COLOR

  • Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminance

    https://www.translatorscafe.com/unit-converter/en-US/illumination/1-11/

     

     

    The power output of a light source is measured using the unit of watts W. This is a direct measure to calculate how much power the light is going to drain from your socket and it is not relatable to the light brightness itself.

    The amount of energy emitted from it per second. That energy comes out in a form of photons which we can crudely represent with rays of light coming out of the source. The higher the power the more rays emitted from the source in a unit of time.

    Not all energy emitted is visible to the human eye, so we often rely on photometric measurements, which takes in account the sensitivity of human eye to different wavelenghts

     

     

    Details in the post
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    Read more: Photography basics: Lumens vs Candelas (candle) vs Lux vs FootCandle vs Watts vs Irradiance vs Illuminance
  • No one could see the colour blue until modern times

    https://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2

     

    The way that humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.

     

    Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all.

    https://www.wnycstudios.org/story/211119-colors

     

    Every language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine.

    After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.

     

    The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye.

    https://mymodernmet.com/shades-of-blue-color-history/

     

    Considered to be the first ever synthetically produced color pigment, Egyptian blue (also known as cuprorivaite) was created around 2,200 B.C. It was made from ground limestone mixed with sand and a copper-containing mineral, such as azurite or malachite, which was then heated between 1470 and 1650°F. The result was an opaque blue glass which then had to be crushed and combined with thickening agents such as egg whites to create a long-lasting paint or glaze.

     

     

    If you think about it, blue doesn’t appear much in nature — there aren’t animals with blue pigments (except for one butterfly, Obrina Olivewing, all animals generate blue through light scattering), blue eyes are rare (also blue through light scattering), and blue flowers are mostly human creations. There is, of course, the sky, but is that really blue?

     

     

    So before we had a word for it, did people not naturally see blue? Do you really see something if you don’t have a word for it?

     

    A researcher named Jules Davidoff traveled to Namibia to investigate this, where he conducted an experiment with the Himba tribe, who speak a language that has no word for blue or distinction between blue and green. When shown a circle with 11 green squares and one blue, they couldn’t pick out which one was different from the others.

     

    When looking at a circle of green squares with only one slightly different shade, they could immediately spot the different one. Can you?

     

    Davidoff says that without a word for a colour, without a way of identifying it as different, it’s much harder for us to notice what’s unique about it — even though our eyes are physically seeing the blocks it in the same way.

     

    Further research brought to wider discussions about color perception in humans. Everything that we make is based on the fact that humans are trichromatic. The television only has 3 colors. Our color printers have 3 different colors. But some people, and in specific some women seemed to be more sensible to color differences… mainly because they’re just more aware or – because of the job that they do.

    Eventually this brought to the discovery of a small percentage of the population, referred to as tetrachromats, which developed an extra cone sensitivity to yellow, likely due to gene modifications.

    The interesting detail about these is that even between tetrachromats, only the ones that had a reason to develop, label and work with extra color sensitivity actually developed the ability to use their native skills.

     

    So before blue became a common concept, maybe humans saw it. But it seems they didn’t know they were seeing it.

    If you see something yet can’t see it, does it exist? Did colours come into existence over time? Not technically, but our ability to notice them… may have…

     

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  • What is a Gamut or Color Space and why do I need to know about CIE

    http://www.xdcam-user.com/2014/05/what-is-a-gamut-or-color-space-and-why-do-i-need-to-know-about-it/

     

    In video terms gamut is normally related to as the full range of colours and brightness that can be either captured or displayed.

     

    Generally speaking all color gamuts recommendations are trying to define a reasonable level of color representation based on available technology and hardware. REC-601 represents the old TVs. REC-709 is currently the most distributed solution. P3 is mainly available in movie theaters and is now being adopted in some of the best new 4K HDR TVs. Rec2020 (a wider space than P3 that improves on visibke color representation) and ACES (the full coverage of visible color) are other common standards which see major hardware development these days.

     

     

    To compare and visualize different solution (across video and printing solutions), most developers use the CIE color model chart as a reference.
    The CIE color model is a color space model created by the International Commission on Illumination known as the Commission Internationale de l’Elcairage (CIE) in 1931. It is also known as the CIE XYZ color space or the CIE 1931 XYZ color space.
    This chart represents the first defined quantitative link between distributions of wavelengths in the electromagnetic visible spectrum, and physiologically perceived colors in human color vision. Or basically, the range of color a typical human eye can perceive through visible light.

     

    Note that while the human perception is quite wide, and generally speaking biased towards greens (we are apes after all), the amount of colors available through nature, generated through light reflection, tend to be a much smaller section. This is defined by the Pointer’s Chart.

     

    In short. Color gamut is a representation of color coverage, used to describe data stored in images against available hardware and viewer technologies.

     

    Camera color encoding from
    https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

     

    CIE 1976

    http://bernardsmith.eu/computatrum/scan_and_restore_archive_and_print/scanning/

     

    https://store.yujiintl.com/blogs/high-cri-led/understanding-cie1931-and-cie-1976

     

    The CIE 1931 standard has been replaced by a CIE 1976 standard. Below we can see the significance of this.

     

    People have observed that the biggest issue with CIE 1931 is the lack of uniformity with chromaticity, the three dimension color space in rectangular coordinates is not visually uniformed.

     

    The CIE 1976 (also called CIELUV) was created by the CIE in 1976. It was put forward in an attempt to provide a more uniform color spacing than CIE 1931 for colors at approximately the same luminance

     

    The CIE 1976 standard colour space is more linear and variations in perceived colour between different people has also been reduced. The disproportionately large green-turquoise area in CIE 1931, which cannot be generated with existing computer screens, has been reduced.

     

    If we move from CIE 1931 to the CIE 1976 standard colour space we can see that the improvements made in the gamut for the “new” iPad screen (as compared to the “old” iPad 2) are more evident in the CIE 1976 colour space than in the CIE 1931 colour space, particularly in the blues from aqua to deep blue.

     

     

    https://dot-color.com/2012/08/14/color-space-confusion/

    Despite its age, CIE 1931, named for the year of its adoption, remains a well-worn and familiar shorthand throughout the display industry. CIE 1931 is the primary language of customers. When a customer says that their current display “can do 72% of NTSC,” they implicitly mean 72% of NTSC 1953 color gamut as mapped against CIE 1931.

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  • What light is best to illuminate gems for resale

    www.palagems.com/gem-lighting2

     

    Artificial light sources, not unlike the diverse phases of natural light, vary considerably in their properties. As a result, some lamps render an object’s color better than others do.

     

    The most important criterion for assessing the color-rendering ability of any lamp is its spectral power distribution curve.

     

    Natural daylight varies too much in strength and spectral composition to be taken seriously as a lighting standard for grading and dealing colored stones. For anything to be a standard, it must be constant in its properties, which natural light is not.

     

    For dealers in particular to make the transition from natural light to an artificial light source, that source must offer:
    1- A degree of illuminance at least as strong as the common phases of natural daylight.
    2- Spectral properties identical or comparable to a phase of natural daylight.

     

    A source combining these two things makes gems appear much the same as when viewed under a given phase of natural light. From the viewpoint of many dealers, this corresponds to a naturalappearance.

     

    The 6000° Kelvin xenon short-arc lamp appears closest to meeting the criteria for a standard light source. Besides the strong illuminance this lamp affords, its spectrum is very similar to CIE standard illuminants of similar color temperature.

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  • PBR Color Reference List for Materials – by Grzegorz Baran

    The list should be helpful for every material artist who work on PBR materials as it contains over 200 color values measured with PCE-RGB2 1002 Color Spectrometer device and presented in linear and sRGB (2.2) gamma space.

    All color values, HUE and Saturation in this list come from measurements taken with PCE-RGB2 1002 Color Spectrometer device and are presented in linear and sRGB (2.2) gamma space (more info at the end of this video) I calculated Relative Luminance and Luminance values based on captured color using my own equation which takes color based luminance perception into consideration. Bare in mind that there is no ‘one’ color per substance as nothing in nature is even 100% uniform and any value in +/-10% range from these should be considered as correct one. Therefore this list should be always considered as a color reference for material’s albedos, not ulitimate and absolute truth.

