COLOR

  • No one could see the colour blue until modern times

    https://www.businessinsider.com/what-is-blue-and-how-do-we-see-color-2015-2

     

    The way that humans see the world… until we have a way to describe something, even something so fundamental as a colour, we may not even notice that something it’s there.

     

    Ancient languages didn’t have a word for blue — not Greek, not Chinese, not Japanese, not Hebrew, not Icelandic cultures. And without a word for the colour, there’s evidence that they may not have seen it at all.

    https://www.wnycstudios.org/story/211119-colors

     

    Every language first had a word for black and for white, or dark and light. The next word for a colour to come into existence — in every language studied around the world — was red, the colour of blood and wine.

    After red, historically, yellow appears, and later, green (though in a couple of languages, yellow and green switch places). The last of these colours to appear in every language is blue.

     

    The only ancient culture to develop a word for blue was the Egyptians — and as it happens, they were also the only culture that had a way to produce a blue dye.

    https://mymodernmet.com/shades-of-blue-color-history/

     

    Considered to be the first ever synthetically produced color pigment, Egyptian blue (also known as cuprorivaite) was created around 2,200 B.C. It was made from ground limestone mixed with sand and a copper-containing mineral, such as azurite or malachite, which was then heated between 1470 and 1650°F. The result was an opaque blue glass which then had to be crushed and combined with thickening agents such as egg whites to create a long-lasting paint or glaze.

     

     

    If you think about it, blue doesn’t appear much in nature — there aren’t animals with blue pigments (except for one butterfly, Obrina Olivewing, all animals generate blue through light scattering), blue eyes are rare (also blue through light scattering), and blue flowers are mostly human creations. There is, of course, the sky, but is that really blue?

     

     

    So before we had a word for it, did people not naturally see blue? Do you really see something if you don’t have a word for it?

     

    A researcher named Jules Davidoff traveled to Namibia to investigate this, where he conducted an experiment with the Himba tribe, who speak a language that has no word for blue or distinction between blue and green. When shown a circle with 11 green squares and one blue, they couldn’t pick out which one was different from the others.

     

    When looking at a circle of green squares with only one slightly different shade, they could immediately spot the different one. Can you?

     

    Davidoff says that without a word for a colour, without a way of identifying it as different, it’s much harder for us to notice what’s unique about it — even though our eyes are physically seeing the blocks it in the same way.

     

    Further research brought to wider discussions about color perception in humans. Everything that we make is based on the fact that humans are trichromatic. The television only has 3 colors. Our color printers have 3 different colors. But some people, and in specific some women seemed to be more sensible to color differences… mainly because they’re just more aware or – because of the job that they do.

    Eventually this brought to the discovery of a small percentage of the population, referred to as tetrachromats, which developed an extra cone sensitivity to yellow, likely due to gene modifications.

    The interesting detail about these is that even between tetrachromats, only the ones that had a reason to develop, label and work with extra color sensitivity actually developed the ability to use their native skills.

     

    So before blue became a common concept, maybe humans saw it. But it seems they didn’t know they were seeing it.

    If you see something yet can’t see it, does it exist? Did colours come into existence over time? Not technically, but our ability to notice them… may have…

     

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  • HDR and Color

    https://www.soundandvision.com/content/nits-and-bits-hdr-and-color

    In HD we often refer to the range of available colors as a color gamut. Such a color gamut is typically plotted on a two-dimensional diagram, called a CIE chart, as shown in at the top of this blog. Each color is characterized by its x/y coordinates.

    Good enough for government work, perhaps. But for HDR, with its higher luminance levels and wider color, the gamut becomes three-dimensional.

    For HDR the color gamut therefore becomes a characteristic we now call the color volume. It isn’t easy to show color volume on a two-dimensional medium like the printed page or a computer screen, but one method is shown below. As the luminance becomes higher, the picture eventually turns to white. As it becomes darker, it fades to black. The traditional color gamut shown on the CIE chart is simply a slice through this color volume at a selected luminance level, such as 50%.

    Three different color volumes—we still refer to them as color gamuts though their third dimension is important—are currently the most significant. The first is BT.709 (sometimes referred to as Rec.709), the color gamut used for pre-UHD/HDR formats, including standard HD.

    The largest is known as BT.2020; it encompasses (roughly) the range of colors visible to the human eye (though ET might find it insufficient!).

