1 / 66

colormixers

colormixers.com. Physics. Physics of Light. Electromagnetic Spectrum Visible light is a small part 400 nm 700 nm. Physics of Light. Black = no light White = equal amounts of each 3 Primary Colors Red, Green Blue Humans don’t see all colors equally. Physics of Light.

hao
Download Presentation

colormixers

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. colormixers.com

  2. Physics

  3. Physics of Light • Electromagnetic Spectrum • Visible light is a small part • 400 nm • 700 nm

  4. Physics of Light • Black = no light • White = equal amounts of each • 3 Primary Colors • Red, Green Blue • Humans don’t see all colors equally

  5. Physics of Light • Most is Green (middle) • little Red • little Blue • HIGH amounts of Luminance / Brightness / Gray

  6. Is it really brown?

  7. Humans • Humans interpret colors • White is “loosely” interpreted • Physiology applies, as A.I. research is showing, our perception of colors of an object isn’t absolute • Current Claim: you can see ≈ 1-2 million colors

  8. Mock Banding • Seeing something that is NOT there • Humans look for contrast too much • Below you should see extra shades near the edges of high contrast below • Anti-aliasing is used to counter this

  9. Color Models • RGB - additive model (computers) • YUV - goofy additive model (tv,jpg) • RYB - subtractive model (paint) • HSB - subtractive model (paint / graphic artists) • CMYK - subtractive model (print)

  10. Additive Models • The Light model • Adding colors produces lighter colors • Add all colors = white • Add no colors = black • Opposite of paint/print

  11. RGB • Corresponds with the light physics • Red Green Blue Light • Computers, digital devices • 3 Bytes: 0-255 or 00-FF (hex) • Monitors can’t reproduce • 16.7 million possible colors

  12. #000000 = Black#FFFFFF = White #FF0000 #FF00FF #FFFF00 #0000FF #00FF00 #00FFFF

  13. YUV • Additive but limited in range • Models human perception • Y=Luminance: brightness • U: Extracted Blue, tied to Y • V: Extracted Red, tied to Y • Less colors than RBG (less gamut)

  14. result Y U V

  15. YCbCr / YCC / YPbPr • Similar to YUV - JPEG, MPEG, cameras • Y = Luminance (brightness) most important • Cb & Cr = are Blue & Red • Difference is in how the 2 color components are calculated

  16. Chroma subsampling • U/V (Cb/Cr) • Cut down quality • These are lesser noticed colors anyhow

  17. Subtractive Models • Reflection of the light; the inverse • Paint / Print • The color you see is the reflected light, the other colors are absorbed! • “Subtractive” because it subtracts light

  18. RYB • Red Yellow Blue • Painting / Art School • Psychological & Traditional • Add all colors you get black • Take away all color you get white • Not typically used on computers

  19. CMY / CMYK • Cyan Magenta Yellow Black • Similar to RYB • Standard printing ink colors • K (black) because its hard & costly to mix all inks • Less colors possible than RGB (gamut)

  20. HSB / HSL / HSV • Hue Saturation • Brightness / Lightness / Value • Traditional paint-based description • Hue= color; degrees around a wheel • Saturation= 0-100% (how much color) • Brightness= 0-100%

  21. HSB / HSL / HSV • Popular model • Pick a Hue • Pick Saturation • Pick Brightness / Lightness / “Value”

  22. HSB / HSL / HSV • Verbal descriptions fit best • Has as many colors as RGB does • requires fractional percent • often missing needed precision • Circular arrangement makes picking schemes easier (so they say)

  23. HUE Saturation Brightness

  24. Other Models • There are MANY subtractive color models for art • Long history with many opinions, techniques, styles, models etc. • Few use additive color model • Some exist solely for design and have no basis in physics or ink mixing!

  25. Color Schemes • Lots of factors influence wether a color scheme is “good” = no absolute rules • Makes use the Traditional Art Color wheel • Primary colors on the wheel are RYB

  26. Primary Colors • Red • Yellow • Blue

  27. Secondary Colors • Mixed primary colors (RYB) • Orange • Green • Purple • Thought of as “weaker” colors

  28. Tertiary Colors • Yellow-Green • Yellow-Orange • Red-Orange • Red-Violet • Blue-Violet • Blue-Green

  29. Art 12 Color Wheel • Conceptual foundation • HUE Based • Brightness & Saturation are “add-ons”

  30. Visual Contrast • Contrast of “Value” (Brightness) • Contrast of Hue (Which Color) • Contrast of Temperature • Contrast of Proportion • Contrast of Saturation • Complementary Contrast • Simultaneous Contrast

  31. Contrast of “Value” • Humans see light / dark contrast more than any color and we seek the edges • Quickest way to confuse a user is to lack contrast (similar for everything)

  32. Contrast of Hue • Flags and Symbols use these • Strong Hue (color) changes (not shades) • Makes it look more busy • Undermines cohesiveness of the whole

  33. Contrast of Temperature • Warm & Cool • The difference between them creates a contrast • Psychological, metaphorical • The mind groups these colors and makes them opposite - and notices the transitions (contrast)

  34. Contrast Proportion • Hues are given a relative value • Red and Green can be used in similar amounts (space covered) • Blue is ⅔ and Orange is ⅓ • Formal way of saying don’t use too much of one color vs another.

  35. Contrast of Saturation • Humans also will linger on high colored areas • Logos and Flags also use this • A few films used the extreme of this

  36. Complementary Contrast • Placing opposing hues near each other • Each makes the other look more intense - psychological • “balance” in our field of vision • Can cause retinal fatigue

  37. Simultaneous Contrast • A color is altered by the surroundings! (see Ted talk) • Hue, Brightness, Saturation, Temperature are all impacted • Dark/Bright backgrounds can make a color seem lighter/darker • Saturation is also relative

More Related