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Color space
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Comparison of some RGB and CMYK chromaticity gamuts on a CIE 1931 xy chromaticity diagram
A comparison of the chromaticities enclosed by some color spaces

A color space is a specific organization of colors. In combination with color profiling supported by various physical devices, it supports reproducible representations of color – whether such representation entails an analog or a digital representation. A color space may be arbitrary, i.e. with physically realized colors assigned to a set of physical color swatches with corresponding assigned color names (including discrete numbers in – for example – the Pantone collection), or structured with mathematical rigor (as with the NCS System, Adobe RGB and sRGB). A "color space" is a useful conceptual tool for understanding the color capabilities of a particular device or digital file. When trying to reproduce color on another device, color spaces can show whether shadow/highlight detail and color saturation can be retained, and by how much either will be compromised.

A "color model" is an abstract mathematical model describing the way colors can be represented as tuples of numbers (e.g. triples in RGB or quadruples in CMYK); however, a color model with no associated mapping function to an absolute color space is a more or less arbitrary color system with no connection to any globally understood system of color interpretation. Adding a specific mapping function between a color model and a reference color space establishes within the reference color space a definite "footprint", known as a gamut, and for a given color model, this defines a color space. For example, Adobe RGB and sRGB are two different absolute color spaces, both based on the RGB color model. When defining a color space, the usual reference standard is the CIELAB or CIEXYZ color spaces, which were specifically designed to encompass all colors the average human can see.[1]

Since "color space" identifies a particular combination of the color model and the mapping function, the word is often used informally to identify a color model. However, even though identifying a color space automatically identifies the associated color model, this usage is incorrect in a strict sense. For example, although several specific color spaces are based on the RGB color model, there is no such thing as the singular RGB color space.

History

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Thomas Young and Hermann Helmholtz assumed that the eye's retina consists of three different kinds of light receptors for red, green and blue.

In 1802, Thomas Young postulated the existence of three types of photoreceptors (now known as cone cells) in the eye, each of which was sensitive to a particular range of visible light.[2] Hermann von Helmholtz developed the Young–Helmholtz theory further in 1850: that the three types of cone photoreceptors could be classified as short-preferring (blue), middle-preferring (green), and long-preferring (red), according to their response to the wavelengths of light striking the retina. The relative strengths of the signals detected by the three types of cones are interpreted by the brain as a visible color. But it is not clear that they thought of colors as being points in color space.

The color-space concept was likely due to Hermann Grassmann, who developed it in two stages. First, he developed the idea of vector space, which allowed the algebraic representation of geometric concepts in n-dimensional space.[3] Fearnley-Sander (1979) describes Grassmann's foundation of linear algebra as follows:[4]

The definition of a linear space (vector space)... became widely known around 1920, when Hermann Weyl and others published formal definitions. In fact, such a definition had been given thirty years previously by Peano, who was thoroughly acquainted with Grassmann's mathematical work. Grassmann did not put down a formal definition—the language was not available—but there is no doubt that he had the concept.

With this conceptual background, in 1853, Grassmann published a theory of how colors mix; it and its three color laws are still taught, as Grassmann's law.[5]

As noted first by Grassmann... the light set has the structure of a cone in the infinite-dimensional linear space. As a result, a quotient set (with respect to metamerism) of the light cone inherits the conical structure, which allows color to be represented as a convex cone in the 3- D linear space, which is referred to as the color cone.[6]

Examples

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A comparison of CMYK and RGB color models. This image demonstrates the difference between how colors will look on a computer monitor (RGB) compared to how they might reproduce in a particular CMYK print process.

Colors can be created in printing with color spaces based on the CMYK color model, using the subtractive primary colors of pigment (cyan, magenta, yellow, and key [black]). To create a three-dimensional representation of a given color space, we can assign the amount of magenta color to the representation's X axis, the amount of cyan to its Y axis, and the amount of yellow to its Z axis. The resulting 3-D space provides a unique position for every possible color that can be created by combining those three pigments.

Colors can be created on computer monitors with color spaces based on the RGB color model, using the additive primary colors (red, green, and blue). A three-dimensional representation would assign each of the three colors to the X, Y, and Z axes. Colors generated on a given monitor will be limited by the reproduction medium, such as the phosphor (in a CRT monitor) or filters and backlight (LCD monitor).