    Between these two is the color gamut used in digital cinema, known as DCI-P3.

    sRGB

    D65

     

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  • Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacy

    nofilmschool.com/types-of-film-lights

     

    “Not every light performs the same way. Lights and lighting are tricky to handle. You have to plan for every circumstance. But the good news is, lighting can be adjusted. Let’s look at different factors that affect lighting in every scene you shoot. ”

    Use CRI, Luminous Efficacy and color temperature controls to match your needs.

     

    Color Temperature
    Color temperature describes the “color” of white light by a light source radiated by a perfect black body at a given temperature measured in degrees Kelvin

     

    https://www.pixelsham.com/2019/10/18/color-temperature/

     

    CRI
    “The Color Rendering Index is a measurement of how faithfully a light source reveals the colors of whatever it illuminates, it describes the ability of a light source to reveal the color of an object, as compared to the color a natural light source would provide. The highest possible CRI is 100. A CRI of 100 generally refers to a perfect black body, like a tungsten light source or the sun. ”

     

    https://www.studiobinder.com/blog/what-is-color-rendering-index/

     

     

     

    https://en.wikipedia.org/wiki/Color_rendering_index

     

    Light source CCT (K) CRI
    Low-pressure sodium (LPS/SOX) 1800 −44
    Clear mercury-vapor 6410 17
    High-pressure sodium (HPS/SON) 2100 24
    Coated mercury-vapor 3600 49
    Halophosphate warm-white fluorescent 2940 51
    Halophosphate cool-white fluorescent 4230 64
    Tri-phosphor warm-white fluorescent 2940 73
    Halophosphate cool-daylight fluorescent 6430 76
    “White” SON 2700 82
    Standard LED Lamp 2700–5000 83
    Quartz metal halide 4200 85
    Tri-phosphor cool-white fluorescent 4080 89
    High-CRI LED lamp (blue LED) 2700–5000 95
    Ceramic discharge metal-halide lamp 5400 96
    Ultra-high-CRI LED lamp (violet LED) 2700–5000 99
    Incandescent/halogen bulb 3200 100

     

    Luminous Efficacy
    Luminous efficacy is a measure of how well a light source produces visible light, watts out versus watts in, measured in lumens per watt. In other words it is a measurement that indicates the ability of a light source to emit visible light using a given amount of power. It is a ratio of the visible energy to the power that goes into the bulb.

     

    FILM LIGHT TYPES

    https://www.studiobinder.com/blog/video-lighting-kits/?utm_campaign=Weekly_Newsletter&utm_medium=email&utm_source=sendgrid&utm_term=production-lighting&utm_content=production-lighting

     

     

     

    Consumer light types

     

    https://www.researchgate.net/figure/Emission-spectra-of-different-light-sources-a-incandescent-tungsten-light-bulb-b_fig1_312320039

     

    http://dev.informationdisplay.org/IDArchive/2015/NovemberDecember/FrontlineTechnologyCandleLikeEmission.aspx

     

     

    Tungsten Lights
    Light interiors and match domestic places or office locations. Daylight.

    Advantages of Tungsten Lights
    Almost perfect color rendition
    Low cost
    Does not use mercury like CFLs (fluorescent) or mercury vapor lights
    Better color temperature than standard tungsten
    Longer life than a conventional incandescent
    Instant on to full brightness, no warm-up time, and it is dimmable

    Disadvantages of Tungsten Lights
    Extremely hot
    High power requirement
    The lamp is sensitive to oils and cannot be touched
    The bulb is capable of blowing and sending hot glass shards outward. A screen or layer of glass on the outside of the lamp can protect users.

     

     

    Hydrargyrum medium-arc iodide lights
    HMI’s are used when high output is required. They are also used to recreate sun shining through windows or to fake additional sun while shooting exteriors. HMIs can light huge areas at once.

    Advantages of HMI lights
    High light output
    Higher efficiency
    High color temperature

    Disadvantages of HMI lights:
    High cost
    High power requirement
    Dims only to about 50%
    the color temperature increases with dimming
    HMI bulbs will explode is dropped and release toxic chemicals

     

     

    Fluorescent
    Fluorescent film lighting is achieved by laying multiple tubes next to each other, combining as many as you want for the desired brightness. The good news is you can choose your bulbs to either be warm or cool depending on the scenario you’re shooting. You want to get these bulbs close to the subject because they’re not great at opening up spaces. Fluorescent lighting is used to light interiors and is more compact and cooler than tungsten or HMI lighting.

