Article: 12824 of comp.graphics
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From: dbourgin@turing.imag.fr (David Bourgin (The best player).)
Newsgroups: comp.graphics,sci.image.processing,comp.answers,sci.answers,news.answers
Subject: Color space FAQ
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Summary: This posting contains a list of Frequently Asked
	 Questions (and their answers) about colors and color spaces.
	 It provides an extension to the sections of comp.graphics FAQ
	 about colors. Read section 1 for more details.
	 A copy of this document is available by anonymous ftp
	 in rtfm.mit.edu: /pub/usenet/news.answers/graphics/colorspace-faq
	 or turing.imag.fr: /pub/compression/colorspace-faq
Keywords: Color space FAQ
X-Last-Updated: 1995/04/19
Originator: faqserv@bloom-picayune.MIT.EDU
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Archive-name: graphics/colorspace-faq
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Last-modified: 18/4/95

###########################################################
Color spaces FAQ - David Bourgin
Date: 18/4/95
Last update: 3/4/95

Changes: Sections 2, 8, 8.1, and 8.2 modified
         Sections 3, 5, 6, 7, and 9 added (new)
         Section 8.6 will be next re-considered

---------------------------
     Table of contents
---------------------------
1   - Purpose of this FAQ
2   - Some definitions
3   - How to store the colors of a picture?
3.1 - Bitmapped pictures vs. vectorial pictures
3.2 - The color look-up table (LUT)
4   - What is this gamma component?
5   - White points
6   - How to measure display gamma?
6.1 - Gamma measurement, the easy way
6.2 - Gamma measurement, the hard way
7   - The transfer function
8   - Color space conversions
8.1 - RGB, CMY, and CMYK
8.2 - HSI, HSL, HSV, and related color spaces
8.3 - CIE XYZ
8.4 - CIE Luv and CIE Lab
8.5 - LCH and CIE LSH
8.6 - YUV, YIQ, and YCbCr
8.7 - SMPTE-C RGB
8.8 - SMPTE-240M YPbPr (HD televisions)
8.9 - Xerox Corporation YES
8.10- Kodak Photo CD YCC
9   - Color quantizations
9.1 - Full color space to color look-up table
9.2 - Color look-up table to a gray scales
9.3 - Gray scales to black and white
10  - References
9   - Comments and thanks

---------------------------
	  Contents
---------------------------
1 - Purpose of this FAQ

    I did a (too) long period of research in the video domain (video cards,
    image file formats, and so on) and I've decided to provide to all people
    who need some informations about that. ;-)
    I aim to cover a part of the Frequently Asked Questions (FAQ) in the video
    works, it means to provide some (useful?) informations about the colors,
    and more especially about color spaces. If you have some informations
    to ask/add to this document, please read section 11.

2 - Some definitions

    Color is defined as an experience in human perception. In physics terms, a
    color is the result of an observed light on the retina of the eye. The
    light must have a wavelength in the range of 400 to 700 nm. The radient
    flux of observed light at each wavelength in the visible spectrum is
    associated to a Spectral Power Distribution (SPD).
    A SPD is created by cascading the SPD of the light source with the
    Spectral Reflectance of the object in the scene. In addition the optics of
    any imaging device will have an effect.
    Strictly though, color is a visual sensation, so a `color' is created
    when we observe a specific SPD.
    We see color by means of cones in the retina. There are three types of
    cones sensitive to wavelengths that approximately correspond to red, green
    and blue lights. Together with information from rod cells (which are not
    sensitive to color) the cone information is encoded and sent to higher
    brain centres along the optic nerve. The encoding, known as opponent
    process theory, consists of three opponent channels, these are:

	Red     -       Green
	Blue    -       Yellow
	Black   -       White

    Note: Actually, recent studies show that eyes use addtionnal cone types.
    (cf. "La Recherche", n.272, january, 1995)

    This is different to tri-chromatic theory (e.g. Red, Green, Blue additive
    color) which you may be used to, but when we describe colors we do not say
    "it is a reddy green" or "that's a bluey yellow".
    Perceptually we require three attributes to describe a color. Generally
    any three will do, but there need's to be three.

    For human purpose color descriptions these attributes have been made by the
    CIE recommendations. (CIE is a French acronym for Commission Internationale
    de l'Eclairage.) The recommendations of the CIE are as follows:

    Brightness. The attribute of a visual sensation according to which an area
    appears to exhibit more or less light. [You can blurry or enhance an image
    by modifying this attribute.]

    Hue. The attribute of a visual sensation according to which an area appears
    to be similar to one, or to proportions of two, of the perceived colors
    red, yellow, green and blue.

    Colorfulness. The attribute of a visual sensation according to which an
    area appears to exhibit more or less of its hue. [You can go from a sky blue
    to a deep blue by changing this attribute.]

    So, a color is a visual sensation produced by a stimulus which is a
    specific SPD. It should be noted however, that two different SPD's may
    produce the same visual sensation - an effect known as metarmerism.

    What is a color space?

    A color space is a method by which we can specify, create and visualise
    color. As human's, we may define a color by its attributes of brightness,
    hue and colorfulness. A computer will define a color in terms of the
    excitations of red, green and blue phosphors on the CRT faceplate. A
    printing press defines a color in terms of the reflectance and absorbance of
    cyan, magenta, yellow and black inks on the paper.  

    If we imagine that each of the three attributes used to describe a color
    are axes in a three dimensional space then this defines a color space.
    The colors that we can percieve can be represented by the CIE system, other
    color spaces are subsets of this perceptual space. For instance RGB color
    space, as used by television displays, can be visualised as a cube with
    red, green and blue axes. This cube lies within our perceptual space, since
    the RGB space is smaller and represents less colors than we can see. CMY
    space would be represented by a second cube, with a different orientation
    and a different position within the perceptual space.

    So, a color space is a mathematical representation of our perceptions. It's
    useful to think so because computers are in fond of numbers and equations...

    Why is there more than one color space?

    Different color spaces are better for different applications, some
    equipment has limiting factors that dictate the size and type of color
    space that can be used.  Some color spaces are perceptually linear, i.e. a
    10 unit change in stimulus will produce the same change in perception
    wherever it is applied. Many color spaces, particularly in computer
    graphics are not linear in this way. Some color spaces are intuitive to
    use, i.e. it is easy for the user to navigate within them and creating
    desired colors is relativly easy. Finally, some color spaces are device
    dependent while others are not (so called device independent).

    What's the difference between device dependent and device independent?

    A device dependent color space is a color space where the color produced
    depends on the equipment and the set-up used to produce it. For example the
    color produced using pixel values of [rgb = 250,134,67] will alter as you
    change the brightness and contrast on your display. In the same way if you
    change your monitor the red, green and blue phosphors will have slightly
    different SPD's and the color produced will change. Thus RGB is a color
    space that is dependent on the system being used, it is device dependent.
    A device independent color space is one where the coordinates used to
    specify the color will produce the same color wherever they are applied.
    An example of a device independent color space (if it has been implemented
    properly) is the CIE L*a*b* color space (known as CIELab). This is based on
    the HVS (Hue/Value/Saturation) as described by the CIE system (see below to
    know what CIE stands for).

    Another way of looking a device dependancy is to imagine our RGB cube
    within our perceptual color space. We define a color by the values on the
    three axes. However the exact color will depend on the position of the cube
    within the perceptual color space. Move the cube (by changing the set-up)
    and the color will change even if the RGB values remain the same.
    Some device dependent color spaces have their position within CIE space
    defined These are known as device callibrated color spaces and are a kind
    of half way house between dependent and independent color spaces. For
    example, a graphics file that contains colorimetric information, i.e. the
    white point, transfer functions, and phosphor chromaticities, would enable
    device dependent RGB data to be modified for whatever device was being used
    - i.e. callibrated to specific devices. In other words, if you have a
    device independent color space, you must adapt your device as defined in
    the color space and not the color space to the device.

    What is a color gamut?

    A color gamut is the boundary of the color space. Gamut's are best
    shown and evaluated using the CIE system, a system we will see later and in
    section 8.3.

    What color space should I use?

    That depends on what you want to do, but here is a list of the pros and
    cons of some of the more common, computer related, color spaces - we will
    see in section 8 how to convert the (most common) color spaces between
    themselves and which references to use - :

    RGB (Red Green Blue)

    Additive color system based on trichromatic theory, commonly used by CRT
    displays where proportions of excitation of red, green and blue emmiting
    phosphors produce colors when visually fused. Easy to implement, non
    linear, device dependent, unintuitive, common (used in television cameras,
    computer graphics, etc).