Another way of creating colors on a monitor is with an HSL or HSV color model, based on hue, saturation, brightness (value/lightness). With such a model, the variables are assigned to cylindrical coordinates.

Many color spaces can be represented as three-dimensional values in this manner, but some have more, or fewer dimensions, and some, such as Pantone, cannot be represented in this way at all.

Conversion

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Color space conversion is the translation of the representation of a color from one basis to another. This typically occurs in the context of converting an image that is represented in one color space to another color space, the goal being to make the translated image look as similar as possible to the original.

RGB density

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The RGB color model is implemented in different ways, depending on the capabilities of the system used. The most common incarnation in general use as of 2021 is the 24-bit implementation, with 8 bits, or 256 discrete levels of color per channel.[7] Any color space based on such a 24-bit RGB model is thus limited to a range of 256×256×256 ≈ 16.7 million colors. Some implementations use 16 bits per component for 48 bits total, resulting in the same gamut with a larger number of distinct colors. This is especially important when working with wide-gamut color spaces (where most of the more common colors are located relatively close together), or when a large number of digital filtering algorithms are used consecutively. The same principle applies for any color space based on the same color model, but implemented at different bit depths.

Lists

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CIE 1931 XYZ color space was one of the first attempts to produce a color space based on measurements of human color perception (earlier efforts were by James Clerk Maxwell, König & Dieterici, and Abney at Imperial College)[8] and it is the basis for almost all other color spaces. The CIERGB color space is a linearly-related companion of CIE XYZ. Additional derivatives of CIE XYZ include the CIELUV, CIEUVW, and CIELAB.

Generic

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Additive color mixing: Three overlapping light bulbs in a vacuum, adding together to create white.
Subtractive color mixing: Three splotches of paint on white paper, subtracting together to turn the paper black.

RGB uses additive color mixing, because it describes what kind of light needs to be emitted to produce a given color. RGB stores individual values for red, green and blue. RGBA is RGB with an additional channel, alpha, to indicate transparency. Common color spaces based on the RGB model include sRGB, Adobe RGB, ProPhoto RGB, scRGB, and CIE RGB.

CMYK uses subtractive color mixing used in the printing process, because it describes what kind of inks need to be applied so the light reflected from the substrate and through the inks produces a given color. One starts with a white substrate (canvas, page, etc.), and uses ink to subtract color from white to create an image. CMYK stores ink values for cyan, magenta, yellow and black. There are many CMYK color spaces for different sets of inks, substrates, and press characteristics (which change the dot gain or transfer function for each ink and thus change the appearance).

YIQ was formerly used in NTSC (North America, Japan and elsewhere) television broadcasts for historical reasons. This system stores a luma value roughly analogous to (and sometimes incorrectly identified as)[9][10] luminance, along with two chroma values as approximate representations of the relative amounts of blue and red in the color. It is similar to the YUV scheme used in most video capture systems[11] and in PAL (Australia, Europe, except France, which uses SECAM) television, except that the YIQ color space is rotated 33° with respect to the YUV color space and the color axes are swapped. The YDbDr scheme used by SECAM television is rotated in another way.

YPbPr is a scaled version of YUV. It is most commonly seen in its digital form, YCbCr, used widely in video and image compression schemes such as MPEG and JPEG.

xvYCC is a new international digital video color space standard published by the IEC (IEC 61966-2-4). It is based on the ITU BT.601 and BT.709 standards but extends the gamut beyond the R/G/B primaries specified in those standards.

HSV (hue, saturation, value), also known as HSB (hue, saturation, brightness) is often used by artists because it is often more natural to think about a color in terms of hue and saturation than in terms of additive or subtractive color components. HSV is a transformation of an RGB color space, and its components and colorimetry are relative to the RGB color space from which it was derived.

HSL (hue, saturation, lightness/luminance), also known as HLS or HSI (hue, saturation, intensity) is quite similar to HSV, with "lightness" replacing "brightness". The difference is that the brightness of a pure color is equal to the brightness of white, while the lightness of a pure color is equal to the lightness of a medium gray.