    Advantages of Fluorescent lights
    High efficiency
    Low power requirement
    Low cost
    Long lamp life
    Cool
    Capable of soft even lighting over a large area
    Lightweight

    Disadvantages of Fluorescent lights
    Flicker
    High CRI
    Domestic tubes have low CRI & poor color rendition.

     

     

    LED
    LED’s are more and more common on film sets. You can use batteries to power them. That makes them portable and sleek – no messy cabled needed. You can rig your own panels of LED lights to fit any space necessary as well. LED’s can also power Fresnel style lamp heads such as the Arri L-series.

    Advantages of LED light
    Soft, even lighting
    Pure light without UV-artifacts
    High efficiency
    Low power consumption, can be battery powered
    Excellent dimming by means of pulse width modulation control
    Long lifespan
    Environmentally friendly
    Insensitive to shock
    No risk of explosion

    Disadvantages of LED light
    High cost.
    LED’s are currently still expensive for their total light output

    (more…)

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    Read more: Types of Film Lights and their efficiency – CRI, Color Temperature and Luminous Efficacy
  • Eye retina’s Bipolar Cells, Horizontal Cells, and Photoreceptors

    In the retina, photoreceptors, bipolar cells, and horizontal cells work together to process visual information before it reaches the brain. Here’s how each cell type contributes to vision:

     

    1. Photoreceptors

    • Types: There are two main types of photoreceptors: rods and cones.
      • Rods: Specialized for low-light and peripheral vision; they help us see in dim lighting and detect motion.
      • Cones: Specialized for color and detail; they function best in bright light and are concentrated in the central retina (the fovea), allowing for high-resolution vision.
    • Function: Photoreceptors convert light into electrical signals. When light hits the retina, photoreceptors undergo a chemical change, triggering an electrical response that initiates the visual process. Rods and cones detect different intensities and colors, providing the foundation for brightness and color perception.

     

    2. Bipolar Cells

    • Function: Bipolar cells act as intermediaries, connecting photoreceptors to ganglion cells, which send signals to the brain. They receive input from photoreceptors and relay it to the retinal ganglion cells.
    • On and Off Bipolar Cells: Some bipolar cells are ON cells, responding when light is detected (depolarizing in light), and others are OFF cells, responding in darkness (depolarizing in the absence of light). This division allows for more precise contrast detection and the ability to distinguish light from dark areas in the visual field.

     

    3. Horizontal Cells

    • Function: Horizontal cells connect photoreceptors to each other and create lateral interactions between them. They integrate signals from multiple photoreceptors, allowing them to adjust the sensitivity of neighboring photoreceptors in response to varying light conditions.
    • Lateral Inhibition: This process improves visual contrast and sharpness by making the borders between light and dark areas more distinct, enhancing our ability to perceive edges and fine detail.

     

    These three types of cells work together to help the retina preprocess visual information and perception, emphasizing contrast and adjusting for different lighting conditions before signals are sent to the brain for further processing and interpretation.

     

     

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  • Photography Basics : Spectral Sensitivity Estimation Without a Camera

    https://color-lab-eilat.github.io/Spectral-sensitivity-estimation-web/

     

    A number of problems in computer vision and related fields would be mitigated if camera spectral sensitivities were known. As consumer cameras are not designed for high-precision visual tasks, manufacturers do not disclose spectral sensitivities. Their estimation requires a costly optical setup, which triggered researchers to come up with numerous indirect methods that aim to lower cost and complexity by using color targets. However, the use of color targets gives rise to new complications that make the estimation more difficult, and consequently, there currently exists no simple, low-cost, robust go-to method for spectral sensitivity estimation that non-specialized research labs can adopt. Furthermore, even if not limited by hardware or cost, researchers frequently work with imagery from multiple cameras that they do not have in their possession.

     

    To provide a practical solution to this problem, we propose a framework for spectral sensitivity estimation that not only does not require any hardware (including a color target), but also does not require physical access to the camera itself. Similar to other work, we formulate an optimization problem that minimizes a two-term objective function: a camera-specific term from a system of equations, and a universal term that bounds the solution space.

     

    Different than other work, we utilize publicly available high-quality calibration data to construct both terms. We use the colorimetric mapping matrices provided by the Adobe DNG Converter to formulate the camera-specific system of equations, and constrain the solutions using an autoencoder trained on a database of ground-truth curves. On average, we achieve reconstruction errors as low as those that can arise due to manufacturing imperfections between two copies of the same camera. We provide predicted sensitivities for more than 1,000 cameras that the Adobe DNG Converter currently supports, and discuss which tasks can become trivial when camera responses are available.

