Don't understand hsv color palette - colors

i test a lot converters hex to hsv rgb to hsv and other options. But don't understand situation i have paint program which i see use HSV palette. i use TinyColor converter. I don't know why i sometimes get good color, sometimes not good.
This return good result red color:
var color = tinycolor("#FF0000"); //red
color.toHsv(); // return { h: 0, s: 1, v: 1 }
This return bad result not yellow color:
var color = tinycolor("#FFFF00"); //yellow
color.toHsv(); // return { h: 60, s: 1, v: 1 } and i get not yellow color
If i write in my hsv input like this:
h: 0.16
s: 1
v: 1
i get yellow collor WTF?
I see in my HSV palette i can write only one digit numbers like this:
1, 0.1, 0.99, max is 1 min is 0.00

Hue, the h in hsv, is traditionally expressed in degrees around a circle — the color wheel, which means it can have a value from 0º - 360º. See: http://en.wikipedia.org/wiki/Hue
It is sometimes convenient to express this as a percentage instead where 0= 0º, 0.5 = 180º, 1.0 = 360º, etc. The documentation for TinyColor explains that it will accept either input, but it is not clear what its default output is (at least from my quick scan).
It seem to be returning degrees, but your other application is expecting a percentage. A 60º hue is yellow, but you may need need to convert to a percentage for whatever application you're using with the hsv palette.
In this particular case, 60º/360º = 0.1667

Related

QColor hsl/hsv representaion is wrong?

I'm trying to change color space of given image by using PyQt. I can't understand how QColor works.
Speaking about HSV we have 3 channels: H - from 0 to 359, S - from 0 to 100, V - from 0 to 100. But in documentation:
The value of s, v, and a must all be in the range 0-255; the value of h must be in the range 0-359.
How can be S and V values be in range 0-255? The same question is about HSL, where S and L should be in range 0-100
The value of s, l, and a must all be in the range 0-255; the value of h must be in the range 0-359.
And one more question. Should be the image, converted from rgb to hsl / rgb to hsv look the same and has the same colors?
Speaking about HSV we have 3 channels: H - from 0 to 359, S - from 0 to 100, V - from 0 to 100.
That's just a common convention, but it's not part of the HSV color space definition, nor its "parent" HSL from which it origined.
Those values are always intended as a range between a minimum and a maximum, not a discrete-based value range.
First of all, they both are alternative representations of the RGB color model.[1]
Then, colors are not discrete, our "digital usage" forces us to make them so, and their value range is completely arbitrary.
The commonly used RGB model is based on 8 bits for each primary color (providing a 256 value range for each of them, from 0 to 255), but even if it's normally fine for most usage, it's actually limited, especially when shown in a video or animation: in some cases (notably, with gradients), even a value change of 1 in a component can be clearly seen.
Color model representations in digital world commonly use discrete integer values of color spaces using limited ranges for performance reasons, and that's also valid for the values you're referring to. The range depends on the implementation.
For instance, the CSS rgb() notation accepts values with the 8-bit notation and percentages. Those values are almost never consistent, and for obvious reasons: while the theoretical range is of 256 values, the range of a percentage always refers to the maximum (255), meaning that 50% (or 0.5) is actually 127.5.
In fact, rgb(50%, 50%, 50%) normally results in #808080, which is rgb(128, 128, 128) (since 127.5 is rounded), meaning that rgb(50%, 50%, 50%) and rgb(128, 128, 128) are not the same, conceptually speaking.[2]
So, to the point, the value range only depends on the implementation. The only difference is that the hue component is wrapping because it's based on a circle, meaning that it always truly is a 0-360 range value: 50% (or 0.5) will always be 180 degrees, and that's because the maximum (360°, or 100%) equals the minimum (0).
Qt chose to use a 8-bit standard (0-255) for integer values that, following convention, use 0-255 or percentage ranges, with the exception of the hue component that uses the common 360 degrees notation.
If you want something more consistent with your habits, then you can add it with a simple helper function, but remember that, as the documentation explains, "components are stored using 16-bit integers" (note that this is still valid even for Qt6[3]), meaning that results might slightly differ.
def fromHsv100(*args, alpha=None):
if isinstance(args[0], QColor):
args = args[1:]
h, s, v = args[:3]
if alpha is None:
if len(args) == 4:
alpha = args[3]
else:
alpha = 100
return QColor.fromHsvF(
(h / 360) % 1,
(s * .01) % 1,
(v * .01) % 1,
(alpha * .01) % 1
)
def getHsv100(color):
return (
color.hue(),
round(color.saturationF() * 100),
round(color.valueF() * 100),
round(color.alphaF() * 100)
)
QColor.fromHsv100 = fromHsv100
QColor.getHsv100 = getHsv100
# usage:
color = QColor.fromHsv100(120, 55, 89)
print(color.getHsv100())
Finally, remember that, due to the nature of hue-based color models, you can create different colors that are always shown as "black" if their value (for HSV) or lightness (for HSL) component is 0, while they can have different hue and saturation values:
>> print(QColor.fromHsv(60, 0, 0).name())
#000000
>> print(QColor.fromHsv(240, 50, 0).name())
#000000
About your last question, since HSL and HSV are just alternative representations of the RGB color model, an image created with any of the above will theoretically look the same as long as it uses the same color space, and as long as the resulting integer values of the colors are compatible and rounded in the same way. But, since those values are always rounded based on their ranges, and those ranges are proportional to the actual model (which is not consistent for obvious reasons), that might not always happen.
For instance:
>>> hue = 290
>>> rgb = QColor.fromHsv(hue, 150, 150).getRgb()
>>> print(rgb)
(135, 62, 150, 255)
>>> newHue = QColor.fromRgb(*rgb).hue()
>>> print(hue == newHue, hue, newHue)
False 290 289
This means that if you create or edit images using multiple conversions between different color spaces, you might end up with images that are not actually identical.
[1] See the related Wikipedia article
[2] Actual values of the resulting 24-bit RGB (which, as of late 2022, is the final color shown by a non-HDR browser/system) might depend on the browser and its rounding implementation; note that rounding is not always consistent, for instance, Python uses the Round half to even (aka, the "bankers' rounding") method for round(), meaning that both 127.5 and 128.5 are rounded to 128.
[3] Even if most modern devices support wider color dynamic ranges, QColor is intended for basic, performant behavior, since it's used in a lot of basic classes that expect fast results, like displaying labels, buttons or texts of items in a model view; things for which such dynamic ranges are quite pointless.