    CMY(K) (Cyan Magenta Yellow (Black))

    Subtractive color. Used in printing and photography. Printers often include
    the fourth component, black ink, to improve the color gamut (by increasing
    the density range), improving blacks, saving money and speeding drying (less
    ink to dry). Fairly easy to implement, difficult to transfer *properly* from
    RGB (simple transforms are, well, simple), device dependent, non-linear,
    unintuitive.

    HSL (Hue Saturation and Lightness)

    This represents a wealth of similar color spaces, alternatives include HSI
    (intensity), HSV (value), HCI (chroma/colorfulness/intensity), HVC, TSD
    (hue saturation and darkness) etc etc. All these color spaces are non-linear
    transforms from RGB and thus, device dependent, non-linear but very
    intuitive. In addition the seperation of the luminance component has
    advantages in image processing and other applications. (But take care, the
    complete isolation of the separate components will require a space
    optimised for your device. See later notes on CIE color spaces)

    YIQ, YUV, YCbCr, YCC  (Luminance - Chrominance)

    These are the television transmission color spaces (YIQ and YUV analogue
    (NTSC and PAL) and YCbCr digital). They separate luminance from chrominance
    (lightness from color) and are useful in compression and image processing
    applications. YIQ and YUV are, if used according to their relative
    specifications, linear. They are all device dependent and, unless you are a
    TV engineer, unintuitive. Kodaks PhotoCD system uses a type of YCC color
    space, PhotoYCC, which is a device calibrated color space.

    CIE 

    What is the CIE System?

    The CIE has defined a system that classifies color according to the HVS (it
    started producing specifications in 1931). Using this system we can specify
    any color in terms of its CIE coordinates. 

    The CIE system works by weighting the SPD of an object in terms of three
    color matching functions. These functions are the sensitivities of a
    standard observer to light of different wavelengths. The weighting is 
    performed over the visual spectrum, from around 360nm to 830nm in 1nm 
    intervals. However, the illuminant, lighting, and viewing geometry are 
    carefully defined. This process produces three CIE tri-stimulus values, 
    XYZ, which describe the color. 

    There are many measures that can be derived from the tri-stimulus values,
    these include chromaticity coordinates and color spaces.

    There are two CIE based color spaces, CIELuv and CIELab. They are near
    linear (as close as any color space is expected to sensibly get), device
    independent (unless your in the habit of swapping your eye balls with
    aliens), but not very intuitive to use. 

    From CIELuv you can derive CIELhs or CIELhc where h is the hue (an angle),
    s the saturation and c the chroma. CIELuv has an associated chromaticity
    diagram, a two dimensional chart which makes additive color mixing very
    easy to visualise, hence CIELuv is widely used in additive color
    applications, like television.
    CIELab has no associated two dimensional chromaticity diagram and no 
    correlate of saturation so only Lhc can be used.

    Since there is such a wide variet of color spaces, it is useful to
    understand a bit more about them and how to convert between them.

    The color space conversions are essentially provided for programers. If
    you are a specialist then skip to the references in section 10. Many of the
    conversions are based on linear matrix transforms. (Was it Jim Blinn who
    said that any problem in computer graphics can be solved by a matrix 
    transform ?). As an example:

    RGB -> CIE XYZrec601-1 (D65) provides the following matrix of numbers
    (see section 8.3):
    |  0.607   0.174   0.200 |
    |  0.299   0.587   0.114 |
    |  0.000   0.066   1.111 |
    and CIE XYZrec601-1 (D65) -> RGB provides the following matrix:
    |  1.910  -0.532 -0.288 |
    | -0.985   1.999 -0.028 |
    |  0.058  -0.118 -0.898 |
    
    These two matrices are the (approximate) inversion of each other. If you
    are a beginner in this mathematical stuff, skip the previous explainations,
    and just use the results of sections...

    Other definitions.

    Photometric terms:  illuminance   - luminous flux per unit area incident on
					a surface
			luminance     - luminous flux per unit solid angle and
					per unit projected area, in a given
					direction, at a point on a surface.
			luminous flux - radient flux weighted by the V(landa)
					function.
					I.e. weighted by the eye's sensitivity.
			luminosity    - Hability to appear luminous
			radient flux  - total power / energy of the incident
					radiation.

    Other terms:        brightness    - the human sensation by which an area
					exhibits more or less light.
			lightness     - the sensation of an area's brightness
					relative to a reference white in the
					scene.
			luma          - Luminance component corrected by a gamma
					function and often noted Y'. See section
					4 about gamma and section 8.3 about Y.
			chroma        - the colorfulness of an area relative to
					the brightness of a reference white.
			saturation    - the colorfulness of an area relative to
					its brightness. 

    Note: This list is not exhaustive, some terms have alternative meanings
    but we assume these to be the fundamentals.

3 - How to store the colors of a picture?

    All the pictures need color information to make sense. Furthermore, all
    pictures don't use the full color space. We will see now how colors of a
    picture are stored in video cards and graphics files.

    I won't describe any image file formats. This is the comp.graphics FAQ
    purpose stored on rtfm.mit.edu:/pub/usenet/news.answers/graphics/faq
    maintened by John T. Grieggs (grieggs@netcom.com).

3.1 - Bitmapped pictures vs. vectorial pictures

    You can consider a picture either as a painting or as a 2D/3D modelling.
    In the first case, your picture is stored as a scannerised picture, it means
    a serie of lines where each line contains a serie of points. Each point is
    called pixel (picture screen element) for a screen display, and pel (print
    element) for a printer. Being that computers store the color information
    associated to each point as a binary sequence, the full picture is called
    bit-mapp (or bit-mapped) picture.
    In the second case, you can describe each element of your picture as points,
    lines, filled or empty circles, filled or empty polygons, and so on. In this
    case the picture can be considered as a 2D or a 3D description and is stored
    as a vectorial picture.

    What are the advantages and disadvantages to use one description rather than
    the other?

    With a bitmapped description, the data can be stored as in the video RAM.
    Loading and saving a picture is easy and fast. However if you enlarge your
    picture, you will see big squares, and at the opposite, if you reduce your
    picture, you will lose some informations beacuse some pixels will disappear.
    Furthermore, a big bitmapped picture will take a lot of room in memory.
    With a vectorial description, each time you load your picture you must
    compute the rendering because most of video cards only use bitmapped
    description. On the other hand, a vectorial picture take almost no room and
    a it can be enlarged or reduced without loss of information.

3.2 - The color look-up table (LUT)

    When you write on a paper, you choose a black, blue, or any other pencil. Of
    course, for a computer black, blue, and so, don't mean anything, and you
    must come back to numbers. Because of an historical evolution, there are two
    kinds of possibilities to encode numbers to get colors.

    Firstly: video cards had what we could name a palette of colors. If we take
    as reference our pencils, we can match the black pencil as number 1, the
    blue pencil as number 2, and so on. In video system, we have an additional
    color, the color of the paper (or background) numbered as pencil 0. With a
    monochrome adapter, you just have two possibilities 0 and 1, and with a
    4-color adapter, you have four pencils 0, 1, 2, and 3. As you see, a pixel
    is referenced in the video RAM, so that you can modify it. The array is the
    palette and in video RAM all pixels specify an index value into this
    palette. This is why we call this a color look-up table encoding. Of course,
    in the array, the colors can be specified with any kind of color space.
    Actually, being that most of CRTs is a plate of luminophors with three kinds
    of phosphors, i.e. Red, Green, and Blue, the array contains a long serie of
    RGB values.

    X is the color number	Write X			Palette[X] gives to
          of a pixel     ->	in video RAM	->	the video controller
							the real color to display

    Even if you work in monochome, you must distinguish X (the index) and
    Palette[X] (the color). The main advantage of this system is to allow you
    good animation effects. For example, if you change a color in the palette
    you change the color for all pixels with the associated index. Of course,
    the main disadvantage is the palette size, usually restricted to 2, 4, 16,
    or 256.

    Secondly: To avoid the last problem, we currently get ride of the palette
    system to use direct colors. With this specification, all colors are
    directly stored in video RAM instead of indexes. Of course, animation
    effects are now impossible but you have more colors on the screen. When you
    have direct RGB colors such that each channel use 8-bits, you call this a
    true color system.

    I describe this section as if we were using a bitmapped picture but,
    actually, we could extend all that to vectorial pictures.

4 - What is this gamma component?