     

     

     

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  • What is a Gamut or Color Space and why do I need to know about CIE

    http://www.xdcam-user.com/2014/05/what-is-a-gamut-or-color-space-and-why-do-i-need-to-know-about-it/

     

    In video terms gamut is normally related to as the full range of colours and brightness that can be either captured or displayed.

     

    Generally speaking all color gamuts recommendations are trying to define a reasonable level of color representation based on available technology and hardware. REC-601 represents the old TVs. REC-709 is currently the most distributed solution. P3 is mainly available in movie theaters and is now being adopted in some of the best new 4K HDR TVs. Rec2020 (a wider space than P3 that improves on visibke color representation) and ACES (the full coverage of visible color) are other common standards which see major hardware development these days.

     

     

    To compare and visualize different solution (across video and printing solutions), most developers use the CIE color model chart as a reference.
    The CIE color model is a color space model created by the International Commission on Illumination known as the Commission Internationale de l’Elcairage (CIE) in 1931. It is also known as the CIE XYZ color space or the CIE 1931 XYZ color space.
    This chart represents the first defined quantitative link between distributions of wavelengths in the electromagnetic visible spectrum, and physiologically perceived colors in human color vision. Or basically, the range of color a typical human eye can perceive through visible light.

     

    Note that while the human perception is quite wide, and generally speaking biased towards greens (we are apes after all), the amount of colors available through nature, generated through light reflection, tend to be a much smaller section. This is defined by the Pointer’s Chart.

     

    In short. Color gamut is a representation of color coverage, used to describe data stored in images against available hardware and viewer technologies.

     

    Camera color encoding from
    https://www.slideshare.net/hpduiker/acescg-a-common-color-encoding-for-visual-effects-applications

     

    CIE 1976

    http://bernardsmith.eu/computatrum/scan_and_restore_archive_and_print/scanning/

     

    https://store.yujiintl.com/blogs/high-cri-led/understanding-cie1931-and-cie-1976

     

    The CIE 1931 standard has been replaced by a CIE 1976 standard. Below we can see the significance of this.

     

    People have observed that the biggest issue with CIE 1931 is the lack of uniformity with chromaticity, the three dimension color space in rectangular coordinates is not visually uniformed.

     

    The CIE 1976 (also called CIELUV) was created by the CIE in 1976. It was put forward in an attempt to provide a more uniform color spacing than CIE 1931 for colors at approximately the same luminance

     

    The CIE 1976 standard colour space is more linear and variations in perceived colour between different people has also been reduced. The disproportionately large green-turquoise area in CIE 1931, which cannot be generated with existing computer screens, has been reduced.

     

    If we move from CIE 1931 to the CIE 1976 standard colour space we can see that the improvements made in the gamut for the “new” iPad screen (as compared to the “old” iPad 2) are more evident in the CIE 1976 colour space than in the CIE 1931 colour space, particularly in the blues from aqua to deep blue.

     

     

    https://dot-color.com/2012/08/14/color-space-confusion/

    Despite its age, CIE 1931, named for the year of its adoption, remains a well-worn and familiar shorthand throughout the display industry. CIE 1931 is the primary language of customers. When a customer says that their current display “can do 72% of NTSC,” they implicitly mean 72% of NTSC 1953 color gamut as mapped against CIE 1931.

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  • Gamma correction

    http://www.normankoren.com/makingfineprints1A.html#Gammabox

     

    https://en.wikipedia.org/wiki/Gamma_correction

     

    http://www.photoscientia.co.uk/Gamma.htm

     

    https://www.w3.org/Graphics/Color/sRGB.html

     

    http://www.eizoglobal.com/library/basics/lcd_display_gamma/index.html

     

    https://forum.reallusion.com/PrintTopic308094.aspx

     

    Basically, gamma is the relationship between the brightness of a pixel as it appears on the screen, and the numerical value of that pixel. Generally Gamma is just about defining relationships.

    Three main types:
    – Image Gamma encoded in images
    – Display Gammas encoded in hardware and/or viewing time
    – System or Viewing Gamma which is the net effect of all gammas when you look back at a final image. In theory this should flatten back to 1.0 gamma.

     

    Our eyes, different camera or video recorder devices do not correctly capture luminance. (they are not linear)
    Different display devices (monitor, phone screen, TV) do not display luminance correctly neither. So, one needs to correct them, therefore the gamma correction function.

