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The thread: Say which colour — page 2

A swatch is a set of coordinates in a space, under an observer, on a display with a gamut. Every colour drawn here carries all four, because a hex code on its own does not identify a colour at all.
sRGB, Display P3 and Rec. 2020 compared on the chromaticity diagram. Three nested triangles inside the horseshoe. sRGB covers 74 per cent of the area P3 covers. Rec. 2020's red and green primaries sit on the spectral locus itself, within 0.000 and 0.006 of it, meaning they are monochromatic. Matching and measuring

Six numbers make a space

An RGB colour space is eight numbers — three primary chromaticities, a white point, and a transfer function — and everything else about it is derived. Deriving it rather than copying the matrix is the difference between having a colour space and having a table somebody else computed.

Colour temperature, and the number nobody quotes beside it. The Planckian locus in the 1960 UCS diagram — the only diagram on which correlated colour temperature is well defined — with four sources and the perpendicular from each to its nearest point. The temperature is where the foot of the perpendicular lands; Duv is how long the perpendicular is. halophosphate sits 0.0246 off the locus at 4513 K, which is a visible green cast that its colour temperature does not mention. What light is

The sun is not one illuminant

Daylight is not a blackbody and is not one spectrum. It is a one-parameter family reconstructed from three measured basis functions, its chromaticities lie on a curve that is near the Planckian locus and not on it, and the difference is the reason a colour temperature needs a second number beside it.

A spectrum after 2 bounces off the same surface. The lamp's spectrum at the top, then the same spectrum multiplied by a reflectance peaking at 530 nm once for each bounce. Interreflection is elementwise multiplication, so light that reaches the eye by the long way round carries ρ raised to the number of surfaces it met. Each row's swatch is drawn at fixed luminance so only the chromaticity changes, and the distance from the D65 white point, printed at the right, rises from 0.000 to 0.235. The spectrum narrows every time, which is why a room painted in one colour is more saturated in its corners than on its walls. What a scene does

A bounce is a multiplication

Colorimetry multiplies an illuminant by a reflectance once and integrates. A surface in a room is lit by every other surface the lamp reached first, so the spectrum arriving at the eye has been multiplied several times — and the second multiplication is where the whole apparatus of matching starts to come apart.

The two components of daylight, computed from one radiator and one scattering law. A 5800 K radiator through the atmosphere at air mass 1. The direct beam is the radiator times e^{−τm}; the sky is what that extinction removed, so the two are complements and neither needs its own model. The sky is steeply blue because τ ∝ λ⁻⁴, and a surface in shadow is lit by that component alone. Open ground and shadowed ground therefore sit under two illuminants differing by ΔE00 = 21.4 — which is why a photograph of snow has blue shadows and why no single white balance fixes both halves of it. What a scene does

A shadow has its own illuminant

Outdoors there are two lights, not one. The direct beam is a radiator reddened by the atmosphere; the sky is precisely the power that reddening removed. A shadow is lit by the second alone, so shadowed ground and sunlit ground sit under illuminants 21 units of ΔE apart — before any surface, any eye or any opinion is involved.

A glossy surface returns two spectra, and only one of them is the paint. The dichromatic reflection model, computed rather than assumed. Light that enters a dielectric binder, scatters off pigment and comes back carries the reflectance — the body component, ΔE00 = 33.7 from the lamp. Light reflected at the interface never entered, so it carries the lamp's spectrum with only Fresnel's slight dispersion on it: ΔE00 = 1.06. The interface term is computed from Fresnel's equations on a Cauchy index at 55°, so its near-neutrality is a result here rather than an assumption. This is why a highlight is the one region of a photograph that tells a white balancer what the light was, and why removing highlights removes the evidence. What a scene does

The highlight is the lamp

Light reflected at the surface of a glossy material never entered it, so it never met a pigment. Fresnel's reflectance varies by 5.5% across the visible band and the paint underneath varies by a factor of twenty — which makes a highlight the one region of a photograph that reports what the light was rather than what the object is.

How far three channels drift from eighty-one, per bounce. One room, one geometry, one reduction to three channels, and the only thing changing is how many bounces of the Neumann series are kept. At one bounce the two agree to 2.5e-13 — the only reflectance in that path is the floor's, which is flat, and a flat reflectance is one of the few three numbers carry exactly. Every bounce after it multiplies another non-flat reflectance into the spectrum, and three numbers cannot carry a product they were never given the factors of. The curve levels off at ΔE00 = 2.38 because the light has run out, not because the disagreement has. What a scene does

Rendering in three numbers

Almost every renderer ever shipped bounces red, green and blue rather than a spectrum. The error that costs is exactly zero at the first product and grows at every one after it — because three numbers cannot carry a product they were never given the factors of, and each bounce is another product.

The interreflection gain of a room, band by band. A closed cavity of reflectance ρ returns 1/(1 − ρ) times the light that entered it, and because that is computed per band it amplifies the wall's colour along with its brightness. The wall here is only 5% off neutral — a paint anybody would call white — and at albedo 0.9 the room's white point has moved by ΔE00 = 50.7 against the lamp it was lit with. The gain is a geometric series, so the last few percent of albedo cost far more than the first: 1.64× at ρ = 0.4 against 8.41× at ρ = 0.9. What a scene does

What a white wall costs

A closed room returns 1/(1−ρ) times the light that entered it, computed band by band — so a paint that is five percent off neutral becomes a strongly coloured illuminant once the room has finished bouncing. The gain amplifies the tint along with the brightness, and the last few percent of albedo cost far more than the first.

Every face of the solved room. The red room after the transport is solved in all 81 bands. Only the ceiling emits; the other five faces are lit entirely by what the ceiling and each other send them, so their colour is the lamp multiplied by every reflectance along every path that reached them. The ceiling itself comes out 1.05× brighter than it emits, because a closed room returns light to its own source. The two chromaticities under each swatch are the spectral solve and the three-channel one, and the faces furthest from the lamp — the ones the light reached by the most bounces — are where they disagree most. What a scene does

The room is the illuminant

Colour bleeding is usually described as an aesthetic phenomenon of rendered images. It is better described as a measurement. In a room with one lamp, five of six surfaces emit nothing at all, so their light is entirely a product of other surfaces' reflectances — and the bleeding saturates rather than running away, for a reason worth deriving.

Mixing two paints and stacking two filters are different operations. The same two reflectances combined two ways. Stacking them as filters multiplies the transmittances, which is right for gels in front of a lamp and wrong for pigment stirred into pigment: a stirred mixture is one scattering layer, not two in series, and light meets whichever particle is nearest rather than passing through both. Kubelka–Munk handles it by moving to K/S = (1 − R)²/2R, in which absorption and scattering add by concentration, and inverting afterwards. The two answers differ by ΔE00 = 15.0, and the filter model is the darker of the two because it charges every photon for both pigments. What a scene does

Paint is not a filter

Stacking two filters multiplies their transmittances. Stirring two pigments together does not multiply their reflectances, because a mixture is one scattering layer rather than two in series — light meets whichever particle is nearest. Treating the two as the same operation is a 15-unit error, and which way it errs turns out to depend on whether the comparison holds the amount of pigment fixed.

Why blue and yellow make green. 7 mixtures between a blue and a yellow pigment, mixed in Kubelka–Munk — K/S summed by concentration and inverted back to reflectance — and plotted against the straight line joining the two endpoints. The path bows towards green by 0.099 in chromaticity, and the reason is in the spectra rather than in the eye: the blue reflects below about 520 nm and the yellow above about 500, so the only band both return is the overlap between them. Mixing lights adds spectra and lands on the chord; mixing pigments intersects them and does not. What a scene does

Why blue and yellow make green

The oldest fact in colour, and the usual explanations are wrong. It is not because green sits between blue and yellow, and it is not a fact about the eye at all — it is that the only band both pigments return is their overlap, and the overlap of a blue and a yellow reflectance is green. Computed, the mixing path bows away from the straight line by a measurable amount.

The same medium at six path lengths. Beer's law at 6 depths of one absorbing medium. The absorption coefficient is a single spectrum and the only thing changing is how far the light travelled, yet the patches differ in hue by 7.8° as well as in lightness — because absorption is exponential in depth and the observer is linear, so the bands that survive at d = 8 are not a scaled copy of the ones that survive at d = 0.25. Path length belongs to the geometry, not to the substance, which is why this sits in a field about scenes. What a scene does

The colour is in the thickness

Transmittance is exponential in path length and the observer is linear, so doubling the depth of an absorbing medium squares the transmittance rather than halving the colour. A translucent object therefore has no one colour — its thin edge and its thick middle are different spectra of the same substance, and the hue moves between them.