Transformed colors when painting semi-transparent in p5.js

A transformation seems to be applied when painting colors in p5.js with an alpha value lower than 255:
for (const color of [[1,2,3,255],[1,2,3,4],[10,11,12,13],[10,20,30,40],[50,100,200,40],[50,100,200,0],[50,100,200,1]]) {
clear();
background(color);
loadPixels();
print(pixels.slice(0, 4).join(','));
}
Input/Expected Output Actual Output (Firefox)
1,2,3,255 1,2,3,255 ✅
1,2,3,4 0,0,0,4
10,11,12,13 0,0,0,13
10,20,30,40 6,19,25,40
50,100,200,40 51,102,204,40
50,100,200,0 0,0,0,0
50,100,200,1 0,0,255,1
The alpha value is preserved, but the RGB information is lost, especially on low alpha values.
This makes visualizations impossible where, for example, 2D shapes are first drawn and then the visibility in certain areas is animated by changing the alpha values.
Can these transformations be turned off or are they predictable in any way?
Update: The behavior is not specific to p5.js:
const ctx = new OffscreenCanvas(1, 1).getContext('2d');
for (const [r,g,b,a] of [[1,2,3,255],[1,2,3,4],[10,11,12,13],[10,20,30,40],[50,100,200,40],[50,100,200,0],[50,100,200,1]]) {
ctx.clearRect(0, 0, 1, 1);
ctx.fillStyle = `rgba(${r},${g},${b},${a/255})`;
ctx.fillRect(0, 0, 1, 1);
console.log(ctx.getImageData(0, 0, 1, 1).data.join(','));
}
I could be way off here...but it looks like internally that in the background method if _isErasing is true then blendMode is called. By default this will apply a linear interpolation of colours.
See https://github.com/processing/p5.js/blob/9cd186349cdb55c5faf28befff9c0d4a390e02ed/src/core/p5.Renderer2D.js#L45
See https://p5js.org/reference/#/p5/blendMode
BLEND - linear interpolation of colours: C = A*factor + B. This is the
default blending mode.
So, if you set the blend mode to REPLACE I think it should work.
REPLACE - the pixels entirely replace the others and don't utilize
alpha (transparency) values.
i.e.
blendMode(REPLACE);
for (const color of [[1,2,3,255],[1,2,3,4],[10,11,12,13],[10,20,30,40],[50,100,200,40],[50,100,200,0],[50,100,200,1]]) {
clear();
background(color);
loadPixels();
print(pixels.slice(0, 4).join(','));
}
Internally, the HTML Canvas stores colors in a different way that cannot preserve RGB values when fully transparent. When writing and reading pixel data, conversions take place that are lossy due to the representation by 8-bit numbers.
Take for example this row from the test above:
Input/Expected Output Actual Output
10,20,30,40 6,19,25,40
IN (conventional alpha)
R
G
B
A
values
10
20
30
40 (= 15.6%)
Interpretation: When painting, add 15.6% of (10,20,30) to the 15.6% darkened (r,g,b) background.
Canvas-internal (premultiplied alpha)
R
G
B
A
R
G
B
A
calculation
10 * 0.156
20 * 0.156
30 * 0.156
40 (= 15.6%)
values
1.56
3.12
4.7
40
values (8-bit)
1
3
4
40
Interpretation: When painting, add (1,3,4) to the 15.6% darkened (r,g,b) background.
Premultiplied alpha allows faster painting and supports additive colors, that is, adding color values without darkening the background.
OUT (conventional alpha)
R
G
B
A
calculation
1 / 0.156
3 / 0.156
4 / 0.156
40
values
6.41
19.23
25.64
40
values (8-bit)
6
19
25
40
So the results are predictable, but due to the different internal representation, the transformation cannot be turned off.
The HTML specification explicitly mentions this in section 4.12.5.1.15 Pixel manipulation:
Due to the lossy nature of converting between color spaces and converting to and from premultiplied alpha color values, pixels that have just been set using putImageData(), and are not completely opaque, might be returned to an equivalent getImageData() as different values.
see also 4.12.5.7 Premultiplied alpha and the 2D rendering context