    The human perception of brightness, under common illumination conditions (not pitch black nor blindingly bright), follows an approximate power function (note: no relation to the gamma function), with greater sensitivity to relative differences between darker tones than between lighter ones, consistent with the Stevens’ power law for brightness perception. If images are not gamma-encoded, they allocate too many bits or too much bandwidth to highlights that humans cannot differentiate, and too few bits or too little bandwidth to shadow values that humans are sensitive to and would require more bits/bandwidth to maintain the same visual quality.

    https://blog.amerlux.com/4-things-architects-should-know-about-lumens-vs-perceived-brightness/

    cones manage color receptivity, rods determine how large our pupils should be. The larger (more dilated) our pupils are, the more light enters our eyes. In dark situations, our rods dilate our pupils so we can see better. This impacts how we perceive brightness.

     

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    A gamma encoded image has to have “gamma correction” applied when it is viewed — which effectively converts it back into light from the original scene. In other words, the purpose of gamma encoding is for recording the image — not for displaying the image. Fortunately this second step (the “display gamma”) is automatically performed by your monitor and video card. The following diagram illustrates how all of this fits together:

     

    Display gamma
    The display gamma can be a little confusing because this term is often used interchangeably with gamma correction, since it corrects for the file gamma. This is the gamma that you are controlling when you perform monitor calibration and adjust your contrast setting. Fortunately, the industry has converged on a standard display gamma of 2.2, so one doesn’t need to worry about the pros/cons of different values.

     

    Gamma encoding of images is used to optimize the usage of bits when encoding an image, or bandwidth used to transport an image, by taking advantage of the non-linear manner in which humans perceive light and color. Human response to luminance is also biased. Especially sensible to dark areas.
    Thus, the human visual system has a non-linear response to the power of the incoming light, so a fixed increase in power will not have a fixed increase in perceived brightness.
    We perceive a value as half bright when it is actually 18% of the original intensity not 50%. As such, our perception is not linear.

     

    You probably already know that a pixel can have any ‘value’ of Red, Green, and Blue between 0 and 255, and you would therefore think that a pixel value of 127 would appear as half of the maximum possible brightness, and that a value of 64 would represent one-quarter brightness, and so on. Well, that’s just not the case.

     

    Pixar Color Management
    https://renderman.pixar.com/color-management


    – Why do we need linear gamma?
    Because light works linearly and therefore only works properly when it lights linear values.

     

    – Why do we need to view in sRGB?
    Because the resulting linear image in not suitable for viewing, but contains all the proper data. Pixar’s IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post.

    This would be simple enough if every software would play by the same rules, but they don’t. In fact, the default gamma workflow for many 3D software is incorrect. This is where the knowledge of a proper imaging workflow comes in to save the day.

     

    Cathode-ray tubes have a peculiar relationship between the voltage applied to them, and the amount of light emitted. It isn’t linear, and in fact it follows what’s called by mathematicians and other geeks, a ‘power law’ (a number raised to a power). The numerical value of that power is what we call the gamma of the monitor or system.

     

    Thus. Gamma describes the nonlinear relationship between the pixel levels in your computer and the luminance of your monitor (the light energy it emits) or the reflectance of your prints. The equation is,

    Luminance = C * value^gamma + black level

    – C is set by the monitor Contrast control.

    – Value is the pixel level normalized to a maximum of 1. For an 8 bit monitor with pixel levels 0 – 255, value = (pixel level)/255.

     

    – Black level is set by the (misnamed) monitor Brightness control. The relationship is linear if gamma = 1. The chart illustrates the relationship for gamma = 1, 1.5, 1.8 and 2.2 with C = 1 and black level = 0.

     

    Gamma affects middle tones; it has no effect on black or white. If gamma is set too high, middle tones appear too dark. Conversely, if it’s set too low, middle tones appear too light.

     

    The native gamma of monitors– the relationship between grid voltage and luminance– is typically around 2.5, though it can vary considerably. This is well above any of the display standards, so you must be aware of gamma and correct it.

     

    A display gamma of 2.2 is the de facto standard for the Windows operating system and the Internet-standard sRGB color space.

     

    The old standard for Mcintosh and prepress file interchange is 1.8. It is now 2.2 as well.