    Many image processing operations, and also color space transforms that
    involve device independent color spaces, like the CIE system based ones,
    must be performed in a linear luminance domain.
    By this we really mean that the relationship between pixel values specified
    in software and the luminance of a specific area on the CRT display must be
    known. CRTs will have a non-linear response.
    The luminance of a CRT is generally modelled using a power function with an
    exponent, gamma, somewhere between 2.2 [NTSC and SMPTE specifications] and
    2.8 [as given by Hunt and Sproson]. Recent measurements performed at the
    BBC in the UK (Richard Salmon and Alan Roberts) have shown that the actual
    value of gamma is very dependent upon the accurate setting of the CRTs
    black level. For correctly set-up CRTs gamma is 2.35 +/- 0.1. This
    relationship is given as follows:

    Luminance = voltage ^ gamma

    Where luminance and voltage are normalised. For Liquid Crystal Displays the
    response is more closely followed by an "S" shaped curve with a vicious
    hook near black and a slow roll-off near white.

    In order to display image information as linear luminance we need to modify
    the voltages sent to the CRT. This process stems from television systems
    where the camera and receiver had different transfer functions (which,
    unless corrected, would cause problems with tone reproduction). The
    modification applied is known as gamma correction and is given below:

    New_Voltage = Old_Voltage ^ (1/gamma)

    (Both voltages are normalised and gamma is the value of the exponent of the
    power function that most closely models the luminance-voltage relationship
    of the display being used.)

    For a color computer system we can replace the voltages by the pixel
    values selected, this of course assumes that your graphics card converts
    digital values to analogue voltages in a linear way. (For precision work
    you should check this). The color relationships are:

    Red  = a* (Red' ^gamma) +b
    Green= a* (Green' ^gamma) +b
    Blue = a* (Blue' ^gamma) +b

    where Red', Green', and Blue' are the normalised input RGB pixel values and
    Red, Green, and Blue are the normalised gamma corrected signals sent to the
    graphics card. The values of the constants a and b componsate for the
    overall system gain and system offset respectively. (Essentially gain is
    contrast and offset is intensity.) For basic applications the values of a,
    b and gamma can be assumed to be consistent between color channels.
    However for precise applications they must be measured for each channel
    separatley. Usually, you can just fix up a, b, and gamma to respectively 1,
    0, and 2.2.

    It is common to perform gamma correction by calculating the corrected value
    for each possible input value and storing this in an array as a Look Up
    Table (see section 3.2).

    Research by Cowan and Post (see references in section 10) has shown that not
    all CRT displays can be accurately modelled by a simple power relationship.
    Cowan found errors of up to 100% between measured and calculated values. To
    prevent this a simple LUT generating gamma correction function cannot be
    used. The best method is to measure the absolute luminance of the display
    at various pixel values and to linearily interpolate between them to
    produce values for the LUT.

    It should be noted at this point that correct gamma correction depends on a
    number of factors, in addition to the characteristics of the CRT display.
    These include the gamma of the input device (scanner, video grabber etc),
    the viewing conditions and target tone reproduction characteristics. In
    addition linear luminance is not always desirable. For computer generated
    images a system which is linear with our visual perception may be
    preferable. If luminance is represented by L then lightness, our visual
    sensation of an objects brightness relative to a similarly illuminated
    area that appears white, is given by L:

    { L=116*((Y/Yn)^(1/3))-16 if Y/Yn>0.008856
    { L=903.3*Y/Yn            if Y/Yn<=0.008856

    This relationship is in fact the CIE 1976 Lightness (L*) equation which will
    be discussed in section 8.4. 

    Most un-gamma corrected displays have a near linear L* response, thus for
    computer generated applications, or applications where pixel values in an
    image need to be intuitivly changed, this set up may be better.

    Note: Gamma correction performed in integer maths is prone to large
    quantisation errors. For example, applying a gamma correction of 1/2.2
    to an image with an original gamma of one (linear luminance) produced a
    drop in the number of grey levels from 245 to 196. Take care not to alter
    the transfer characteristics more than is necessary, if you need to gamma
    correct images try to keep the originals so that you can pass them on to
    others without passing on the degradations that you've produced ;-).

    In some image file formats or in graphics applications in general, you
    need sometimes some other kinds of correction. These corrections provide
    some specific processings rather than true gamma correction curves.
    This is often the case, for examples, with the printing devices or
    in animation. In the first case, it is interesting to specify that a color
    must be re-affected in order you get a better rendering, as we see it later
    in CMYK section. In the second case, some animations can need an extra
    component associated to each pixel. This component can be, for example,
    used as a transparency mask. We *improperly* call this extra component
    gamma correction.
    -> not to to be confused with gamma.

5   - White points

    In colorimetry, we say that the white point of a system is the color at
    which all three of the tristimuli (RGB or XYZ etc) are equal to each other.
    The white point is said to be achromatic in that system, it has no color.
    The white point color does not have to be perceptually white, it is only
    the balance color for the system. You can think of the white point as
    being the color of the illuminant for any scene represented by that
    system. There is no reason why all color systems should use exactly the
    same white point. The TV system in Europe uses D65 as its white point
    (R=G=B=1), while the original NTSC used Illuminant C. Both are equally
    valid as white points, they are only 10.34 dC* CIELuv units apart (1.5jnd),
    they are merely the colors for which R=G=B=1 in the TV systems, they owe
    nothing to basic physics. In the same way, the CIE XYZ system has a white
    point which is defined as the color of an equal-energy radiator

6   - How to measure display gamma?

    There are several means to do so. I report here two means used in TV by
    Alan Roberts and Richard Salmon. You can use two processes to measure
    gamma, one is quick and dirty, the other is slow and uses some tricky
    maths to get rid of offsets in both the linear (light) and non-linear
    (volts) domains. Both methods are standard within the TV industry now,
    having been adopted by the EBU (European Braodcasting Union) recently
    following our developement work in this area.

6.1 - Gamma measurement, the easy way

    This requires that the display has an interlaced raster and uses
    interlace as a flicker photometer. You create a test picture consisting
    of two fields. In one field, the lines are peak white or black,
    alternating down the picture. In the other field, the lines are a mid
    grey. If the two fields have the same brightness (that is, they don't
    flicker), then the voltage which drove the CRT to produce the field of
    mid grey reveals the true value of gamma. The field of black and white
    lines integrates in the eye to produce precisely half peak brightness,
    and the voltage which produces the mid grey value which does not
    flicker must be:
    Vmidgrey =3D 0.5 ^ (1/gamma)
    since:
    0.5 ^ gamma =3D Vmidgrey
    In practice we use a test signal with 10 test patches, calculated to
    produce zero flicker on CRTs with gammas from 2.0 to 2.9. It is
    *essential* that the black level of the display is correctly set,
    because an error of only 2% in drive voltage can change the apparent
    value of gamma by up to about 0.4, depending on the real value of
    gamma. To set the black level correctly, we include two test patches in
    the test signal, one at +2% and one at -2% voltage. We adjust the
    brightness so that the -2% patch is invisible and the +2% patch is just
    visible. The resulting value of gamma is accurate to plus or minus 0.1.

6.2 - Gamma measurement, the hard way

    This can take all day and still not produce an acceptable result,
    depending on how you do it. But if you do it correctly you can get
    answers which are consistently accurate to 3 decimal places. The
    display needs to be highly stable. Generally, Grade 1 broadcast
    monitors are sufficently stable, but they all cost real money. When we
    tried to measure our 38" HDTV monitor we failed because it was not
    stable enough (the monitor cost us =A340,000).

    You use a test signal, which makes peak white in a small patch in the
    middle of the screen, typically 10% square will do. Use an attenuator
    to set the signal level and a really accurate calibrated light meter,
    or a good photomultiplier, to measure the light output over as large a
    dynamic range as possible. If you then plot the results as LOG Light
    versus LOG Volts, you might get a straight line, the slope of which
    gives you gamma. Unfortunately, some errors get in the way and wreck
    this situation, giving a curved line in the LOG world. We get around
    this by a subterfuge. Assume that the actual transfer characteristic
    is:
    Light =3D a + (Volts - b) ^ gamma
    where b is the error in setting black level and a is the combined
    effect of stray light and the error in setting black level. If we
    differentiate the table of results we get:
    dLight/dVolts =3D k (Volts - b) ^ (gamma - 1)
    and a (the stray light etc) has disappeared. So if we plot LOG
    (dLight/dVolts) versus LOG Volts, the slope is gamma-1 provided that b
    (black level error) is zero. We use a computer optimisation routine to
    estimate the value for b such that the line is straight, and an
    accurate value for gamma drops out of the sums. Similarly, we can do
    some substitution and plot LOG (dLight/dVolts) versus LOG (Light) and
    optimise the value for a to find another value for gamma as a cross
    check. These values are never more than about 0.05 apart, usually much
    closer. The problem is that it is very difficult to get sufficiently
    accurate data to do these caluclations, you need values of light
    intensity to more than 5 significant figures, and that takes some doing.