     

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    Read more: PBR Color Reference List for Materials – by Grzegorz Baran
  • Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking

    https://bottosson.github.io/misc/colorpicker

     

    https://bottosson.github.io/posts/colorpicker/

     

    https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/

     

    One problem with sRGB is that in a gradient between blue and white, it becomes a bit purple in the middle of the transition. That’s because sRGB really isn’t created to mimic how the eye sees colors; rather, it is based on how CRT monitors work. That means it works with certain frequencies of red, green, and blue, and also the non-linear coding called gamma. It’s a miracle it works as well as it does, but it’s not connected to color perception. When using those tools, you sometimes get surprising results, like purple in the gradient.

     

     

    There were also attempts to create simple models matching human perception based on XYZ, but as it turned out, it’s not possible to model all color vision that way. Perception of color is incredibly complex and depends, among other things, on whether it is dark or light in the room and the background color it is against. When you look at a photograph, it also depends on what you think the color of the light source is. The dress is a typical example of color vision being very context-dependent. It is almost impossible to model this perfectly.

     

    I based Oklab on two other color spaces, CIECAM16 and IPT. I used the lightness and saturation prediction from CIECAM16, which is a color appearance model, as a target. I actually wanted to use the datasets used to create CIECAM16, but I couldn’t find them.

     

    IPT was designed to have better hue uniformity. In experiments, they asked people to match light and dark colors, saturated and unsaturated colors, which resulted in a dataset for which colors, subjectively, have the same hue. IPT has a few other issues but is the basis for hue in Oklab.

     

    In the Munsell color system, colors are described with three parameters, designed to match the perceived appearance of colors: Hue, Chroma and Value. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. The parameters are designed to be independent and each have a uniform scale. This results in a color solid with an irregular shape. Modern color spaces and models, such as CIELAB, Cam16 and Björn Ottosson own Oklab, are very similar in their construction.

     

     

    By far the most used color spaces today for color picking are HSL and HSV, two representations introduced in the classic 1978 paper “Color Spaces for Computer Graphics”. HSL and HSV designed to roughly correlate with perceptual color properties while being very simple and cheap to compute.

     

    Today HSL and HSV are most commonly used together with the sRGB color space.

     

     

    One of the main advantages of HSL and HSV over the different Lab color spaces is that they map the sRGB gamut to a cylinder. This makes them easy to use since all parameters can be changed independently, without the risk of creating colors outside of the target gamut.

     

     

    The main drawback on the other hand is that their properties don’t match human perception particularly well.
    Reconciling these conflicting goals perfectly isn’t possible, but given that HSV and HSL don’t use anything derived from experiments relating to human perception, creating something that makes a better tradeoff does not seem unreasonable.

     

     

    With this new lightness estimate, we are ready to look into the construction of Okhsv and Okhsl.

     

     

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    Read more: Björn Ottosson – OKHSV and OKHSL – Two new color spaces for color picking
  • Gamma correction

    http://www.normankoren.com/makingfineprints1A.html#Gammabox

     

    https://en.wikipedia.org/wiki/Gamma_correction

     

    http://www.photoscientia.co.uk/Gamma.htm

     

    https://www.w3.org/Graphics/Color/sRGB.html

     

    http://www.eizoglobal.com/library/basics/lcd_display_gamma/index.html

     

    https://forum.reallusion.com/PrintTopic308094.aspx

     

    Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel. Generally Gamma is just about defining relationships.

    Three main types:
    – Image Gamma encoded in images
    – Display Gammas encoded in hardware and/or viewing time
    – System or Viewing Gamma which is the net effect of all gammas when you look back at a final image. In theory this should flatten back to 1.0 gamma.

     

    Our eyes, different camera or video recorder devices do not correctly capture luminance. (they are not linear)
    Different display devices (monitor, phone screen, TV) do not display luminance correctly neither. So, one needs to correct them, therefore the gamma correction function.

