Duncan,
Sorry for the long period of silence, and thanks very much for your great comments.
I am doing something similar to what you describe, although I have some variations on it. I generally use a rank-order method for mapping counts to colors. I tried the histogram-equalization method and like it a lot, but rank-ordering works just a little better. See
http://www.hpdz.net/TechInfo_Software.htm (the Colorizing sectino) for a brief discussion and see
http://www.hpdz.net/Anim_Technical.htm#Rank-Order for a short demonstration animation.
For animations, things get a lot more complicated. I describe some of the problems on the pages of the two latest animations I've made:
Canyon1
http://www.hpdz.net/Anim_Canyon1.htmMetaphaseVar1
http://www.hpdz.net/Anim_MetaphaseVar1.htm Basically there are two major problems for animations:
1. The fractal data is very noisy, so the histogram fluctuates a lot from frame-to-frame, whcih causes the color map to jitter unacceptably.
2. The fractal data spans a huge range over time, and the range changes with time. For one segment of the animation, the fractal data may be spread out over three orders of magnitude (i.e. the ratio of highest count to lowest count), while in another part, it may be squeezed into a very narrow spike on the histogram (high/low ratio maybe only 1.05 or 1.10).
In MetaphaseVar1 I demonstrate (but do not describe yet--it's pretty complicated and I haven't had time to write about it) a way of smoothing everything out so it looks nice. I am not sure I've achieved the optimal solution to this problem, and my technique is still evolving, but I think it looks pretty good so far.
I've recently learned of an approach that's used in some custom formulas for ChaosPro and/or UltraFractal. It does something very simple -- just scale the color mapping parameters by the magnification of the image. FractInt also has a method that seems to work well (see Descent on the UFVP web page, which is a rework of my Canyon1 zoom with FractInt). I will find out exactly what they're doing in a couple of weeks when I have time to look through the source code.