7 - The transfer function

    The gamma correcting function is sometime called transfert function when it
    is applied to convert a picture with regard to the display. Actually, the
    term of transfert function is more usual with the output devices. When a
    point is printed, the printed color usually absorbs more external color than
    our needs. This can be very significant so that the global picture can look
    murky. Exceptionaly, the picture can appear too light. To correct this
    problem, we use a correcting function similar to gamma called transfert
    function. Then the programer can either correctly rule a set of corrections
    of levels stored in the palette or simplify the problem by applying an
    exponent correction such as:

    Corrected tone = Initial tone^Exponent of the gain

    Usually, the exponent of the gain is to fix about 1.7.

8 - Color space conversions

    Except an historical point of view, most of you are - I hope - interested
    in color spaces to make renderings and, if possible, on your favorite
    computer. Most of computers display in the RGB color space but you may need
    sometimes the CMYK color space for printing, the YCbCr or CIE Lab to
    compress with JPEG scheme, and so on. That is why we are going to see,
    from here, what are all these color spaces and how to convert them from one
    to another (and primary from one to RGB and vice-versa, this was my purpose
    when I started this FAQ).

    I provide the color space conversions for programers. The specialists
    don't need most of these infos or they can give a glance to all the stuff
    and read carefully the section 10. Many of the conversions are based on
    linear functions. The best example is given in section 8.3. These
    conversions can be seen in matrices. A matrix is in mathematics an array of
    values. And to go from one to another space color, you just make a matrix
    inversion. E.g. RGB -> CIE XYZrec601-1 (C illuminant) provides the following
    matrix of numbers (see section 8.3):
    |  0.607   0.174   0.200 |
    |  0.299   0.587   0.114 |
    |  0.000   0.066   1.116 |
    and CIE XYZrec601-1 (C illuminant) -> RGB provides the following matrix:
    |  1.910  -0.532  -0.288 |
    | -0.985   1.999  -0.028 |
    |  0.058  -0.118   0.898 |
    You have to ensure that RGB values are related to linear RGB and not the
    gamma corrected CRT drive signals R'G'B', as explained in section 4.
    These two matrices are the (approximative) inversion of each other.
    If you are a beginner in this mathematical stuff, skip the previous
    explainations, and just use the result...

8.1 - RGB, CMY, and CMYK

    The most popular color spaces are RGB and CMY. These two acronyms stand
    for Red/Green/Blue and Cyan/Magenta/Yellow. They're device-dependent.
    The first is normally used on monitors, the second on printers.

    RGB are known as additive primary colors, because a color is produced by
    adding different quantities of the three components, red, green, and blue.

    CMY are known as subtractive (or secondary) colors, because the color is
    generated by subtracting different quantities of cyan, magenta and yellow
    from white light.

    The primaries used by artists, cyan, magenta and yellow are different
    than the primaries of computer devices because they are concerned with
    mixing pigments rather than lights or dyes.

    RGB -> CMY                          | CMY -> RGB
    Red   = 1-Cyan      (0<=Cyan<=1)    | Cyan    = 1-Red (0<=Red<=1)
    Green = 1-Magenta   (0<=Magenta<=1) | Magenta = 1-Green (0<=Green<=1)
    Blue  = 1-Yellow    (0<=Yellow<=1)  | Yellow  = 1-Blue (0<=Blue<=1)

    On printer devices, a component of black is added to the CMY, and the
    second color space is then called CMYK (Cyan/Magenta/Yellow/blacK). This
    component is actually used because cyan, magenta, and yellow set up to the
    maximum should produce a black color. (The RGB components of the white are
    completly substracted from the CMY components.) But the resulting color
    isn't physically a 'true' black. The transforms from CMY to CMYK (and vice
    versa) are given as shown below:
    CMY -> CMYK                         | CMYK -> CMY
    Black=minimum(Cyan,Magenta,Yellow)  | Cyan=minimum(1,Cyan*(1-Black)+Black)
    Cyan=(Cyan-Black)/(1-Black)         | Magenta=minimum(1,Magenta*(1-Black)+Black)
    Magenta=(Magenta-Black)/(1-Black)   | Yellow=minimum(1,Yellow*(1-Black)+Black)
    Yellow=(Yellow-Black)/(1-Black)     |

    Note, these differ to the descriptions often given, for example in Adobe
    Postscript. For more information see FIELD in section 10. This is because
    Adobe doesn't choose to use the most recent equations. (I don't know why!)

    RGB -> CMYK                         | CMYK -> RGB
    Black=minimum(1-Red,1-Green,1-Blue) | Red=1-minimum(1,Cyan*(1-Black)+Black)
    Cyan=(1-Red-Black)/(1-Black)        | Green=1-minimum(1,Magenta*(1-Black)+Black)
    Magenta=(1-Green-Black)/(1-Black)   | Blue=1-minimum(1,Yellow*(1-Black)+Black)
    Yellow=(1-Blue-Black)/(1-Black)     |

    Of course, I assume that C, M, Y, K, R, G, and B  have a range of [0;1].

8.2 - HSI, HSL, HSV, and related color spaces

    The representation of the colors in the RGB and CMY(K) color spaces are
    designed for specific devices. But for a human observer, they are not
    useful definitions. For user interfaces a more intuitive color space,
    designed for the way we actually think about color is to be preferred.
    Such a color space is HSI; Hue, Saturation and Intensity, which can be
    thought of as a RGB cube tipped up onto one corner. The line from RGB=min
    to RGB=max becomes verticle and is the intensity axis. The position of a
    point on the circumference of a circle around this axis is the hue and the
    saturation is the radius from the central intensity axis to the color.

		 Green
		  /\
		/    \    ^
	      /V=1 x   \   \ Hue (angle, so that Hue(Red)=0, Hue(Green)=120, and Hue(blue)=240 deg)
       Blue -------------- Red
	    \      |     /
	     \     |-> Saturation (distance from the central axis)
	      \    |   /
	       \   |  /
		\  | /
		 \ |/
	       V=0 x (Intensity=0 at the top of the apex and =1 at the base of the cone)
    
    The big disadvantage of this model is the conversion which is mainly
    because the hue is expressed as an angle. The transforms are given below:

    Hue = (Alpha-arctan((Red-intensity)*(3^0.5)/(Green-Blue)))/(2*PI)
    with { Alpha=PI/2 if Green>Blue
	 { Aplha=3*PI/2 if Green<Blue
	 { Hue=1 if Green=Blue
    Saturation = (Red^2+Green^2+Blue^2-Red*Green-Red*Blue-Blue*Green)^0.5
    Intensity = (Red+Green+Blue)/3

    Note that you have to compute Intensity *before* Hue. If not, you must
    assume that:
    Hue = (Alpha-arctan((2*Red-Green-Blue)/((Green-Blue)*(3^0.5))))/(2*PI).

    I assume that H, S, L, R, G, and B are within the range of [0;1].

    Another point of view of this cone is to project the coordinates onto the
    base. The 2D projection is:
    Red:   (1;0)
    Green: (cos(120 deg);sin(120 deg)) = (-0.5; 0.866)
    Blue:  (cos(240 deg);sin(240 deg)) = (-0.5;-0.866)
    Now you need intermediate coordinates:
    x = Red-0.5*(Green+Blue)
    y = 0.866*(Green-Blue)
    Finally, you have:
    Hue = arctan2(x,y)/(2*PI) ; Just one formula, always in the correct quadrant
    Saturation = (x^2+y^2)^0.5
    Intensity = (Red+Green+Blue)/3

    Another model close to HSI is HSL. It's actually a double cone with black
    and white points placed at the two apexes of the double cone.
    I don't provide formula, but feel free to send me the formula you could
    find. ;-)

    Actually, here are many variations on HSI, e.g. HSL, HSV, HCI (chroma /
    colorfulness), HVC, TSD (hue saturation and darkness) etc. But they all
    do basically the same thing.