Calculate a colour in a linear gradient

I'd like to implement something like the powerpoint image below. A gradient that goes between three values.
It starts at A (-1), the mid point is B (0), and the end is C (1).
I have realised that I can save some effort by calculating the 'start' as a-to-b, and the 'end' as b-to-c. I can do as 2 sets of 2 gradients, instead of 1 gradient with three values.
But I'm stumped (despite googling) on how to get from one colour to another - ideally in the RGB colour space.
I'd like to be able to have something like this -
const colourSpace = (value, startColor, endColor) => {...}
colorSpace(-0.25, red, yellow) // some sort of orangey color
colorSpace(1, yellow, green) // fully green
colorSpace(0.8, yellow, green) // mostly green
This isn't a front-end application, so no CSS gradients - which is what google was mostly referencing.
Thanks all,
Ollie
If you aren't too worried about being perceptually consistent across the color space (you would need to work in something like LAB mode to do that), you can just take the linear interpolation in RGB space. Basically you take a distance (between 0 and 1), multiply it by the different in the coordinates, and add it to the first one. This will allow you to find arbitrary points (i.e colors) along the line between any two colors.
For example between red and yellow:
let canvas = document.getElementById('canvas')
var ctx = canvas.getContext('2d');
let rgb1 = [255, 0, 0] // red
let rgb2 = [255, 255, 0] // yellow
function getPoint(d, a1, a2) {
// find a color d% between a1 and a2
return a1.map((p, i) => Math.floor(a1[i] + d * (a2[i] - a1[i])))
}
// for demo purposes fill a canvas
for (let i = 0, j = 0; i < 1; i += .002, j++) {
let rgb = getPoint(i, rgb1, rgb2)
ctx.fillStyle = `rgba(${rgb.join(",")}, 1)`
ctx.fillRect(j, 0, 1, 200);
}
<canvas id="canvas" width="500"></canvas>
You can repeat this to get multiple 'stops' in the gradient.
I ended up using Chroma for converting between colour spaces.

How to tell if a color is imaginary/impossible?