Commercial

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Special-purpose

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Obsolete

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Early color spaces had two components. They largely ignored blue light because the added complexity of a 3-component process provided only a marginal increase in fidelity when compared to the jump from monochrome to 2-component color.

Absolute color space

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In color science, there are two meanings of the term absolute color space:

  • A color space in which the perceptual difference between colors is directly related to distances between colors as represented by points in the color space, i.e. a uniform color space.[12][13]
  • A color space in which colors are unambiguous, that is, where the interpretations of colors in the space are colorimetrically defined without reference to external factors.[14][15]

In this article, we concentrate on the second definition.

CIEXYZ, sRGB, and ICtCp are examples of absolute color spaces, as opposed to a generic RGB color space.

A non-absolute color space can be made absolute by defining its relationship to absolute colorimetric quantities. For instance, if the red, green, and blue colors in a monitor are measured exactly, together with other properties of the monitor, then RGB values on that monitor can be considered as absolute. The CIE 1976 L*, a*, b* color space is sometimes referred to as absolute, though it also needs a white point specification to make it so.[16]

A popular way to make a color space like RGB into an absolute color is to define an ICC profile, which contains the attributes of the RGB. This is not the only way to express an absolute color, but it is the standard in many industries. RGB colors defined by widely accepted profiles include sRGB and Adobe RGB. The process of adding an ICC profile to a graphic or document is sometimes called tagging or embedding; tagging, therefore, marks the absolute meaning of colors in that graphic or document.

Conversion errors

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A color in one absolute color space can be converted into another absolute color space, and back again, in general; however, some color spaces may have gamut limitations, and converting colors that lie outside that gamut will not produce correct results. There are also likely to be rounding errors, especially if the popular range of only 256 distinct values per component (8-bit color) is used.

One part of the definition of an absolute color space is the viewing conditions. The same color, viewed under different natural or artificial lighting conditions, will look different. Those involved professionally with color matching may use viewing rooms, lit by standardized lighting.

Occasionally, there are precise rules for converting between non-absolute color spaces. For example, HSL and HSV spaces are defined as mappings of RGB. Both are non-absolute, but the conversion between them should maintain the same color. However, in general, converting between two non-absolute color spaces (for example, RGB to CMYK) or between absolute and non-absolute color spaces (for example, RGB to L*a*b*) is almost a meaningless concept.

Arbitrary spaces

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A different method of defining absolute color spaces is familiar to many consumers as the swatch card, used to select paint, fabrics, and the like. This is a way of agreeing a color between two parties. A more standardized method of defining absolute colors is the Pantone Matching System, a proprietary system that includes swatch cards and recipes that commercial printers can use to make inks that are a particular color.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A color space is a specific organization of colors within a defined range, typically represented as a three-dimensional geometric construct where points correspond to colors or color stimuli arranged according to perceptual or physical principles. These spaces enable the systematic description, comparison, and reproduction of colors across devices and media, serving as essential tools in fields such as computer graphics, printing, and color science. Key attributes in color spaces often include hue (the chromatic quality), saturation or chroma (color purity), and lightness or value (brightness level), which together model human color perception or device capabilities. Color spaces are broadly categorized into device-dependent and device-independent types. Device-dependent spaces, such as (Red, Green, Blue), are tailored to specific hardware like monitors and cameras, where colors are defined by the intensities of primary light sources; for instance, is a standardized RGB space based on CIE 1931 XYZ tristimulus values, using ITU-R BT.709 primaries and a gamma of approximately 2.2 to ensure consistent rendering on digital displays and the web. In contrast, device-independent spaces like CIE XYZ provide a universal reference by modeling human vision through tristimulus values (X, Y, Z) derived from 1931 color-matching experiments, with Y representing and the primaries being imaginary to encompass all visible colors without negative values. These independent models, developed by the (CIE), facilitate accurate color transformations and serve as a foundation for perceptual uniform spaces like CIELAB. For print applications, subtractive color spaces like CMYK (Cyan, Magenta, Yellow, ) predominate, using ink absorption to subtract wavelengths from light; the addition of black (K) ink enhances depth and reduces costs compared to pure CMY, which can produce muddy tones. Unlike additive RGB spaces that combine light to form , CMYK builds colors by layering pigments to approach , making it ideal for but limited in compared to RGB. Perceptually oriented spaces, such as the Munsell system, prioritize human judgment with scales for hue, value, and chroma, influencing modern standards for color ordering and communication. Overall, selecting an appropriate color space is crucial for maintaining fidelity in systems, preventing issues like mismatches in workflows from design to output.