8.3 - CIE XYZ

    The CIE (presented in the section 2) has defined a human "Standard
    Observer", based on measurements of the color-matching abilities of the
    average human eye. Using data from measurements made in 1931, a system of
    three primaries, XYZ, was developed in which all visible colors can be
    represented using only positive values of X, Y and Z. The Y primary is
    identical to Luminance, X and Z give coloring information. This forms the
    basis of the CIE 1931 XYZ color space, which is fundamental to all
    colorimetry. Values are normally assumed to lie in the range [0;1]. Colors
    are rarely specified in XYZ terms, it is far more common to use
    "chromaticity coordinates" which are independant of the Luminance (Y).
    The main advantage of CIE XYZ, and any color space or color definition
    based on it, is that it is completely device independent. The main
    disadvantage with CIE based spaces is the complexity of implementing them,
    in addition some are not user intuitive. A complete description of the CIE
    system is beyond the scope of this FAQ, useful formula to convert between
    CIE values and between CIE and non-CIE color spaces. It is highly
    recommended that anyone wishing to implement any of the CIE system in the
    digital domain reads the refs in section 10, specifically HUNT 1, SPROSON,
    BERNS and CIE 1.

    Chromaticity coordinates are derived from tristimulus values (the amounts
    of the primaries) by normalising thus:

     x = X/(X+Y+Z)
     y = Y/(X+Y+Z)
     z = Z/(X+Y+Z)

    Chromaticity coordinates are *always* used in lower case. Because they have
    been normalised, only two values are needed to specify the color, and so z
    is normally discarded (because x+y+z=1). Colors can be plotted on a
    "chromaticity diagram" using x and y as coordinates, with Y (Luminance)
    normal to the diagram. When a color is specified in this form, it is
    referred to as CIE 1931 xyY. Tristimulus values can always be derived from
    xyY values:

    X = x*Y/y
    Z = (1-x-y)*Y/y

    For scientists and programers, it is possible to convert between RGB as
    displayed on a CRT and CIE tristimulus values.

    The first step is to ensure that you have either linear luminance
    information, or that you know the transfer function (gamma correction) of
    the display device. For further details on this see section 4. This will
    give you the luminances of the red, green and blue phosphor emissions from
    the red, green and blue pixel values that you specify.
    The second stage is to perform a matrix transform (see section 8) to convert
    the red, green, blue luminance information to CIE XYZ tristimulus values,
    essentially. We can apply Grassman's Laws to establish conversion matrices
    between the XYZ primaries and any other set of primaries, for instance (if
    we consider RGB):

    |Red  |      -1 |X|         |X|       |Red  |
    |Green| = |M|  *|Y|   and   |Y| = |M|*|Green|
    |Blue |         |Z|         |Z|       |Blue |

    The matrix M is 3 by 3, and consists of the tristimulus values of the RGB
    primaries in terms of the XYZ primaries (phosphors on *your* CRT).

    Ideally you would measure these - if you have a colorimeter or a
    spectroradiometer / spectrophotometer handy. Alternativly you could assume
    that your system corresponds to a particular specification, e.g. NTSC, and
    use the figures given by the standard, however this is often not a valid
    assumption - and if you need to make it it's probably not worth going to
    the effort of implementing the transforms, the error's induced would outway
    any advantages of the CIE system. The third method is to derive the figures
    from other data.

    To solve this system and get the matrix M we need some more data. The first
    data is the color reference we use. With the CIE standard the reference of
    your rendering is the white. White point is achromatic and is defined so
    that Y=1, and Red=Green=Blue. To get the white point coordinates and put it
    into our previous matrix system we use the CIE xyY diagram. This diagram is
    a 2D diagram (based on tristimuli in regard with the wave lengths) where
    you get a color as (x;y). To transform this 2D diagram into a 3D, we just
    consider:
    z=1-(x+y)
    X=x*Y/y
    Y=Y (fixed for the diagram)
    Z=z*Y/y
    (Take care on these letters because these are case sensitive. Otherwise
    you'd get unaccurate results!)
    From there we must consider the coordinates of the vertices in your
    triangle reference. The three vertices in your triangle reference are "pure
    values", it means the chromacity coordinates of red, green, and blue are
    defined in the CIE xyY diagram:
    Red:   (xr; yr; zr=1-(xr+yr))
    Green: (xg; yg; zg=1-(xg+yg))
    Blue:  (xb; yb; zb=1-(xb+yb))
    And the white is defined such that Red=Green=Blue=1 as:
    |Xn|   |r1 g1 b1|   |Redn  |   |r1 g1 b1|   |1|
    |Yn| = |r2 g2 b2| * |Greenn| = |r2 g2 b2| * |1| (1)
    |Zn|   |r3 g3 b3|   |Bluen |   |r3 g3 b3|   |1|
    (1) becomes by invoking the white balance condition:
    |Xn|   |ar*xr ag*xg ab*xb|   |1|   |xr xg xb|   |ar|
    |Yn| = |ar*yr ag*yg ab*yb| * |1| = |yr yg yb| * |ag| (2)
    |Zn|   |ar*zr ag*zg ab*zb|   |1|   |zr zg zb|   |ab|
    But Xn, Yn, and Zn are also defined as (xn;yn) from the CIE xyY diagram:
    zn=1-(xn+yn)
    Xn=xn*Yn/yn=xn/yn
    Yn=1 (always for white!)
    Zn=zn*Yn/yn=zn/yn
    So (2) becomes:
    |xn/yn|   |xr xg xb|   |ar|
    |  1  | = |yr yg yb| * |ag| (3)
    |zn/yn|   |zr zg zb|   |ab|
    Now, xn, yn, zn, xr, yr, zr, xg, yg, zg, xb, yb, and zb are all known
    because they are supplied. Multiplying the chromaticity coordinates by
    these values gives the the matrix in equation (1) (with a HP pocket
    computer, for example) and get ar, ag, and ab. So:
    |X|   |xr*ar xg*ag xb*ab|   |Red  |
    |Y| = |yr*ar yg*ag xb*ab| * |Green|
    |Z|   |zr*ar zg*ag xb*ab|   |Blue |
    Let's take some examples. The CCIR (French acronym for Comite Consultatif
    International des Radiocommunications) defined several recommendations. The
    most popular (they shouldn't be used anymore, we will see later why) are
    CCIR 601-1 and CCIR 709.
    The CCIR 601-1 is the old NTSC (National Television System Committee)
    standard. It uses a white point called "C Illuminant". The white point
    coordinates in the CIE xyY diagram are (xn;yn)=(0.310063;0.316158). The
    red, green, and blue chromacity coordinates are:
    Red:   xr=0.67 yr=0.33 zr=1-(xr+yr)=0.00
    Green: xg=0.21 yg=0.71 zg=1-(xg+yg)=0.08
    Blue:  xb=0.14 yb=0.08 zb=1-(xb+yb)=0.78
    zn=1-(xn+yn)=1-(0.310063+0.316158)=0.373779
    Xn=xn/yn=0.310063/0.316158=0.980722
    Yn=1 (always for white)
    Zn=zn/yn=0.373779/0.316158=1.182254
    We introduce all that in (3) and get:
    ar=0.981854
    ab=0.978423
    ag=1.239129
    Finally, we have RGB -> CIE XYZccir601-1 (C illuminant):
    |X|   |0.606881 0.173505 0.200336|   |Red  |
    |Y| = |0.298912 0.586611 0.114478| * |Green|
    |Z|   |0.000000 0.066097 1.116157|   |Blue |
    Because I'm a programer, I preferr to round these values up or down (in
    regard with the new precision) and I get:
    RGB -> CIE XYZccir601-1 (C illuminant)      | CIE XYZccir601-1 (C illuminant) -> RGB
    X = 0.607*Red+0.174*Green+0.200*Blue        | Red   =  1.910*X-0.532*Y-0.288*Z
    Y = 0.299*Red+0.587*Green+0.114*Blue        | Green = -0.985*X+1.999*Y-0.028*Z
    Z = 0.000*Red+0.066*Green+1.116*Blue        | Blue  =  0.058*X-0.118*Y+0.898*Z
    The other common recommendation is the 709. The white point is D65 and have
    coordinates fixed as (xn;yn)=(0.312713;0.329016). The RGB chromacity
    coordinates are:
    Red:   xr=0.64 yr=0.33 zr=1-(xr+yr)=0.03
    Green: xg=0.30 yg=0.60 zg=1-(xg+yg)=0.10
    Blue:  xb=0.15 yb=0.06 zb=1-(xb+yb)=0.79
    Finally, we have RGB -> CIE XYZccir709 (709):
    |X|   |0.412411 0.357585 0.180454|   |Red  |
    |Y| = |0.212649 0.715169 0.072182| * |Green|
    |Z|   |0.019332 0.119195 0.950390|   |Blue |
    This provides the formula to transform RGB to CIE XYZccir709 and vice-versa:
    RGB -> CIE XYZccir709 (D65)                 | CIE XYZccir709 (D65) -> RGB
    X = 0.412*Red+0.358*Green+0.180*Blue        | Red   =  3.241*X-1.537*Y-0.499*Z
    Y = 0.213*Red+0.715*Green+0.072*Blue        | Green = -0.969*X+1.876*Y+0.042*Z
    Z = 0.019*Red+0.119*Green+0.950*Blue        | Blue  =  0.056*X-0.204*Y+1.057*Z
    Recently (about one year ago), CCIR and CCITT were both absorbed into their
    parent body, the International Telecommunications Union (ITU). So you must
    *not* use CCIR 601-1 and CCIR 709 anymore. Furthermore, their names have
    changed  respectively to Rec 601-1 and Rec 709 ("Rec" stands for
    Recommendation). Here is the new ITU recommendation.
    The white point is D65 and have coordinates fixed as (xn;yn)=(0.312713;
    0.329016). The RGB chromacity coordinates are:
    Red:   xr=0.64 yr=0.33 zr=1-(xr+yr)=0.03
    Green: xg=0.29 yg=0.60 zg=1-(xg+yg)=0.11
    Blue:  xb=0.15 yb=0.06 zb=1-(xb+yb)=0.79
    Finally, we have RGB -> CIE XYZitu (D65):
    |X|   |0.430574 0.341550 0.178325|   |Red  |
    |Y| = |0.222015 0.706655 0.071330| * |Green|
    |Z|   |0.020183 0.129553 0.939180|   |Blue |
    This provides the formula to transform RGB to CIE XYZitu and vice-versa:
    RGB -> CIE XYZitu (D65)                     | CIE XYZitu (D65) -> RGB
    X = 0.431*Red+0.342*Green+0.178*Blue        | Red   =  3.063*X-1.393*Y-0.476*Z
    Y = 0.222*Red+0.707*Green+0.071*Blue        | Green = -0.969*X+1.876*Y+0.042*Z
    Z = 0.020*Red+0.130*Green+0.939*Blue        | Blue  =  0.068*X-0.229*Y+1.069*Z

