Graphics Lecture 4: Slide 1 Interactive Computer Graphics Lecture 4: Colour.

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Presentation transcript:

Graphics Lecture 4: Slide 1 Interactive Computer Graphics Lecture 4: Colour

Graphics Lecture 4: Slide 2 Ways of looking at colour 1. Physics 2. Human visual receptors 3. Subjective assessment

Graphics Lecture 4: Slide 3 The physics of colour A pure colour is a wave with: Wavelength ( )‏ Amplitude (intensity or energy) (I)‏

Graphics Lecture 8: Slide 4

Graphics Lecture 4: Slide 5 Colours are energy distributions Lasers are light sources that contain a single wavelength (or a very narrow band of wavelengths)‏ In practice light is made up of a mixture of many wavelengths with an energy distribution.

Graphics Lecture 4: Slide 6 Light distribution for red Energy 300 nm (violet)‏ Wavelength Light distribution perceived as red 700 nm (red)‏

Graphics Lecture 4: Slide 7 Sunlight Energy 300 nm (violet)‏ 500 nm (green)‏ 700 nm (red)‏ Wavelength Light energy distribution in sunlight

Graphics Lecture 4: Slide 8 Human Colour Vision Human colour vision is based on three ‘cone’ cell types which respond to light energy in different bands of wavelength. The bands overlap in a curious manner.

Graphics Lecture 4: Slide 9 Human receptor response Blue Green Red Wavelength Relative Sensitivity

Graphics Lecture 4: Slide 10 Tri-Stimulus Colour theory The receptor performance implies that colours do not have a unique energy distribution. and more importantly Colours which are a distribution over all wavelengths can be matched by mixing three. R G B

Graphics Lecture 4: Slide 11 Colour Matching Given any colour light source, regardless of the distribution of wavelengths that it contains, we can try to match it with a mixture of three light sources X = r R + g G + b B where R, G and B are pure light sources and r, g and b their intensities For simplicity we can drop the R G B.

Graphics Lecture 4: Slide 12 Subtractive matching Not all colours can be matched with a given set of light sources (we shall see why later)‏ However, we can add light to the colour we are trying to match: X + r = g + b With this technique all colours can be matched.

Graphics Lecture 4: Slide 13 The CIE diagram The CIE diagram was devised as a standard normalised representation of colour. As we noted, given three light sources we can mix them to match any given colour, providing we allow ourselves subtractive matching. Suppose we normalise the ranges found to [0..1] to avoid the negative signs.

Graphics Lecture 4: Slide 14 Normalised colours Having normalised the range over which the matching is done we can now normalise the colours such that the three components sum to 1. thus x = r/(r+g+b)‏ y = g/(r+g+b)‏ z = b/(r+g+b) = 1 - x - y We can now represent all our colours in a 2D space.

Graphics Lecture 4: Slide 15 Defining the normalised CIE diagram Y X Hypothetical Green Source Hypothetical Red Source Hypothetical Blue Source Standard observer response accounting for the cone cell densities in a solid angle (nm)‏ Z (blue)‏ Y (green)‏ X (red)‏

Graphics Lecture 4: Slide 16 Actual Visible Colours x y (nm)‏ Z (blue)‏ Y (green)‏ X (red)‏

Graphics Lecture 4: Slide 17 The CIE Diagram 1964 standard

Graphics Lecture 4: Slide 18 Convex Shape Notice that the pure colours (coherent ) are round the edge of the CIE diagram. The shape must be convex, since any blend (interpolation) of pure colours should create a colour in the visible region. The line joining purple and red has no pure equivalent. The colours can only be created by blending.

Graphics Lecture 4: Slide 19 Intensities Since the colours are all normalised there is no representation of intensity. By changing the intensity perceptually different colours can be seen.

Graphics Lecture 4: Slide 20 White Point When the three colour components are equal, the colour is white: x = 0.33 y = 0.33 This point is clearly visible on the CIE diagram

Graphics Lecture 4: Slide 21 Saturation Pure colours are called fully saturated. These correspond to the colours around the edge of the horseshoe. Saturation of a arbitrary point is the ratio of its distance to the white point over the distance of the white point to the edge.