    The human perception of brightness, under common illumination conditions (not pitch black nor blindingly bright), follows an approximate power function (note: no relation to the gamma function), with greater sensitivity to relative differences between darker tones than between lighter ones, consistent with the Stevens’ power law for brightness perception. If images are not gamma-encoded, they allocate too many bits or too much bandwidth to highlights that humans cannot differentiate, and too few bits or too little bandwidth to shadow values that humans are sensitive to and would require more bits/bandwidth to maintain the same visual quality.

    https://blog.amerlux.com/4-things-architects-should-know-about-lumens-vs-perceived-brightness/

    cones manage color receptivity, rods determine how large our pupils should be. The larger (more dilated) our pupils are, the more light enters our eyes. In dark situations, our rods dilate our pupils so we can see better. This impacts how we perceive brightness.

     

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    A gamma encoded image has to have “gamma correction” applied when it is viewed — which effectively converts it back into light from the original scene. In other words, the purpose of gamma encoding is for recording the image — not for displaying the image. Fortunately this second step (the “display gamma”) is automatically performed by your monitor and video card. The following diagram illustrates how all of this fits together:

     

    Display gamma
    The display gamma can be a little confusing because this term is often used interchangeably with gamma correction, since it corrects for the file gamma. This is the gamma that you are controlling when you perform monitor calibration and adjust your contrast setting. Fortunately, the industry has converged on a standard display gamma of 2.2, so one doesn’t need to worry about the pros/cons of different values.

     

    Gamma encoding of images is used to optimize the usage of bits when encoding an image, or bandwidth used to transport an image, by taking advantage of the non-linear manner in which humans perceive light and color. Human response to luminance is also biased. Especially sensible to dark areas.
    Thus, the human visual system has a non-linear response to the power of the incoming light, so a fixed increase in power will not have a fixed increase in perceived brightness.
    We perceive a value as half bright when it is actually 18% of the original intensity not 50%. As such, our perception is not linear.

     

    You probably already know that a pixel can have any ‘value’ of Red, Green, and Blue between 0 and 255, and you would therefore think that a pixel value of 127 would appear as half of the maximum possible brightness, and that a value of 64 would represent one-quarter brightness, and so on. Well, that’s just not the case.

     

    Pixar Color Management
    https://renderman.pixar.com/color-management


    – Why do we need linear gamma?
    Because light works linearly and therefore only works properly when it lights linear values.

     

    – Why do we need to view in sRGB?
    Because the resulting linear image in not suitable for viewing, but contains all the proper data. Pixar’s IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post.

    This would be simple enough if every software would play by the same rules, but they don’t. In fact, the default gamma workflow for many 3D software is incorrect. This is where the knowledge of a proper imaging workflow comes in to save the day.

     

    Cathode-ray tubes have a peculiar relationship between the voltage applied to them, and the amount of light emitted. It isn’t linear, and in fact it follows what’s called by mathematicians and other geeks, a ‘power law’ (a number raised to a power). The numerical value of that power is what we call the gamma of the monitor or system.

     

    Thus. Gamma describes the nonlinear relationship between the pixel levels in your computer and the luminance of your monitor (the light energy it emits) or the reflectance of your prints. The equation is,

    Luminance = C * value^gamma + black level

    – C is set by the monitor Contrast control.

    – Value is the pixel level normalized to a maximum of 1. For an 8 bit monitor with pixel levels 0 – 255, value = (pixel level)/255.

     

    – Black level is set by the (misnamed) monitor Brightness control. The relationship is linear if gamma = 1. The chart illustrates the relationship for gamma = 1, 1.5, 1.8 and 2.2 with C = 1 and black level = 0.

     

    Gamma affects middle tones; it has no effect on black or white. If gamma is set too high, middle tones appear too dark. Conversely, if it’s set too low, middle tones appear too light.

     

    The native gamma of monitors– the relationship between grid voltage and luminance– is typically around 2.5, though it can vary considerably. This is well above any of the display standards, so you must be aware of gamma and correct it.

     

    A display gamma of 2.2 is the de facto standard for the Windows operating system and the Internet-standard sRGB color space.

     

    The old standard for Mcintosh and prepress file interchange is 1.8. It is now 2.2 as well.