    You should remember that these transforms are only valid if you have
    equipment that matches these specifications, or you have images that you
    know have been encoded to these standards. If this is not the case, the
    CIE values you calculate will not be true CIE.

    See section 7.2 to get a useful example of these ugly value. ;-)

    For your application, use new ITU rec, if possible.

8.4 - CIE Luv and CIE Lab

    In 1976, the CIE defined two new color spaces to enable us to get more
    uniform and accurate models. The first of these two color spaces is the
    CIE Luv which component are L*, u* and v*. L* component defines the
    luminancy, and u*, v* define chrominancy. CIE Luv is very used in
    calculation of small colors or color differences, especially with additive
    colors. The CIE Luv color space is defined from CIE XYZ.

    CIE XYZ -> CIE Lab
    { L* = 116*((Y/Yn)^(1/3)) with Y/Yn>0.008856
    { L* = 903.3*Y/Yn with Y/Yn<=0.008856
    u* = 13*(L*)*(u'-u'n)
    v* = 13*(L*)*(v'-v'n)
    where u'=4*X/(X+15*Y*+3*Z) and v'=9*Y/(X+15*Y+3*Z)
    and u'n and v'n have the same definitions for u' and v' but applied to the
    white point reference. So, you have:
    u'n=4*Xn/(Xn+15*Yn*+3*Zn) and v'n=9*Yn/(Xn+15*Yn+3*Zn)

    See also section 8.3 about Xn, Yn, and Zn.

    As CIE Luv, CIE Lab is a color space introduced by CIE in 1976. It's a new
    incorporated color space in TIFF specs. In this color space you use three
    components: L* is the luminancy, a* and b* are respectively red/blue and
    yellow/blue chrominancies.
    This color space is also defined with regard to the CIE XYZ color spaces.

    CIE XYZ -> CIE Lab
    { L=116*((Y/Yn)^(1/3))-16 if Y/Yn>0.008856
    { L=903.3*Y/Yn            if Y/Yn<=0.008856
    a=500*(f(X/Xn)-f(Y/Yn))
    b=200*(f(Y/Yn)-f(Z/Zn))
    where { f(t)=t^(1/3) with Y/Yn>0.008856
	  { f(t)=7.787*t+16/116 with Y/Yn<=0.008856

    See also section 8.3 about Xn, Yn, and Zn.

8.5 - LCH and CIE LSH

    CIELab and CIELuv both have a disadvantage if used for a user interface,
    they are unintuitive to use. To solve this we can use CIE definitions for
    chroma, c, Hue angle, h and saturation, s (see section 2). Hue, chroma and
    saturation can be derived from CIELuv, and Hue and chroma but *NOT*
    saturation can be derived from CIELab (this is because CIELab has no
    associated chromaticity diagram and so no correlation of saturation is
    possible).

    To distinguish between LCH derived from CIELuv and CIELab the values of
    Hue, H, and Chroma, C, are given the subscripts uv if from CIELuv and ab
    if from CIELab.

    CIELab -> LCH
    L = L*
    C = (a*^2+b*^2)^0.5
    { H=0                                 if a=0
    { H=(arctan((b*)/(a*))+k*PI/2)/(2*PI) if a#0
    { and { k=0 if a*>=0 and b*>=0
	  { or k=1 if a*>0 and b*<0
	  { or k=2 if a*<0 and b*<0
	  { or k=3 if a*<0 and b*>0

    CIELuv -> LCH
    L = L*
    C = (u*^2 + v*^2)^0.5     or   C = L*s
    H = arctan[(v*)/(u*)]
    { H=0                                 if u=0
    { H=(arctan((v*)/(u*))+k*PI/2)/(2*PI) if u#0
    { and { k=0 if u*>=0 and v*>=0
	  { or k=1 if u*>0 and v*<0
	  { or k=2 if u*<0 and v*<0
	  { or k=3 if u*<0 and v*>0

    CIELuv -> CIE LSH
    L = L*
    s = 13[(u' - u'n)^2 + (v' - v'n)^2]^0.5
    H = arctan[(v*)/(u*)]
    { H=0                                 if u=0
    { H=(arctan((v*)/(u*))+k*PI/2)/(2*PI) if u#0 (add PI/2 to H if H<0)
    { and { k=0 if u*>=0 and v*>=0
	  { or k=1 if u*>0 and v*<0
	  { or k=2 if u*<0 and v*<0
	  { or k=3 if u*<0 and v*>0

8.6 - YUV, YIQ, and YCbCr

    YUV and YIQ are standard color spaces used for analogue television
    transmission. YUV is used in European TVs (PAL) and YIQ in North American
    TVs (NTSC). These colors spaces are device-dependent, like RGB, but they
    are callibrated. This is because the primaries used in these television
    systems are specified by the relative standards authorities. Y is the
    luminance component and is usually referred to as the luma component (it
    comes from CIE standard), U,V or I,Q are the chrominance components (i.e.
    the color signals).

    YUV uses D65 white point which coordinates are (xn;yn)=(0.312713;0.329016).
    The RGB chromacity coordinates are:
    Red:   xr=0.64 yr=0.33
    Green: xg=0.29 yg=0.60
    Blue:  xb=0.15 yb=0.06
    See section 8.3 to understand why the above values.