Fundamentals

Definition and Purpose

A color space is a specific organization of colors and shades as a subset of all possible colors within a multidimensional geometric space, where colors are represented by coordinates corresponding to attributes such as hue, saturation, and brightness or lightness. This mathematical model provides a structured framework for specifying, measuring, and communicating colors in a device-independent or device-dependent manner, often using three primary components to capture the full range of human color perception. By defining colors through these coordinates, color spaces enable precise encoding and decoding of visual information, distinguishing them from mere color models by incorporating explicit boundaries on reproducible colors, known as the color gamut. The primary purpose of color spaces is to facilitate consistent representation, reproduction, and manipulation of colors across diverse devices, software applications, and media, ensuring that a specified color appears as intended regardless of the output medium. They support both models, which are based on emitted (e.g., , , and primaries for displays), and subtractive models, which rely on absorbed (e.g., , , and for printing inks). In systems (CMS), color spaces play a crucial role by mapping colors between different gamuts to minimize perceptual discrepancies, such as shifts in hue or saturation when content is transferred from a monitor to a printer. Practically, color spaces are essential in fields like for encoding pixel values, video production for and grading to maintain narrative consistency, and where serves as the default standard to ensure cross-browser and cross-device uniformity. For instance, in and , they allow for gamut mapping to preserve visual fidelity during editing and rendering, while in , they help align digital previews with physical outputs. Overall, these models underpin reliable color workflows, reducing errors in industries reliant on accurate visual communication.

Mathematical Foundations

Color spaces are fundamentally mathematical constructs that represent colors as points in an n-dimensional , where the dimensions correspond to the number of primaries or basis vectors used to span the space. In a typical tristimulus model, such as RGB or CIE XYZ, colors are expressed as linear combinations of three basis vectors representing the primary stimuli, forming a where any color within the is a non-negative vector sum of these primaries. This vector space structure follows from Grassmann's laws of color addition, which establish that color mixtures behave additively under linear algebra operations, assuming metameric matching by human vision. The coordinate systems employed in color spaces can be Cartesian or polar/cylindrical, depending on the model. In Cartesian systems, like the RGB space, the axes align with the primary basis vectors—red (R) along one axis, green (G) along another, and blue (B) along the third—allowing colors to be specified by their scalar coordinates (r, g, b) as a point in this orthogonal or . Cylindrical coordinates, as seen in models like HSV, repolarize the space with hue as an angular component (θ), saturation as a radial distance from the neutral axis, and value or along the vertical axis, facilitating intuitive manipulation of perceptual attributes but requiring nonlinear transformations from Cartesian bases. Chromaticity diagrams provide a two-dimensional projection of the three-dimensional color space by normalizing out the component, focusing solely on hue and saturation. In the CIE 1931 XY Z tristimulus space, the chromaticity coordinates are derived from the tristimulus values X, Y, Z as follows: x=XX+Y+Z,y=YX+Y+Z,z=ZX+Y+Zx = \frac{X}{X + Y + Z}, \quad y = \frac{Y}{X + Y + Z}, \quad z = \frac{Z}{X + Y + Z} where z = 1 - x - y due to the normalization constraint, plotting colors on the xy plane as a horseshoe-shaped locus bounded by spectral colors. This projection assumes the space is affine and leverages the fact that color separates from intensity. The luminance component, denoted Y in CIE XYZ, plays a crucial role in decoupling brightness from chromatic information, serving as a scalar multiplier that scales the intensity of a chromaticity point without altering its hue or saturation. In this framework, the full color is reconstructed as a vector (X, Y, Z) = Y \cdot (x/y, 1, (1 - x - y)/y), where Y directly correlates with perceived brightness under standard illuminants. This separation enables efficient processing in applications like video encoding, while preserving the vector space properties. The of a color space—the set of all reproducible colors—is geometrically defined as the of the primary basis vectors in the , forming a (e.g., a in RGB with the point) that bounds the achievable mixtures. For instance, in CIE XYZ, the primaries' positions determine the hull's volume, with any point inside representable by barycentric coordinates as non-negative weights summing to unity, ensuring no extrapolation beyond the device's capabilities. This property arises from the of mixing and limits the space to positive combinations of the basis.

