CO4 Color Models
CO4 Color Models
• Example:
(0, 0, 0) for black,
(1, 1, 1) for white,
(1, 1, 0) for yellow,
(0.7, 0.7, 0.7) for gray
so on….
CMY- Color Model (1/2)
• If we subtract red from white, what remains consists of green and blue which is
cyan.
• The complementary color of red light is cyan light. This is reasonable since
cyan light is equivalent to a combination of blue and green light; and blue and
green light when added to red light will produce white light.
• Thus, red light and cyan light (which is equivalent to blue + green light)
represent a pair of complementary colors of light; they add together to produce
white light. So, R + C = R + (B + G) = White
• The coordinate system of CMY model use the three primaries’ complementary
colors: C(cyan), M(magenta) and Y(yellow)
• The corner of the CMY color cube that is at (0, 0, 0) corresponds to white,
whereas the corner of the cube that is at (1, 1, 1) represents black.
CMY- Color Model (2/2)
• The conversion between RGB and CMY color
models:
RGB vs. CMY Color Model (1/2)
RGB Color Model CMY Color Model
Used for digital works. Used for print works.
Primary colors: Red, Green, Blue Primary Colors: Cyan, Magenta, Yellow, Black
Basically it is used for online logos, online ads, Basically it is used for business cards, stationary,
digital graphics, photographs for website, social stickers, posters, brochures etc.
media, or apps etc.
RGB vs. CMY Color Model (2/2)
HSV- Color Model (1/2)
• HSV: The image consists of three channels: Hue, Saturation and Value (brightness)
• This color model does not use primary colors directly. It uses color in the way
humans perceive them. HSV color is represented by a cone.
• It is a hex-cone subset of the cylindrical coordinate system. The human eye can see
128 different hues, 130 different saturations and number values between 16 (blue)
and 23 (yellow).
• Hue is a color component. Since the cone represents the HSV model, the hue
represents different colors in different angle ranges.
• HSV model is used in histogram equalization and converting grayscale images to
RGB color images.
• Saturation as the name suggest describes the percentage of the color. Sometimes
this value lies in the 0 to 1 range. 0 being the grey and 1 being the primary color.
Saturation describes the grey color.
• The value (brightness) represents the intensity of the color chosen. Its value lies in
percentage from 0 to 100. 0 is black and 1 is the brightest and reveals the color.
HSV- Color Model (2/2)
• Red colour falls between 0 and 60 degrees in
the HSV cone.
• Yellow colour falls between 61 and 120
degrees in the HSV cone.
• Green colour falls between 121 and 180
degrees in the HSV cone.
• Cyan colour falls between 181 and 240
degrees in the HSV cone.
• Blue colour falls between 241 and 300
degrees in the HSV cone.
• Magenta colour falls between 301 and 360
degrees in the HSV cone.
HLS- Color Model (1/2)
• HLS stands for Hue, Light, and Saturation. It
is a double hex-cone subset. The maximum
saturation of hue is S =1 and L= 0.5. It is
conceptually easy for people who want to
view white as a point.
• The HLS model is almost identical to the
HSV model except that a double hex-cone is
used instead of an inverted hex-cone.
• Neither HLS nor HSV has an intensity value
that compensates for the relative difference in
perceived brightness of red, green, and blue
of the human eye, so if you create colors of
constant HLS lightness or HSV value, they do
not appear equally bright.
YIQ- Color Model (1/2)
• YIQ: It is most widely used color model in Television broadcasting.
• Y stands for luminance part and IQ stands for chrominance part.
• In the black and white television, only the luminance part (Y) was
broadcast. The Y value is similar to the grayscale part.
• The color information is represented by the IQ part.
• YIQ model is used in the conversion of grayscale images to RGB
color images.
YIQ- Color Model (2/2)
• The conversion from RGB to YIQ and vice-versa are followed by:
Gamma Correction (1/2)
• The term gamma correction means doing graphics color math
accounting for the distortion that the color will eventually go through
when displayed on a monitor.
• Instead, the input value is effectively raised to an exponent called
gamma.
• Gamma correction is used to correct the differences between the way a
camera captures content, the way a display displays content, and the
way our visual system processes light.
• Gamma correction controls the overall brightness of an image. Images
which are not properly corrected can look either bleached out, or too
dark.
Gamma Correction (2/2)
• Our eyes do not perceive light the way cameras do. With a digital
camera, when twice the number of photons hit the sensor, it
receives twice the signal (a "linear" relationship). Pretty logical,
right? That's not how our eyes work. Instead, we perceive twice
the light as being only a fraction brighter — and increasingly so
for higher light intensities (a "nonlinear" relationship)
• Gamma encoded images store tones more efficiently. Since gamma encoding redistributes tonal
levels closer to how our eyes perceive them, fewer bits are needed to describe a given tonal range.
Otherwise, an excess of bits would be devoted to describe the brighter tones (where the camera is
relatively more sensitive), and a shortage of bits would be left to describe the darker tones (where
the camera is relatively less sensitive):
Example: Gamma Correction
• Almost every computer monitor, from whatever manufacturer, has one thing
in common. They all have a intensity to voltage response curve which is
roughly a 2.5 power function. It means that if you send your computer
monitor a message that a certain pixel should have intensity equal to x, it will
actually display a pixel which has intensity equal to x ^ 2.5, because the range
of voltages sent to the monitor is between 0 and 1, this means that the
intensity value displayed will be less than what you wanted it to be. (0.5 ^ 2.5
= 0.177 for example) monitors, then, are said to have a gamma of 2.5
Halftoning (1/2)
• The process of generating a binary pattern of black and white dots from an image is termed halftoning.
• The human visual system has a tendency to average brightness over small areas, so the black dots and
their white background merge and are perceived as an intermediate shade of grey.
• The process of generating a binary pattern of black and white dots from an image is termed half toning.
• In traditional newspaper and magazine production, this process is carried out photographically by
projection of a transparency through a 'halftone screen' onto film.
• The screen is a glass plate with a grid etched into it.
• Different screens can be used to control the size and shape of the dots in the halftoned image.
• A fine grid, with a 'screen frequency' of 200-300 lines per inch, gives the image quality necessary for
magazine production.
• A screen frequency of 85 lines per inch is deemed acceptable for newspapers.
• In computer graphics, half toning reproductions are approximated using rectangular pixel region say 2
x 2 pixels or 3 x 3 pixels.
• These regions are called as “Halftone Patters” or “Pixel Patterns”.
Halftoning (2/2)
Halftoning - Moire Patterns
• Repeated use of same dot pattern
for particular shade results in
repeated pattern.
• Perceived as a moire pattern.
• Instead, randomize halftone
pattern.
Dithering
• Another technique for digital half toning is dithering.
• Dithering can be accomplished by thresholding the image against a dither matrix.
• It is the technique for approximating halftones without reducing resolution, as pixel grid patterns do.
• The first two dither matrices, rescaled for application to 8-bit images, are: