Color & Graphics. Color & Vision. The complete display system is: We'll talk about: Model Frame Buffer Screen Eye Brain

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Color & Graphics The complete display system is: Model Frame Buffer Screen Eye Brain Color & Vision We'll talk about: Light Visions Psychophysics, Colorimetry Color Perceptually based models Hardware models 1

Light Vision = perception of electromagnetic energy Very small portion of EM spectrum is visible Vision: The Eye A dynamic, biological camera! a lens a focal length an equivalent of film Retina Lens The lens must focus directly on the retina for perfect vision 2

Vision: The Retina The eye's "film" Covered with cells sensitive to light turn light into electrochemical impulses Two types of cells rods cones Vision: Rods Sensitive to most wavelengths (brightness) About 120 million in eye Most outside of fovea (center of retina) Used for low light vision Absorption function: 400 700 3

Vision: Cones Three kinds R sensitive to long wavelengths G to middle B to short About 8 million in eye Highly concentrated in fovea B cones more evenly distributed than others Used for high detail color vision Vision: Cones The absorption functions of the cones are: 4

Psychophysics Spectral Energy Distribution measure intensity of light at unit wavelength intervals of electromagnetic spectrum from ~400 nm to ~700 nm 400 700 Psychophysics Dominant Wavelength hue Excitation Purity saturation Luminance intensity Lightness: luminance from a reflecting object Brightness: luminance from a light source To mix colors mix power distributions! 5

Color Mixing: Additive Luminous objects emit s.e.d. Linearly add s.e.d. s Primaries: red green blue Complements: cyan magenta yellow e.g. Monitors, lights Color Mixing: Subtractive Reflective objects absorb (or filter) light Can t subtract s.e.d. s Filters: transmission functions Pigment: suspension, scattering of light Primaries: cyan magenta yellow Complements: red green blue E.g., ink, film, paint, dye 6

Colorimetry Based on matching colors using additive color mixing Tristimulous Values Metamers Different s.e.d. s that appear the same Same tristimulous values Colorimetric Color Models Generated color match functions match each wavelength, multiple people some colors require negative red! CIE produced two device independent models: 1931: Measured on 10 subjects (!) on samples subtending 2 (!) degrees of the field of view 1964: Measured on larger number of subjects subtending 10 degrees of field of view 7

Color Match Functions CIE 1931 Imaginary Primaries Defines three new primary colors X, Y and Z Mixtures positive valued Y s fcn corresponds to luminance-efficiency function To define a color weights x,y,z for the X,Y,Z primaries (e.g. color = xx + yy + zz) 8

CIE 1931 Chromaticity X, Y and Z form a three dimensional color volume Y is luminance, others aren t intuitive Factor luminance by normalizing x+y+z = 1 Chromaticity values: x = x/(x+y+z) y = y/(x+y+z) z = 1 - x - y CIE 1931 Chromaticity Diagram Chromaticity diagram Plot of x vs. y Additive color mixing linear interpolation Color gamuts range of possible colors for a device convex hull of primary colors C C = standard illuminant, approximates sunlight 9

CIE 1931 Chromaticity Diagram Dominant Wavelength/Hue: inscribe line from C through color (A) to edge of diagram (H) Saturation distance C-A distance C-H Complements inscribe line through C to the edge of the diagram (H ) What if edge is bottom? 0.8 y 0 0 520 green 500 cyan H blue 400 C yellow A purple H 600 red 700 x 0.7 Hardware Models: RGB (Additive Color) (red, green, blue) Parameters vary between 0 and 1 Hard to achieve intuitive effects: Hue is defined by the one or two largest parameters Saturation controlled by varying the collective minumum value of R, G and B Luminance controlled by varying magnitudes while keeping ratios constant 10

Hardware Models: CMY, CMYK (Subtractive Color) (cyan, magenta, yellow, +black) All parameters vary between 0 and 1 M black K = min (C,M,Y) subtract K from each Y C Intuitive Hardware Models: HSV (hue, saturation, value) value roughly luminance hue: (0...360), saturation/value: (0...1) Simple xform of RGB What do hexagonal and triangle cross sections look like? 11

Intuitive Hardware Models: HLS (hue, lightness, saturation) lightness roughly luminance hue: (0...360), saturation/value: (0...1) saturated colors at l=0.5 tints above, shades below What do hexagonal and triangle cross sections look like? Problem: V/L!= Luminance Fully saturated colors (same v/l) have far different Y values in XYZ (Sun 17 monitor, 1991): Colour RGB XYZ Chromaticity White 1 1 1 0.951 1.000 1.088 0.313 0.329 Red 1 0 0 0.589 0.290 0.000 0.670 0.330 Green 0 1 0 0.179 0.605 0.068 0.210 0.710 Blue 0 0 1 0.183 0.105 1.020 0.140 0.080 Cyan 0 1 1 0.362 0.710 1.088 0.168 0.329 Magenta 1 0 1 0.772 0.395 1.020 0.363 0.181 Yellow 1 1 0 0.768 0.895 0.068 0.444 0.517 12

Problem: None of these models are perceptually uniform Perceived distance between two colors not proportional to linear distance Uniform Color Spaces Non-linear deformations OSA Uniform Color Space (limited range) CIELUV CIELAB Issue: Device-independent color Must use CIEXYZ ie. Apple Colorsync RGB = (0.3,0.2,0.55) tells you what computer generates, not what the monitor will display! Depends on phosphors, room lighting, monitor adjustment Moving between devices (and media) Go through XYZ Must know properties of devices 13