Historical Development

Early Theories

The foundations of color theory trace back to ancient philosophers, who conceptualized colors as arising from interactions between light, darkness, and the elements. The pseudo-Aristotelian treatise On Colors (likely by Aristotle's student Theophrastus), proposed that colors emerge from mixtures of black and white, with the four classical elements—earth, air, fire, and water—composed of varying proportions of these extremes, influencing their perceived hues. This view dominated Western thought through the Renaissance, treating color as a qualitative property rather than a quantifiable spectrum. A pivotal advancement occurred in the late 17th century with Isaac Newton's experiments on light dispersion. In 1666, Newton used prisms to decompose white light into a continuous of colors, demonstrating that color is inherent to light itself rather than a modification imposed by the medium. He further conceptualized the spectrum's continuity by arranging the colors in a circular "" in his 1704 work , linking red and violet endpoints to represent the full , which laid early groundwork for mixing models. In the early , physiological explanations emerged to explain color . Thomas Young, in his 1801 Bakerian Lecture, introduced the three-receptor theory of vision, positing that the contains three distinct types of light-sensitive elements, each responsive to primary sensations corresponding to , , and violet portions of the , enabling the perception of all colors through their combinations. This trichromatic hypothesis provided a biological basis for why a limited set of primaries could reproduce the full range of hues. Hermann von Helmholtz built upon Young's idea in the 1850s, formalizing the trichromatic theory through detailed physiological and experimental analysis. In works such as Handbuch der Physiologischen Optik (1856–1866), Helmholtz argued that three types of retinal receptors, tuned to different wavelength bands, underpin color vision, with perceived colors resulting from the relative stimulation of these receptors—a framework that directly anticipated tristimulus color models. Hermann Günther Grassmann contributed mathematical rigor in 1853 with his "laws of color mixing," which established axioms for addition and scalar multiplication of light intensities. These laws—proportionality (scaling intensity preserves hue), additivity (mixtures of scaled lights equal scaled mixtures), and a three-dimensional basis for color space—treated colors as vectors in a linear space, providing the algebraic foundation for quantitative color representation. James Clerk Maxwell advanced these concepts in 1860 by developing the first chromaticity diagram in the form of a triangle. Using , , and primaries in color-matching experiments, Maxwell plotted spectral colors within the triangle's boundaries, illustrating how all visible hues could be synthesized from tristimulus values and highlighting the nonlinear distribution of the spectrum along the edges. Despite these innovations, early color theories remained largely empirical, relying on observational experiments and physiological speculation without systematic psychophysical measurement to quantify perceptual uniformity or individual variations, limiting their precision for uniform color spaces.