One film, five viewing angles. The same 340 nm film seen from 5 directions. Nothing about the object has changed — not the light, not the material, not the thickness — and the colour swings by ΔE00 = 42. A pigment's spectrum contains no path length and no angle, so it cannot do this; a film's contains both. This is the clean separation between structural and pigmentary colour, and it is geometric rather than chemical. What a scene does

A colour that moves with the viewer

A thin film has no pigment in it. Its reflectance spectrum is an interference condition containing a path length and an angle, so tilting the sample moves every maximum to a shorter wavelength and changes the colour by 40 units of ΔE. A pigment's spectrum contains neither, and cannot do this at all — which is the cleanest separation between the two kinds of colour there is, and it is geometric rather than chemical.

One white balance across a scene lit by two lamps. A neutral surface of albedo 0.6 under 7 mixtures of A and D65, corrected by one diagonal transform chosen for the middle of the run — which is what a camera does when it estimates a single illuminant. The middle patch comes out neutral to ΔE00 = 0.00 and both ends do not: 19.8 at the A end and 16.9 at the D65 one. The failure is structural rather than a matter of a better estimator: white balance is one transform for the whole image, and a scene with two lamps in it has no single answer for that transform to be. Every patch here is the same surface. What a scene does

A scene has no white point

White balance is one transform applied to a whole image, and a scene lit by two lamps has no single answer for that transform to be. The failure is structural rather than a matter of a better estimator — and every colour-managed workflow in existence takes exactly one white point as an input, with no field in which to say there were two.

A camera's spectral sensitivities, after the infrared-cut filter. Silicon quantum efficiency times the colour-filter dye times the infrared-cut filter, per channel, on a grid running to 1100 nm rather than to 780. With the filter removed, 68 per cent of the area under the three curves lies beyond the visible band, and all three curves are the same curve out there. What a camera does

A camera is a fourth observer

The 1931 functions, the 1964 functions and a person's own cones are three sets of three curves that collapse a spectrum onto three numbers. A camera is a fourth, built from silicon and dye rather than from pigment and neural wiring, and it agrees with none of them.

Everything between the photons and the picture, and what each stage decides. The 8 stages of a camera pipeline. Only the second is physics; every one after it is a decision somebody made, and the reason two cameras pointed at the same scene disagree is that they made different ones. What a camera does

Raw is not a picture

A raw file is three integrals per site and a list of decisions nobody has taken yet. Every one of those decisions has a defensible answer and none of them has a correct one, which is why two converters open the same file and disagree.

How much of what an unfiltered sensor records is invisible. The share of a camera's raw signal coming from beyond 780 nm, against the colour temperature of the lamp, for one surface with a near-infrared reflectance of 0.62. Without the filter it runs from 98 per cent at 2000 K to 51 at 9000; with it, under five per cent everywhere. What a camera does

The filter that makes colour possible

An infrared-cut filter is not a refinement on a colour camera. Removing it collapses the separation between the three channels by a factor of nearly nine under tungsten, and the component that keeps colour photography working is the one nobody photographs.

A camera profile is a fit, and the sample set is a hidden argument to it. Per-surface ΔE00 after the best 3 × 3 from raw to XYZ, fitted on 12 surfaces at chroma 0.2 and tested twice: on those same surfaces (mean 0.65) and on 12 at chroma 0.9 (mean 1.75). Both bars come from the same matrix; only the surfaces differ. What a camera does

A camera profile is a fit

Since no matrix is exact, the one a manufacturer ships is a least-squares compromise over a set of surfaces somebody chose. Fitted on desaturated patches it is excellent on desaturated patches — and the sample set is a hidden argument to every camera profile in existence.

Everything between the photons and the picture, and what each stage decides. The 8 stages of a camera pipeline. Only the second is physics; every one after it is a decision somebody made, and the reason two cameras pointed at the same scene disagree is that they made different ones. What a camera does

A photograph is not a measurement

A photograph is a measurement made by an instrument whose kernel nobody published, under an illuminant nobody recorded, corrected by a matrix fitted to somebody else's surfaces, with two thirds of every pixel invented. It supports relative claims well and absolute ones badly, and it is used for the second.

A halftone tint, its four regions, and what they average to. At 40% and 30% coverage the sheet is a mosaic of 4 fully-inked regions, not a mixture of anything. Their areas are the product of the coverages — Demichel's rule, which holds because the screens are rotated to make it hold — and the patch's reflectance is the area-weighted average of theirs, raised to the Yule–Nielsen exponent n = 1.8. Averaging the regions' CIELAB coordinates instead, which is what mixing means to almost everybody, lands ΔE00 = 0.76 away. What it takes to deliver it

A halftone is not a mixture

Forty per cent cyan and thirty per cent magenta are not stirred together anywhere. They are laid down as dots, and the sheet is a mosaic of four fully-inked regions in proportions the two coverages fix — which is why the colour is an area average of four spectra rather than a blend of two, and why it lands nowhere near where mixing would put it.

What a press and a display can reach at L* = 50. A slice through both solids at lightness 50, with the press dashed and the display solid. The boundaries cross: the press reaches past sRGB in 15 of 48 directions and falls inside it in 31. That is the shape of every conversion between them — colours are lost in one direction and gained in the other, and the picture cannot show the gained ones, because it is being displayed on the gamut that cannot reach them. Those are hatched. What it takes to deliver it

Neither gamut contains the other

Converting a picture to CMYK is described everywhere as a reduction, as though the press were a smaller version of the screen. Measured as solids, the press reaches eleven per cent of its volume outside sRGB while sRGB reaches fifty-four per cent of its volume outside the press — and in the cyans the press wins by seventy per cent of chroma.

The process inks as reflectance. Each ink is a sum of Gaussian absorbance bands with stated centres, widths and peak densities, and the reflectance shown is the substrate's times the square of the ink's transmittance, because light crosses the film going down and coming back. The first band of each ink is what it is for; the rest are what is wrong with it. Magenta's unwanted absorption in the blue-violet reaches an optical density of 0.46 against 0.95 for the band it exists to have — 48 per cent of its own strength, absorbing exactly where a saturated blue needs light to survive. What it takes to deliver it

The paper is the white point

A printed colour is reported against the sheet it sits on rather than against the light in the room, and the choice is a switch in every colour engine. Flipped one way, the same separation on coated stock and on newsprint is a 3.04 colour difference; flipped the other, it is 0.13 — and the two answers are about different questions.

The solids, by volume. CIELAB volume, all measured by the same cell count with the same extrapolation, and quoted against sRGB because that is the comparison the estimator supports. The four-colour press reaches 49 per cent of the sRGB solid's volume — and contains colours sRGB does not, which is why "half the gamut" is the wrong summary of a ratio of one half. What it takes to deliver it

The fourth ink is not for colour

Black is in every process set and it extends the gamut by more than a third — and at every lightness above about forty it extends the chroma boundary by exactly nothing. What it buys is depth at the bottom, a neutral that holds its hue when the press drifts, and a way to put a full-strength dark on a sheet that could not carry three inks' worth of it.

What separates the separations, and under which light. 11 separations of a single colour, differing only in how much of it is carried by black rather than by the three chromatic inks. Under D50 they agree to ΔE00 = 0.00 — the solver was asked for that and delivered it. Under illuminant A they spread to 6.75. They are metamers of one another, and the whole family is invisible to any instrument reading a single illuminant. What it takes to deliver it

The separation is not unique

A four-ink press has one more control than a colour has numbers, so most colours can be printed several ways. The alternatives agree to a hundredth of a colour difference under the light the match was made in — and they are metamers of one another, so under a tungsten lamp the same eleven separations of one colour spread by nearly seven.

A named ink, and the closest four-colour build of it. The ink is one pigment chosen for its own spectrum; the four-colour build is three chosen for everything. The four-colour build reaches it to ΔE00 = 0.37 under D50 and drifts to 4.46 under a tungsten lamp, because the match is metameric — the two curves cross 4 times rather than coinciding anywhere. What it takes to deliver it

A brand colour is an ink

A named colour is a jar of pigment with a spectrum, and a four-colour build of it is three inks arranged to integrate to the same three numbers. Of 156 constructed single-pigment inks, 15 can be matched at all — and those fifteen drift by a median of 3.8 colour differences under a tungsten lamp, because the match was never a match.

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