     

    Video cameras have gammas of approximately 0.45– the inverse of 2.2. The viewing or system gamma is the product of the gammas of all the devices in the system– the image acquisition device (film+scanner or digital camera), color lookup table (LUT), and monitor. System gamma is typically between 1.1 and 1.5. Viewing flare and other factor make images look flat at system gamma = 1.0.

     

    Most laptop LCD screens are poorly suited for critical image editing because gamma is extremely sensitive to viewing angle.

     

    More about screens

    https://www.cambridgeincolour.com/tutorials/gamma-correction.htm

    CRT Monitors. Due to an odd bit of engineering luck, the native gamma of a CRT is 2.5 — almost the inverse of our eyes. Values from a gamma-encoded file could therefore be sent straight to the screen and they would automatically be corrected and appear nearly OK. However, a small gamma correction of ~1/1.1 needs to be applied to achieve an overall display gamma of 2.2. This is usually already set by the manufacturer’s default settings, but can also be set during monitor calibration.

    LCD Monitors. LCD monitors weren’t so fortunate; ensuring an overall display gamma of 2.2 often requires substantial corrections, and they are also much less consistent than CRT’s. LCDs therefore require something called a look-up table (LUT) in order to ensure that input values are depicted using the intended display gamma (amongst other things). See the tutorial on monitor calibration: look-up tables for more on this topic.

    About black level (brightness). Your monitor’s brightness control (which should actually be called black level) can be adjusted using the mostly black pattern on the right side of the chart. This pattern contains two dark gray vertical bars, A and B, which increase in luminance with increasing gamma. (If you can’t see them, your black level is way low.) The left bar (A) should be just above the threshold of visibility opposite your chosen gamma (2.2 or 1.8)– it should be invisible where gamma is lower by about 0.3. The right bar (B) should be distinctly visible: brighter than (A), but still very dark. This chart is only for monitors; it doesn’t work on printed media.

     

    The 1.8 and 2.2 gray patterns at the bottom of the image represent a test of monitor quality and calibration. If your monitor is functioning properly and calibrated to gamma = 2.2 or 1.8, the corresponding pattern will appear smooth neutral gray when viewed from a distance. Any waviness, irregularity, or color banding indicates incorrect monitor calibration or poor performance.

     

    Another test to see whether one’s computer monitor is properly hardware adjusted and can display shadow detail in sRGB images properly, they should see the left half of the circle in the large black square very faintly but the right half should be clearly visible. If not, one can adjust their monitor’s contrast and/or brightness setting. This alters the monitor’s perceived gamma. The image is best viewed against a black background.

     

    This procedure is not suitable for calibrating or print-proofing a monitor. It can be useful for making a monitor display sRGB images approximately correctly, on systems in which profiles are not used (for example, the Firefox browser prior to version 3.0 and many others) or in systems that assume untagged source images are in the sRGB colorspace.

     

    On some operating systems running the X Window System, one can set the gamma correction factor (applied to the existing gamma value) by issuing the command xgamma -gamma 0.9 for setting gamma correction factor to 0.9, and xgamma for querying current value of that factor (the default is 1.0). In OS X systems, the gamma and other related screen calibrations are made through the System Preference

     

    https://www.kinematicsoup.com/news/2016/6/15/gamma-and-linear-space-what-they-are-how-they-differ

    Linear color space means that numerical intensity values correspond proportionally to their perceived intensity. This means that the colors can be added and multiplied correctly. A color space without that property is called ”non-linear”. Below is an example where an intensity value is doubled in a linear and a non-linear color space. While the corresponding numerical values in linear space are correct, in the non-linear space (gamma = 0.45, more on this later) we can’t simply double the value to get the correct intensity.

     

    The need for gamma arises for two main reasons: The first is that screens have been built with a non-linear response to intensity. The other is that the human eye can tell the difference between darker shades better than lighter shades. This means that when images are compressed to save space, we want to have greater accuracy for dark intensities at the expense of lighter intensities. Both of these problems are resolved using gamma correction, which is to say the intensity of every pixel in an image is put through a power function. Specifically, gamma is the name given to the power applied to the image.

     

    CRT screens, simply by how they work, apply a gamma of around 2.2, and modern LCD screens are designed to mimic that behavior. A gamma of 2.2, the reciprocal of 0.45, when applied to the brightened images will darken them, leaving the original image.

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  • What causes color

    www.webexhibits.org/causesofcolor/5.html

    Water itself has an intrinsic blue color that is a result of its molecular structure and its behavior.

    Read more: What causes color

LIGHTING