     

    Video cameras have gammas of approximately 0.45– the inverse of 2.2. The viewing or system gamma is the product of the gammas of all the devices in the system– the image acquisition device (film+scanner or digital camera), color lookup table (LUT), and monitor. System gamma is typically between 1.1 and 1.5. Viewing flare and other factor make images look flat at system gamma = 1.0.

     

    Most laptop LCD screens are poorly suited for critical image editing because gamma is extremely sensitive to viewing angle.

     

    More about screens

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    CRT Monitors. Due to an odd bit of engineering luck, the native gamma of a CRT is 2.5 — almost the inverse of our eyes. Values from a gamma-encoded file could therefore be sent straight to the screen and they would automatically be corrected and appear nearly OK. However, a small gamma correction of ~1/1.1 needs to be applied to achieve an overall display gamma of 2.2. This is usually already set by the manufacturer’s default settings, but can also be set during monitor calibration.

    LCD Monitors. LCD monitors weren’t so fortunate; ensuring an overall display gamma of 2.2 often requires substantial corrections, and they are also much less consistent than CRT’s. LCDs therefore require something called a look-up table (LUT) in order to ensure that input values are depicted using the intended display gamma (amongst other things). See the tutorial on monitor calibration: look-up tables for more on this topic.

    About black level (brightness). Your monitor’s brightness control (which should actually be called black level) can be adjusted using the mostly black pattern on the right side of the chart. This pattern contains two dark gray vertical bars, A and B, which increase in luminance with increasing gamma. (If you can’t see them, your black level is way low.) The left bar (A) should be just above the threshold of visibility opposite your chosen gamma (2.2 or 1.8)– it should be invisible where gamma is lower by about 0.3. The right bar (B) should be distinctly visible: brighter than (A), but still very dark. This chart is only for monitors; it doesn’t work on printed media.

     

    The 1.8 and 2.2 gray patterns at the bottom of the image represent a test of monitor quality and calibration. If your monitor is functioning properly and calibrated to gamma = 2.2 or 1.8, the corresponding pattern will appear smooth neutral gray when viewed from a distance. Any waviness, irregularity, or color banding indicates incorrect monitor calibration or poor performance.

     

    Another test to see whether one’s computer monitor is properly hardware adjusted and can display shadow detail in sRGB images properly, they should see the left half of the circle in the large black square very faintly but the right half should be clearly visible. If not, one can adjust their monitor’s contrast and/or brightness setting. This alters the monitor’s perceived gamma. The image is best viewed against a black background.

     

    This procedure is not suitable for calibrating or print-proofing a monitor. It can be useful for making a monitor display sRGB images approximately correctly, on systems in which profiles are not used (for example, the Firefox browser prior to version 3.0 and many others) or in systems that assume untagged source images are in the sRGB colorspace.

     

    On some operating systems running the X Window System, one can set the gamma correction factor (applied to the existing gamma value) by issuing the command xgamma -gamma 0.9 for setting gamma correction factor to 0.9, and xgamma for querying current value of that factor (the default is 1.0). In OS X systems, the gamma and other related screen calibrations are made through the System Preference

     

    https://www.kinematicsoup.com/news/2016/6/15/gamma-and-linear-space-what-they-are-how-they-differ

    Linear color space means that numerical intensity values correspond proportionally to their perceived intensity. This means that the colors can be added and multiplied correctly. A color space without that property is called ”non-linear”. Below is an example where an intensity value is doubled in a linear and a non-linear color space. While the corresponding numerical values in linear space are correct, in the non-linear space (gamma = 0.45, more on this later) we can’t simply double the value to get the correct intensity.

     

    The need for gamma arises for two main reasons: The first is that screens have been built with a non-linear response to intensity. The other is that the human eye can tell the difference between darker shades better than lighter shades. This means that when images are compressed to save space, we want to have greater accuracy for dark intensities at the expense of lighter intensities. Both of these problems are resolved using gamma correction, which is to say the intensity of every pixel in an image is put through a power function. Specifically, gamma is the name given to the power applied to the image.

     

    CRT screens, simply by how they work, apply a gamma of around 2.2, and modern LCD screens are designed to mimic that behavior. A gamma of 2.2, the reciprocal of 0.45, when applied to the brightened images will darken them, leaving the original image.

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LIGHTING