Short version
How can I tell if a color (e.g. XYZ) is impossible? (Wikipedia: Imposible color)
For example, this color is impossible:
XYZ: (15.96, 84.04, 0)
xyY: (0.1595, 0.8404, 0.8404)
Lab: (93, -196, 161) (D65 whitepoint)
It's impossible because it lies outside of the chromacity diagram:
How can I know that?
Incorrect code
The goal is for someone to fill in the function:
Boolean IsImaginaryColor(Single X, Single Y, Single Z)
{
//...TODO: Get someone to answer the question.
}
Right now we know that if any of the components of a corresponding LMS color are negative, then the color is imaginary.
That is a necessary, but not sufficient, condition for a color to be real. You can have all three components of LMS be positive, but it still be an imaginary color.
Boolean IsImaginaryColor(Single X, Single Y, Single Z)
{
//If any component of LMS color is negative,
//then the color is definitely imaginary.
LMSColor lms = XYZtoLMS(X, Y, Z);
if ((lms.L < 0) or (lms.M < 0) or (lms.S < 0))
return true;
//The color may still be imaginary,
//but i don't know how to solve that problem
//So as a first approximation i'll say it's real
return false;
}
LMSColor XYZtoLMS(Single X, Single Y, Single Z)
{
//perform Matrix multiplication:
//
// LMS = M * XYZ
//
// Where M is the M_CAT02 transformation matrix from CIECAM02
//
// 0.7328, 0.4296, -0.1624
// -0.7036, 1.6975, 0.0061
// 0.0030, 0.0136, 0.9834
LMSColor result;
result.L = 0.7328*X + 0.4296*Y + -0.1624*Z
result.M = -0.7036*X + 1.6975*Y + 0.0061*Z
result.S = 0.0030*X + 0.0136*Y + 0.9834*Z
}
In the xy color plane, this gives a good first-approximation (and nice visual indication) of impossible colors:
But the calculation still gives colors outside the chromacity diagram *(technically they're outside the "spectral locus"). So obviously only checking for negative components in LMS is incomplete.
Long Version
I am rendering a color picker. For example:
to pick an Lab color
you pick an ab color
for a given L plane
This is similar to what you can already do in Photoshop:
So in this case I've picked the color:
Lab: (72, -58, 119)
That color (assuming the D65 whitepoint) corresponds to the XYZ color:
Lab: (72, -58, 119)
XYZ: (25.22, 43.66, 0.36)
You can tell if a real color is outside the sRGB color gamut if one of its components is either:
less than 0
greater than 255
This XYZ color lies outside of the sRGB color space because one of it's components is negative:
XYZ: (25.22, 43.66, 0.36)
Lab: (72, -58, 119) (D65)
RGB: (106.1, 199.6, -234.7) (sRGB)
Photoshop already knows if a color is outside the sRGB color gamut, and will display a gumut warning:
But I'd like to go one step further
I can already know if a color is outside the sRGB color gamut.
But now i want to know if a color is imaginary, so i can continue to show the gamut, but hide completely impossible colors. A conceptual mockup might be:
Warning: I have no idea which of those colors actually are impossible. This is only the idea of the concept.
So what I need to know is if a color is impossible.
Background Theory - What is an example of an impossible color?
The Wikipedia page on Impossible colors notes that while the primaries for the sRGB color space all lie inside the spectral locus - and so are all real colors:
The ProPhotoRGB color space does use some primaries that are impossible:
The ProPhoto RGB color space uses imaginary green and blue primaries to obtain a larger gamut (space inside the triangle) than would be possible with three real primaries. However, some real colors are still irreproducible.
So now I have a concrete example of an impossible color: the green primary of the ProPhoto RGB color space:
| Color | CIE x | CIE y |
|-------|--------|--------|
| red | 0.7347 | 0.2653 |
| green | 0.1596 | 0.8404 | <--- this one
| blue | 0.0366 | 0.0001 |
| white | 0.3457 | 0.3585 |
This impossible color, given different color spaces, is:
xyY: (0.1596, 0.8404, 0.8404)
XYZ: (15.96, 84.04, 0)
LMS: (47.80, 131.43, 1.19)
Lab: (93.4679, -195.9973, 161.1515)
LCHab: (93.4679, 253.7415, 140.5725)
How can I tell that this color is impossible?
Given an XYZ color, how can I tell that it is impossible? E.g.:
XYZ: 15.96, 84.04, 0
Bonus Chatter
It's important to note the difference between
colors existing outside some gamut
and imaginary colors
A quick single-image primer would be:
Gamut: a color may not be displayable on your monitor, or printer, or phone, but it is still a real color - you could get a combination of Electromagnetic Waves of various wavelengths and intensities to generate the color
Imaginary: No combination of EM waves, of any intensities, of any wavelengths, can generate that response in the Long, Medium, and Short human cones
I already know how to tell if a color exists outside a particular color gamut.
I want to know if a color also exists outside the spectral locus.
In other words: i want to know if it is imaginary.
Bruce Lindbloom has a nice graphic that raises the issues of colors outside the Lab color space when you arbitrary choose to arbitrarily limit the a and b component values to +- 128:
Bonus Reading
https://physics.stackexchange.com/q/94375/
Determine that a Luv Color is non-imaginary
https://physics.stackexchange.com/questions/420614
This is a duplicate of the answer I gave here: Determine that a Luv Color is non-imaginary which relate to https://stackoverflow.com/a/48396021/931625
I think the safe way is to compute the XYZ volume boundaries and check if you are within or outside.