Modern Standardization

The (CIE), established in 1913 as a successor to earlier international bodies focused on photometry and , has served as the primary global authority for developing standards in , including the specification of color spaces based on human visual response. The CIE's work emphasized empirical data from psychophysical experiments to create device-independent models, moving beyond earlier device-specific systems like those tied to particular lights or pigments. This foundational role enabled the commission to coordinate international efforts in quantifying color perception through standardized tristimulus values and observer functions. A pivotal advancement came with the CIE 1931 XYZ color space, derived from color-matching experiments conducted in the mid-1920s by William David Wright, using ten observers, and John Guild, using seven observers. These studies measured how human subjects matched spectral colors using primary stimuli at 700 nm (red), 546.1 nm (), and 435.8 nm (), yielding average color-matching functions that accounted for negative matches by transforming to imaginary primaries. The CIE adopted and refined this data in 1931, defining the XYZ tristimulus values as a linear transformation that ensures all real colors have non-negative coordinates, with Y corresponding to ; this standardization, based on a 2-degree , provided the first internationally agreed framework for colorimetric calculations. Subsequent refinements addressed perceptual uniformity and broader visual fields. In 1964, the CIE introduced supplementary standard colorimetric observers for 10-degree fields, along with the UVW* uniform color space, which aimed to make color differences more proportional to perceived distances through nonlinear transformations of XYZ values; this built on earlier work without replacing the 1931 standard. In 1976, building on these efforts, the CIE defined the Lab* (CIELAB) and Luv* () color spaces, which use cubic root or other nonlinear transformations of tristimulus values to achieve better perceptual uniformity, with CIELAB becoming a standard for calculations in industry and . Key contributions to these perceptual advancements included Deane B. Judd's analyses of color appearance and illuminant adaptations in the 1930s–1950s, and David L. MacAdam's 1940s–1960s research on color-difference ellipsoids, which highlighted deviations from uniformity in XYZ and informed the 1964 supplements. These efforts marked a shift toward device-independent models applicable across industries, from to displays, by prioritizing vision over hardware specifics. More recent updates, such as the CIE 2006 cone fundamentals in Publication 170-1, incorporated physiological models of cone sensitivities (LMS) derived from modern without altering core tristimulus definitions. The impact of these CIE standards has been profound, enabling consistent color reproduction worldwide while evolving to incorporate advances in visual science.

Primary Color Models

RGB and Derived Spaces

The RGB color space is an that represents colors through the combination of , , and blue primary lights, primarily used in and displays where light emission creates the . In this system, colors are formed by varying the intensities of these primaries, making it device-dependent as the exact appearance relies on the specific phosphors or LEDs in the . Typically, RGB uses 8 bits per channel, enabling 256 levels per primary and approximately 16.7 million distinct colors (256³). The standard, developed by HP and in 1996, defines a specific RGB variant with (approximately 2.2) to match human perception and CRT monitor characteristics, serving as the default for web graphics and consumer displays. Its primaries are specified in CIE 1931 xy coordinates as red (x=0.6400, y=0.3300), green (x=0.3000, y=0.6000), and blue (x=0.1500, y=0.0600), with a D65 (x=0.3127, y=0.3290). This nonlinear encoding ensures efficient storage while approximating perceptual uniformity for typical viewing conditions. Derived from sRGB, the scRGB space extends the range to floating-point values (typically 16-bit half-float), allowing representation of colors beyond [0,1] for applications while retaining the same primaries and D65 , as standardized in IEC 61966-2-2:2003. Adobe RGB (1998), introduced by Adobe Systems in 1998, expands the gamut for professional and , covering about 35% more colors than sRGB, particularly in cyans and greens; its primaries are red (x=0.6400, y=0.3300), green (x=0.2100, y=0.7100), and blue (x=0.1500, y=0.0600), also with D65 , and supports 8- or 16-bit or 32-bit float encodings. For high-definition television, Rec. 709 (ITU-R BT.709, initially standardized in 1990 and revised through 2015) adopts the same primaries and white point as sRGB but applies a different optimized for and broadcast.
Color SpaceRed (x,y)Green (x,y)Blue (x,y)White Point
(0.6400, 0.3300)(0.3000, 0.6000)(0.1500, 0.0600)
Adobe RGB (1998)(0.6400, 0.3300)(0.2100, 0.7100)(0.1500, 0.0600)D65 (0.3127, 0.3290)
Same as sRGBSame as sRGBSame as sRGBD65 (0.3127, 0.3290)
Same as sRGBSame as sRGBSame as sRGBD65 (0.3127, 0.3290)
These spaces find primary applications in computer monitors, digital photography, and web content for sRGB and Adobe RGB, with scRGB enabling HDR workflows and Rec. 709 standardizing HDTV signals since the early 2000s. At its core, RGB color mixing follows the additive principle, where a resulting color C\mathbf{C} is expressed as the linear combination: C=rR+gG+bB\mathbf{C} = r \mathbf{R} + g \mathbf{G} + b \mathbf{B} with r,g,b[0,1]r, g, b \in [0, 1] as intensity coefficients and R,G,B\mathbf{R}, \mathbf{G}, \mathbf{B} as the primary color vectors in a linear space like CIE XYZ.