Graphics Lecture 4: Slide 22 Complement Colour The complement of a fully saturated colour is the point diametrically opposite through the white point. A colour added to its complement gives us white.

Graphics Lecture 4: Slide 23 Actual Visible Colours x y Complement Colour (C)‏ White Point (W)‏ Pure Colour (P)‏ Unsaturated Colour (U)‏

Graphics Lecture 4: Slide 24 Subtractive Primaries When printing colour we use a subtractive representation. Inks absorb wavelengths from the incident light, hence they subtract components to create the colour. The subtractive primaries are Magenta (purple)‏ Cyan (light Blue)‏ Yellow

Graphics Lecture 4: Slide 25 Red GreenBlue C Y M W Additive Primaries Yellow Magenta Cyan R B G B Subtractive Primaries Additive and Subtractive Primaries

Graphics Lecture 4: Slide 26 Additive vs Subtractive Colour representation Surprisingly, the subtractive representation is capable of representing far more of the colour space than the additive. We will see why this is so shortly.

Graphics Lecture 4: Slide 27 Colour Perception Perceptual tests suggest that humans can distinguish: 128 different hues For each hue around 30 different saturation. 60 and 100 different brightness levels. If we multiply these three numbers, we get approximately 350,000 different colours.

Graphics Lecture 4: Slide 28 Colour Perception These figures must be treated with caution since there seems to be a much greater sensitivity to differentials in colour. Never the less, a representation with 24 bits (8 bits for red, 8 bits for green and 8 bits for blue does provide satisfactory results.

Graphics Lecture 4: Slide 29 Reproducible colours Colour monitors are based on adding three the output of three different light emitting phosphors or diodes. The nominal position of these on the CIE diagram is given by: xyz Red Green Blue

Graphics Lecture 4: Slide 30 Actual Visible Colours x y [0.27, 0.59] [0.63, 0.35] [0.15, 0.07] Display Colours

Graphics Lecture 4: Slide 31 RGB to CIE The monitor RGB representation is related to the CIE colours by the equation:

Graphics Lecture 4: Slide 32 HSV Colour representation The RGB and CIE systems are practical representations, but do not relate to the way we perceive colours. For interactive image manipulation it is preferable to use the HSV (or HSI) representation. HSV has three values per colour: Hue - corresponds notionally to pure colour. Saturation - The proportion of pure colour Value - the brightness (Sometimes called Intensity (I))‏

Graphics Lecture 4: Slide 33 Visualising the Perceptual Colour Space

Graphics Lecture 4: Slide 34 Conversion between RGB and HSV V = max(r,g,b)‏ S = ( max(r,g,b) - min(r,g,b) ) / max(r,g,b)‏ Hue (which is an angle between 0 and 360 o ) is best described procedurally

Graphics Lecture 4: Slide 35 Calculating hue if (r=g=b) Hue is undefined, the colour is black, white or grey. if (r>b) and (g>b) Hue = 120*(g-b)/((r-b)+(g-b))‏ if (g>r) and (b>r) Hue = *(b-r)/((g-r)+(b-r))‏ if (r>g) and (b>g) Hue = *(r-g)/((r-g)+(b-g))‏

Graphics Lecture 4: Slide 36 Saturation in the RGB system In the RGB system we can treat each point as a mixture of pure colour and white. Note however that the so called pure colours are not coherent wavelengths as in the CIE diagram

Graphics Lecture 4: Slide 37 R Intensity Colour Plane G B Pure Colour (Red and Blue)‏ White Red = Green = Blue The composition of a tri-stimulus colour

Graphics Lecture 4: Slide 38 Alpha Channels Colour representations in computer systems sometimes use four components - r g b . The fourth is simply an attenuation of the intensity which: allows greater flexibility in representing colours. avoids truncation errors at low intensity allows convenient masking certain parts of an image.

Graphics Lecture 4: Slide 39

Graphics Lecture 4: Slide 40 Perceptual Colour Space Hue

Graphics Lecture 4: Slide 41 Perceptual Colour Space Saturation

Graphics Lecture 4: Slide 42 HSV vs RGB

Graphics Lecture 4: Slide 43 HSV: Increasing Saturation for three Value levels

Graphics Lecture 4: Slide 44 HSV: Increasing Value for three Saturation levels