Given an RGB value, how do I create a tint (or shade)?

Given an RGB value, like 168, 0, 255, how do I create tints (make it lighter) and shades (make it darker) of the color?
Among several options for shading and tinting:
For shades, multiply each component by 1/4, 1/2, 3/4, etc., of its
previous value. The smaller the factor, the darker the shade.
For tints, calculate (255 - previous value), multiply that by 1/4,
1/2, 3/4, etc. (the greater the factor, the lighter the tint), and add that to the previous value (assuming each.component is a 8-bit integer).
Note that color manipulations (such as tints and other shading) should be done in linear RGB. However, RGB colors specified in documents or encoded in images and video are not likely to be in linear RGB, in which case a so-called inverse transfer function needs to be applied to each of the RGB color's components. This function varies with the RGB color space. For example, in the sRGB color space (which can be assumed if the RGB color space is unknown), this function is roughly equivalent to raising each sRGB color component (ranging from 0 through 1) to a power of 2.2. (Note that "linear RGB" is not an RGB color space.)
See also Violet Giraffe's comment about "gamma correction".
Some definitions
A shade is produced by "darkening" a hue or "adding black"
A tint is produced by "ligthening" a hue or "adding white"
Creating a tint or a shade
Depending on your Color Model, there are different methods to create a darker (shaded) or lighter (tinted) color:
RGB:
To shade:
newR = currentR * (1 - shade_factor)
newG = currentG * (1 - shade_factor)
newB = currentB * (1 - shade_factor)
To tint:
newR = currentR + (255 - currentR) * tint_factor
newG = currentG + (255 - currentG) * tint_factor
newB = currentB + (255 - currentB) * tint_factor
More generally, the color resulting in layering a color RGB(currentR,currentG,currentB) with a color RGBA(aR,aG,aB,alpha) is:
newR = currentR + (aR - currentR) * alpha
newG = currentG + (aG - currentG) * alpha
newB = currentB + (aB - currentB) * alpha
where (aR,aG,aB) = black = (0,0,0) for shading, and (aR,aG,aB) = white = (255,255,255) for tinting
HSV or HSB:
To shade: lower the Value / Brightness or increase the Saturation
To tint: lower the Saturation or increase the Value / Brightness
HSL:
To shade: lower the Lightness
To tint: increase the Lightness
There exists formulas to convert from one color model to another. As per your initial question, if you are in RGB and want to use the HSV model to shade for example, you can just convert to HSV, do the shading and convert back to RGB. Formula to convert are not trivial but can be found on the internet. Depending on your language, it might also be available as a core function :
RGB to HSV color in javascript?
Convert RGB value to HSV
Comparing the models
RGB has the advantage of being really simple to implement, but:
you can only shade or tint your color relatively
you have no idea if your color is already tinted or shaded
HSV or HSB is kind of complex because you need to play with two parameters to get what you want (Saturation & Value / Brightness)
HSL is the best from my point of view:
supported by CSS3 (for webapp)
simple and accurate:
50% means an unaltered Hue
>50% means the Hue is lighter (tint)
<50% means the Hue is darker (shade)
given a color you can determine if it is already tinted or shaded
you can tint or shade a color relatively or absolutely (by just replacing the Lightness part)
If you want to learn more about this subject: Wiki: Colors Model
For more information on what those models are: Wikipedia: HSL and HSV
I'm currently experimenting with canvas and pixels... I'm finding this logic works out for me better.
Use this to calculate the grey-ness ( luma ? )
but with both the existing value and the new 'tint' value
calculate the difference ( I found I did not need to multiply )
add to offset the 'tint' value
var grey = (r + g + b) / 3;
var grey2 = (new_r + new_g + new_b) / 3;
var dr = grey - grey2 * 1;
var dg = grey - grey2 * 1
var db = grey - grey2 * 1;
tint_r = new_r + dr;
tint_g = new_g + dg;
tint_b = new_b _ db;
or something like that...

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