    RGB -> YUV                                  | YUV -> RGB
    Y =  0.299*Red+0.587*Green+0.114*Blue       | Red   = Y+0.000*U+1.140*V
    U = -0.147*Red-0.289*Green+0.436*Blue       | Green = Y-0.396*U-0.581*V
    V =  0.615*Red-0.515*Green-0.100*Blue       | Blue  = Y+2.029*U+0.000*V

    RGB -> YIQ                                  | YUV -> RGB
    Y =  0.299*Red+0.587*Green+0.114*Blue       | Red   = Y+0.956*I+0.621*Q
    I =  0.596*Red-0.274*Green-0.322*Blue       | Green = Y-0.272*I-0.647*Q
    Q =  0.212*Red-0.523*Green+0.311*Blue       | Blue  = Y-1.105*I+1.702*Q

    YUV -> YIQ                          | YIQ -> YUV
    Y = Y (no changes)                  | Y = Y (no changes)
    I = -0.2676*U+0.7361*V              | U = -1.1270*I+1.8050*Q
    Q =  0.3869*U+0.4596*V              | V =  0.9489*I+0.6561*Q

    Note that Y has a range of [0;1] (if red, green, and blue have a range of
    [0;1]) but U, V, I, and Q can be as well negative as positive. I can't give
    the range of U, V, I, and Q because it depends on precision from Rec specs
    To avoid such problems, you'll preferr the YCbCr. This color space is
    similar to YUV and YIQ without the disadvantages. Y remains the component
    of luminancy but Cb and Cr become the respective components of blue and
    red. Futhermore, with YCbCr color space you can choose your luminancy from
    your favorite recommendation. The most popular are given below:
    +----------------+---------------+-----------------+----------------+
    | Recommendation | Coef. for red | Coef. for Green | Coef. for Blue |
    +----------------+---------------+-----------------+----------------+
    | Rec 601-1      | 0.2989        | 0.5866          | 0.1145         |
    | Rec 709        | 0.2126        | 0.7152          | 0.0722         |
    | ITU            | 0.2220        | 0.7067          | 0.0713         |
    +----------------+---------------+-----------------+----------------+
    RGB -> YCbCr
    Y  = Coef. for red*Red+Coef. for green*Green+Coef. for blue*Blue
    Cb = (Blue-Y)/(2-2*Coef. for blue)
    Cr = (Red-Y)/(2-2*Coef. for red)
    YCbCr -> RGB
    Red   = Cr*(2-2*Coef. for red)+Y
    Green = (Y-Coef. for blue*Blue-Coef. for red*Red)/Coef. for green
    Blue  = Cb*(2-2*Coef. for blue)+Y
    (Note that the Green component must be computed *after* the two other
    components because Green component use the values of the two others.)
    Usually, you'll need the following conversions based on Rec 601-1
    for TIFF and JPEG works:
    RGB -> YCbCr (with Rec 601-1 specs)         | YCbCr (with Rec 601-1 specs) -> RGB
    Y=  0.2989*Red+0.5866*Green+0.1145*Blue     | Red=  Y+0.0000*Cb+1.4022*Cr
    Cb=-0.1688*Red-0.3312*Green+0.5000*Blue     | Green=Y-0.3456*Cb-0.7145*Cr
    Cr= 0.5000*Red-0.4184*Green-0.0816*Blue     | Blue= Y+1.7710*Cb+0.0000*Cr

    Additional note: Tom Lane provided me implementation of the Baseline JPEG
    compression system but after a close look I understood that the IJG values
    was an approximation of the previous values (you should preferr mine ;-).).

    I assume Y is within the range [0;1], and Cb and Cr are within the range
    [-0.5;0.5] if Red, Green, and Blue are within the range [0;1].

8.7 - SMPTE-C RGB

    SMPTE is an acronym which stands for Society of Motion Picture and Television
    Engineers. They give a gamma (=2.2 with NTSC, and =2.8 with PAL) corrected
    color space with RGB components (about RGB, see section 8.1).
    The white point is D65. The white point coordinates are (xn;yn)=(0.312713;
    0.329016). The RGB chromacity coordinates are:
    Red:   xr=0.630 yr=0.340
    Green: xg=0.310 yg=0.595
    Blue:  xb=0.155 yb=0.070
    See section 8.3 to understand why the above values.
    To get the conversion from SMPTE-C RGB to CIE XYZ or from CIE XYZ to
    SMPTE-C RGB, you have two steps:
    SMPTE-C RGB -> CIE XYZ (D65)                | CIE XYZ (D65) -> SMPTE-C RGB
    - Gamma correction                          | - Linear transformations:
    Red=f1(Red')                                | Red  = 3.5058*X-1.7397*Y-0.5440*Z
    Green=f1(Green')                            | Green=-1.0690*X+1.9778*Y+0.0352*Z
    Blue=f1(Blue')                              | Blue = 0.0563*X-0.1970*Y+1.0501*Z
    where { f1(t)=t^2.2 whether t>=0.0          | - Gamma correction
	  { f1(t)-(abs(t)^2.2) whether t<0.0    | Red'=f2(Red)
    - Linear transformations:                   | Green'=f2(Green)
    X=0.3935*Red+0.3653*Green+0.1916*Blue       | Blue'=f2(Blue)
    Y=0.2124*Red+0.7011*Green+0.0866*Blue       | where { f2(t)=t^(1/2.2) whether t>=0.0
    Z=0.0187*Red+0.1119*Green+0.9582*Blue       |       { f2(t)-(abs(t)^(1/2.2)) whether t<0.0

8.8 - SMPTE-240M YPbPr (HD televisions)

    SMPTE gives a gamma (=0.45) corrected color space with RGB components
    (about RGB, see section 8.1). With this space color, you have three components
    Y, Pb, and Pr respectively linked to luminancy (see section 2), green, and
    blue. The white point is D65. The white point coordinates are
    (xn;yn)=(0.312713;0.329016). The RGB chromacity coordinates are:
    Red:   xr=0.67 yr=0.33
    Green: xg=0.21 yg=0.71
    Blue:  xb=0.15 yb=0.06
    See section 8.3 to understand why the above values.
    Conversion from SMPTE-240M RGB to CIE XYZ (D65) or from CIE XYZ (D65) to
    SMPTE-240M RGB, you have two steps:
    YPbPr -> RGB                                | RGB -> YPbPr
    - Gamma correction                          | - Linear transformations:
    Red=f(Red')                                 | Red  =1*Y+0.0000*Pb+1.5756*Pr
    Green=f(Green')                             | Green=1*Y-0.2253*Pb+0.5000*Pr
    Blue=f(Blue')                               | Blue =1*Y+1.8270*Pb+0.0000*Pr
    where { f(t)=t^0.45 whether t>=0.0          | - Gamma correction
	  { f(t)-(abs(t)^0.45) whether t<0.0    | Red'=f(Red)
    - Linear transformations:                   | Green'=f(Red)
    Y=  0.2122*Red+0.7013*Green+0.0865*Blue     | Blue'=f(Red)
    Pb=-0.1162*Red-0.3838*Green+0.5000*Blue     | where { f(t)=t^(1/0.45) whether t>=0.0
    Pr= 0.5000*Red-0.4451*Green-0.0549*Blue     |       { f(t)-(abs(t)^(1/0.45)) whether t<0.0

8.9 - Xerox Corporation YES

    YES have three components which are Y (see Luminancy, section 2), E (chrominancy
    of red-green axis), and S (chrominancy of yellow-blue axis)
    Conversion from YES to CIE XYZ (D50) or from CIE XYZ (D50) to YES, you have two
    steps:
    YES -> CIE XYZ (D50)                        | CIE XYZ (D50) -> YES
    - Gamma correction                          | - Linear transformations:
    Y=f1(Y')                                    | Y= 0.000*X+1.000*Y+0.000*Z
    E=f1(E')                                    | E= 1.783*X-1.899*Y+0.218*Z
    S=f1(S')                                    | S=-0.374*X-0.245*Y+0.734*Z
    where { f1(t)=t^2.2 whether t>=0.0          | - Gamma correction
	  { f1(t)-(abs(t)^2.2) whether t<0.0    | Y'=f2(Y)
    - Linear transformations:                   | E'=f2(E)
    X=0.964*Y+0.528*E-0.157*S                   | S'=f2(S)
    Y=1.000*Y+0.000*E+0.000*S                   | where { f2(t)=t^(1/2.2) whether t>=0.0
    Z=0.825*Y+0.269*E+1.283*S                   |       { f2(t)-(abs(t)^(1/2.2)) whether t<0.0

    Conversion from YES to CIE XYZ (D65) or from CIE XYZ (D65) to YES, you have two
    steps:
    YES -> CIE XYZ (D65)                        | CIE XYZ (D65) -> YES
    - Gamma correction                          | - Linear transformations:
    Y=f1(Y')                                    | Y= 0.000*X+1.000*Y+0.000*Z
    E=f1(E')                                    | E=-2.019*X+1.743*Y-0.246*Z
    S=f1(S')                                    | S= 0.423*X+0.227*Y-0.831*Z
    where { f1(t)=t^2.2 whether t>=0.0          | - Gamma correction
	  { f1(t)-(abs(t)^2.2) whether t<0.0    | Y'=f2(Y)
    - Linear transformations:                   | E'=f2(E)
    X=0.782*Y-0.466*E+0.138*S                   | S'=f2(S)
    Y=1.000*Y+0.000*E+0.000*S                   | where { f2(t)=t^(1/2.2) whether t>=0.0
    Z=0.671*Y-0.237*E-1.133*S                   |       { f2(t)-(abs(t)^(1/2.2)) whether t<0.0

    Usually, you should use YES <-> CIE XYZ (D65) conversions because your
    screen and the usual pictures have D65 as white point. Of course, sometime
    you'll need the first conversions. Just take care on your pictures.