YUV and Video Spaces

The YUV color space separates video signals into luminance (Y) and chrominance (U and V) components, enabling efficient transmission by prioritizing brightness information over color details. Developed in the early 1950s by RCA engineers for the NTSC color television standard, YUV allowed backward compatibility with existing black-and-white broadcasts by modulating chrominance onto a subcarrier while transmitting luminance separately, thereby conserving bandwidth in analog systems. This separation exploited the human visual system's greater sensitivity to luminance variations compared to chrominance, reducing the overall signal requirements without significant perceived quality loss. The core transformation from RGB to YUV uses a linear matrix derived from tristimulus values, with the component defined as Y=0.299R+0.587G+0.114BY = 0.299R + 0.587G + 0.114B, where the coefficients reflect the relative contributions of , , and to perceived based on early photometric studies. The signals are then U=0.492(BY)U = 0.492(B - Y) and V=0.877(RY)V = 0.877(R - Y), scaled to match the modulation requirements and normalized for unity gain in quadrature components. For , the BT.601 standard adapts this into a quantized form suitable for sampling rates up to , specifying integer coefficients for studio encoding: Y=66R+129G+25B+128256+16Y = \frac{66R + 129G + 25B + 128}{256} + 16 (with similar offsets for U and V ranging from 16 to 240 in 8-bit representation). A key digital variant is YCbCr, which encodes YUV for discrete sampling in compression formats like JPEG and MPEG, using scaled and offset chrominance values (Cb and Cr) to fit 8-bit or higher precision: Cb=0.564(BY)+128Cb = 0.564(B - Y) + 128 and Cr=0.713(RY)+128Cr = 0.713(R - Y) + 128, with ranges limited to 16-235 for Y and 16-240 for Cb/Cr to accommodate headroom. In contrast, the YIQ space served as the analog encoding for NTSC broadcasts, rotating the UV plane by 33 degrees to align with the NTSC color subcarrier phase, where I represents in-phase (orange-cyan) and Q quadrature (green-magenta) components, optimizing horizontal resolution for flesh tones. YCbCr has become ubiquitous in modern digital workflows, while YIQ remains legacy for NTSC decoding. In applications, and its variants underpin television broadcasting, where analog signals used full-resolution Y with modulated UV, and digital standards like SDTV (BT.601) and HDTV (BT.709) employ for efficient encoding. Streaming platforms and codecs such as H.264/AVC and H.265/HEVC rely on YCbCr subsampling to minimize data rates; for instance, averages U and V over 2x2 Y blocks, halving horizontal and vertical resolution while preserving full luma detail, which suffices given acuity limits. This technique reduces bandwidth by up to 50% in consumer video without noticeable artifacts in typical viewing conditions. For ultra-high-definition (UHD) and 4K content, the BT.2020 standard extends YUV with wider primaries and 10-bit or higher precision, supporting enhanced color volume in HDR workflows adopted since 2012 for broadcast and streaming services like and UHD.

Perceptual and Device-Independent Spaces

HSV, HSL, and Cylindrical Models

Although perceptual, these cylindrical models are typically derived from device-dependent RGB spaces, contrasting with the device-independent models discussed later. Cylindrical color models, such as HSV (Hue, Saturation, Value) and HSL (Hue, Saturation, ), reparameterize RGB colors into intuitive coordinates that align more closely with human perception of color attributes. These models represent colors in a cylindrical geometry, where hue corresponds to an angular position around the cylinder (typically 0° to 360°), saturation defines the radial distance from the central axis (0% to 100%), and the third dimension—either value or lightness—extends along the axis (0% to 100%). This structure facilitates adjustments to individual perceptual qualities without affecting others as drastically as in Cartesian RGB space. HSV, also known as HSB (Hue, Saturation, Brightness), was developed by in 1978 specifically for applications, aiming to provide a more natural way to select and manipulate colors on RGB displays. In HSV, hue quantifies the type of color (e.g., at 0°, at 120°), saturation measures the purity or intensity relative to gray (with 0% being achromatic), and value represents the overall brightness, defined as the maximum of the RGB components normalized to [0,1]. The conversion from RGB to HSV involves computing hue using the formula H=\atan2(3(GB),2RGB)H = \atan2(\sqrt{3}(G - B), 2R - G - B)
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