if ( L > MaxLuminance_Raw )
            // 	MaxLuminance_Raw = L;
            //DEBUG

                        xyY = ImageUtility.ColorProfile.XYZ2xyY( (ImageUtility.float3) XYZ );
                        xyY = _Database.CalibrateWithSpatialCorrection( U, V, xyY );	// Apply luminance calibration
                        ShortXYZ = ImageUtility.ColorProfile.xyY2XYZ( xyY );
                        XYZ = new ImageUtility.float4( ShortXYZ, XYZ.w );
                        m_Texture.ContentXYZ[X,Y] = XYZ;

                        // Update min/max/avg values
                        InsertMinMax( ShortXYZ, ArrayMin, ArrayMax, EXTREME_VALUES_COUNT );
                        AvgXYZ += XYZ;
                    }
                }
            }

            // Normalize average swatch color
            float	Normalizer = 1.0f / (m_Texture.Width*m_Texture.Height);
            ImageUtility.float3	avgxyY = ImageUtility.ColorProfile.XYZ2xyY( Normalizer * ((ImageUtility.float3) AvgXYZ) );
            m_SwatchAvg.xyY = avgxyY;

            // Compute min & max using statistical norm
             			ImageUtility.float3	BestXYZ_Min;
             			ImageUtility.float3	BestXYZ_Max;

            if ( _Parms.UseModeInsteadOfMean )
            {	// Use mode
                BestXYZ_Min = ComputeMode( ArrayMin );
                BestXYZ_Max = ComputeMode( ArrayMax );
            }
            else
            {	// Use mean
             				BestXYZ_Min = ComputeMean( ArrayMin );
             				BestXYZ_Max = ComputeMean( ArrayMax );
            }
            m_SwatchMin.xyY = ImageUtility.ColorProfile.XYZ2xyY( BestXYZ_Min );
            m_SwatchMax.xyY = ImageUtility.ColorProfile.XYZ2xyY( BestXYZ_Max );

            m_SwatchMin.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchMin.xyY );
            m_SwatchMax.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchMax.xyY );
            m_SwatchAvg.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, m_SwatchAvg.xyY );

            // Rebuild custom swatches
            foreach ( CustomSwatch CS in m_CustomSwatches )
                CS.Texture = BuildSwatch( m_SwatchWidth, m_SwatchHeight, CS.xyY );

            //////////////////////////////////////////////////////////////////////////
            // Feed some purely informational shot infos to the main texture, probably won't be saved anyway...
            m_Texture.HasValidShotInfo = true;
            m_Texture.ISOSpeed = _Parms.ISOSpeed;
            m_Texture.ShutterSpeed = _Parms.ShutterSpeed;
            m_Texture.Aperture = _Parms.Aperture;
        }