Color Explained
Hue,Value和Chroma
Hue describes color families, rather than specific shades – blue, not navy or baby blue.
意思是:Hue是颜色簇,即定义一族颜色,Hue概念并不等价于Color概念。在Munsell Color System图中,Hue维度明确出现的每个颜色块代表一个Hue。Hue维度里有Blue颜色块,因此Blue是一个Hue。Blue是一个颜色簇,这个颜色簇里可能包含有Navy、Baby blue等颜色。但是Navy、Baby blue等颜色不是Hue,因为这俩颜色在Hue维度中没有对应的色块。
因此有一个结论:所有Hue都是颜色,但不是所有颜色都是Hue。
When we talk about how light or dark a color is, we’re talking about value. Value is a way to describe the overall lightness or darkness of a color.
Value就是亮度。在Munsell Color System系统中,Value分为0-10共11档。
0代表Black,10代表纯白。
0代表Black,10代表纯白。
Chroma refers to the strength or saturation of a color. It describes the color intensity, or how pure it is.
Chroma用来衡量颜色的饱和度(Saturation)或说纯度。
Color Models Explained
颜色模型就是一种给颜色编号的规则(规定一些Primary Colors和Second Colors等)以及支持的所有颜色的编号。
颜色模型中有编号的全部颜色的集合就是该颜色模型的颜色空间。(Color Space)
颜色模型中有编号的全部颜色的集合就是该颜色模型的颜色空间。(Color Space)
Why Are There Different Color Systems in the First Place?
Because there’s a whole world of color, and color is just too complicated and nuanced to be summed up with a single color model!
The different color models apply to different uses of color, such as print, on digital screens, and in pigments. Knowing the differences can make all the difference for whatever colorful project you’re about to tackle.
Color Models
There are two main categories of color models: subtractive and additive. An additive color model (like the RGB model) is based on transmitting light. Subtractive color models (like CMYK) are based on reflected light.
颜色模型主要有两个门类:减色和加色。加色模型(如RGB模型)基于透射光,减色模型(如CMYK模型)基于反射光。
颜色模型主要有两个门类:减色和加色。加色模型(如RGB模型)基于透射光,减色模型(如CMYK模型)基于反射光。
Each color model is used for something different, which is why it’s important to know which one applies.
这句话比较重要:不同的颜色模型用在一些不同的东西上面,因此要搞清楚哪些场合该用什么颜色模型。
这句话比较重要:不同的颜色模型用在一些不同的东西上面,因此要搞清楚哪些场合该用什么颜色模型。
RYB
The RYB is also known as the “traditional color” wheel. It’s the color model we all learned about in school. This subtractive color model is used when mixing pigments and has most of its applications in painting, art, and interior design.
RGB
When you’re working with screen-based designs and colors, you’ll want to use this additive color model: RGB model.
This system uses the sRGB color space and has practical limitations that prevent it from making all visible colors—it makes 16,777,216 colors instead.
It starts with a blank black canvas (the display screen of any digital device like a TV, phone, or tablet), then mixes light to show color on the screen. To create white, you have to blend all primary colors in equal measure.
For that reason, televisions or computers only need to produce mixtures of red, green, and blue light. (透射光)
颜色相关概念
Color Models:RGB、HSV、HSL、CMYK。。。
Hue:色相,即颜色整体定性属于什么颜色,相是指在色轮上的位置
Saturation:色度、饱和度,即颜色纯度
Value:明度,或者叫亮度
Saturation:色度、饱和度,即颜色纯度
Value:明度,或者叫亮度
Color Space即色彩空间,又叫色域。记住经典的那张图,就是D65标准,里面那个巨大的曲面范围是LAB空间,几乎可以当作色域变换的中间(参考)色域。在这张图上指定一个色域,就是指定这个色域的(三)原色。在这个色域里,各原色分量的最大值均为1,比如sRGB色域里的R、G、B原色分量的最大值均为1,Adobe RGB的三原色分量的最大值也均为1,但是这两个色域里均为1的R代表的绝对颜色(即在LAB色域里)是不同的,均为1的G或B也都是不同的颜色。那这里从sRGB到Adobe RGB的色域转换,过程就是先从sRGB的三原色分量得出在LAB色域里的绝对颜色,然后计算这个颜色在Adobe RGB色域里对应的三原色值分别是多少。
一篇短小精悍的文章:三色素理论和彩显原理 该文出自《色觉奥妙和哲学基本问题》
这篇文章的大意:从牛顿色轮到托马斯·杨定义颜色本质提出三色素假设,进而到赫尔姆霍兹量化三原色理论奠定彩色显示系统的理论基础。麦克斯韦的研究可以认为是定义色域的理论基础,以及提出的HSB模型,可以认为是对颜色的重定义。
这篇文章的大意:从牛顿色轮到托马斯·杨定义颜色本质提出三色素假设,进而到赫尔姆霍兹量化三原色理论奠定彩色显示系统的理论基础。麦克斯韦的研究可以认为是定义色域的理论基础,以及提出的HSB模型,可以认为是对颜色的重定义。
知乎上一篇重要的概念定义和解释的文章:Understanding Light and Color
Percepturally uniform color spaces
Perceptually uniform color spaces 字面翻译就是感知均匀的色彩空间
"In visual perception a color is almost never seen as it really is - as it physically is. This fact makes color the most relative medium in art." Josef Albers (1963), Interaction of Color