8.10 - Kodak Photo CD YCC

    The Kodak PhotoYCC color space was designed for encoding images with the
    PhotoCD system. It is based on both ITU Recommendations 709 and 601-1,
    having a color gamut defined by the ITU 709 primaries and a luminance -
    chrominance representation of color like ITU 601-1's YCbCr. The main
    attraction of PhotoYCC is that it calibrated color space, each image being
    tracable to Kodak's standard image-capturing device and the CIE Standard
    Illuminant for daylight, D65. In addition PhotoYCC provides a color gamut
    that is greater than that which can currently be displayed, thus it is
    suitable not only for both additive and subtractive (RGB and CMY(K))
    reproduction, but also for archieving since it offers a degree of
    protection against future progress in display technology.
    Images are scanned by a standardised image-capturing device, calibrated
    accoring to the type of photographic material being scanned. The scanner is
    sensitive to any color currently producable by photographic materials (and
    more besides). The image is encoded into a color space based on the ITU
    Rec 709 reference primaries and the CIE standard illuminant D65 (standard
    daylight). The extended color gamut obtainable by the PhotoCD system is
    achieved by allowing both positive and negative values for each primary.
    This means that whereas conventional ITU 709 encoded data is limited by
    the boundary of the triangle linking the three primaries (the color gamut),
    PhotoYCC can encode data outside the boundary, thus colors that are not
    realiseable by the ITU primary set can be recorded. This feature means
    that PhotoCD stores more information (as a larger color gamut) than
    current display devices, such as CRT monitors and dye-sublimination
    printers, can produce. In this respect it is good for archieval storage of
    images since the pictures we see now will keep up with improving display
    technology.
    When an image is scanned it is stored in terms of the three reference
    primaries, these values, Rp, Gp and Bp are defined as follows:

    Rp = kr {integral of (Planda planda rlanda) dlanda}
    Gp = kg{integral of (Planda planda glanda) dlanda}
    Bp = kb{integral of (Planda planda blanda) dlanda}

    where Rp Gp and Bp are the CCIR 709 primaries although not constrained to
    positive values.
    kr kg kb are normalising constants;
    Planda is the spectral power distribution of the light source (CIE D65);
    planda is the spectral power distribution of the scene at a specific point
    (pixel);
    rlanda glanda and blanda are the spectral power distributions of the
    scanner components primaries.

    kr kg kb are specified as kr = 1/[integral of (Planda * rlanda) dlanda]
    as similairly for kg and kb replacing rlanda with glanda and blanda
    respectivly.

    Let's stop with the theory and let's see how to make transforms.
    To be stored on a CD rom, the Rp Gp and Bp values are transformed into
    Kodak's PhotoYCC color space. This is performed in three stages. With the
    first stage a non-linear transform is applied to the image signals (this is
    because scanners tend to be linear devices while CRT displays are not), the
    transform used is as follows:
    Y (see Luminancy, section 2) and C1 and C2 (both are linked to chrominancy).
    YC1C2->RGB                                          | RGB->YC1C2
    - Gamma correction:                                 | Y' =1.3584*Y
    Red  =f(red')                                       | C1'=2.2179*(C1-156)
    Green=f(Green')                                     | C2'=1.8215*(C2-137)
    Blue =f(Blue')                                      | Red  =Y'+C2'
    where { f(t)=-1.099*abs(t)^0.45+0.999 if t<=-0.018  | Green=Y'-0.194*C1'-0.509*C2'
	  { f(t)=4.5*t if -0.018<t<0.018                | Blue =Y'+C1'
	  { f(t)=1.099*t^0.45-0.999 if t>=0.018         |
    - Linear transforms:                                |
    Y' = 0.299*Red+0.587*Green+0.114*Blue               |
    C1'=-0.299*Red-0.587*Green+0.886*Blue               |
    C2'= 0.701*Red-0.587*Green-0.114*Blue               |
    - To fit it into 8-bit data:                        |
    Y =(255/1.402)*Y'                                   |
    C1=111.40*C1'+156                                   |
    C2=135.64*C2'+137                                   |

    Take care I assume Red, Green, Blue, Y, C1, and C2 are in the range of
    [0;255]. Take care that your RGB values are not constrainted to positive
    values. So, some colors can be outside the Rec 709 display phosphor
    limit, it means some colors can be outside the trangle I defined in
    section 8.3. This can be explained because Kodak want to preserve some
    accurate infos, such as specular highlight information.
    You can note that the relations to transform YC1C2 to RGB is not exactly
    the reverse to transform RGB to YC1C2. This can be explained (from Kodak
    point of view) because the output displays are limited in the range of
    their capabilities.

    Converting stored PhotoYCC data to RGB 24bit data for display by computers
    on CRT's is achieved as follows;

    Firstly normal Luma and Chroma data are recovered:

    Luma        = 1.3584 * Luma(8bit)
    Chroma1     = 2.2179 * (Chroma1(8bit) - 156)
    Chroma2     = 1.8215 * (Chroma2(8bit) - 137)

    Assuming your display uses phosphors that are, or are very close to, ITU
    Rec 709 primaries in their chromaticities, then (* see below)

	Rdisplay        = L + Chroma2
	Gdisplay        = L - 0.194Chroma1 - 0.509Chroma2
	Bdisplay        = L + Chroma1

    Two things to watch are:

    a) this results in RGB values from 0 to 346 (instead of the more usual 0 to
    255) if this is simply ignored the resulting clipping will cause severe
    loss of highlight information in the displayed image, a look-up-table is
    usually used to convert these through a non-linear function to 8 bit data.
    For example:

    Y =(255/1.402)*Y'                                   
    C1=111.40*C1'+156                                   
    C2=135.64*C2'+137   

    b) if the display phosphors differ from CCIR 709 primaries then further
    conversion will be necessary, possibly through an intermediate device
    independedent color space such as CIE XYZ.

    * As a note: Do the phosphors need to match with regard to their
    chromaticities or is a spectral match required? Two different spectral
    distributed phosphors may have same chromaticites but may not be a
    metameric match since metarimerism only applies to spectral distribution of
    color matching functions.
    Another point to note is that PhotoCD images are chroma subsampled, that is
    to say for each 2 x 2 block of pixels, 4 luma and 1 of each chroma
    component are sampled (i.e. chroma data is averaged over 2x2 pixel blocks).
    This technique uses the fact that the HVS is less sensitive to luminance
    than chromaince diferences so color information can be stored at a lower
    precision without percievable loss in visual quality.

9 - Color quantizations

    An important problem in color processing comes up with your
    displaying/printing device. In fact, many output devices can't reproduce all
    the colors you want. In many cases you must convert all your colors into a
    subset. We will see from now some references or algorithms to deal with that
    problem.

9.1 - Full color space to color look-up table

    Usually, you will need to quantize 24-bit color images downto 8-bit color
    images. (The conversions into grayscale or bi-level images are explained in
    the next section.) There are several means to do so. I suggest you read the
    references given in comp.graphics FAQ stored on
    rtfm.mit.edu:/pub/usenet/news.answers/graphics/faq maintened by John T.
    Grieggs (grieggs@netcom.com).

9.2 - Color look-up table to a gray scales

    It is really easy to convert a picture into its grayscale representation. To
    do so, you take your RGB picture (if you don't have a RGB picture, have a
    look into section 8 and subsections) and you translate each RGB value into
    the luminancy value.
    Old softwares used Rec 601-1 and produced:
    Gray scale = Y = (299*Red+587*Green+114*Blue)/1000
    With Rec 709, we have:
    Gray scale = Y = (213*Red+715*Green+72*Blue)/1000
    Some others do as if:
    Gray scale = Green (They don't consider the red and blue components at all)
    Or, alternativly, you can average the three color components so:
    Gray scale = (Red+Green+Blue)/3
    But now all people *should* use the most accurate, it means ITU standard:
    Gray scale = Y = (222*Red+707*Green+71*Blue)/1000
    (That is very close to Rec 709!)
    I performed some personal tests and have sorted them in regard with the
    global resulting luminancy of the picture (from my eye point of view!).
    The following summary gives what I found ordered increasingly:
    +---------------------------------+-----------------+
    | Scheme                          | Luminancy level |
    +---------------------------------+-----------------+
    | Gray = Green                    |        1        |
    | Gray = ITU (D65)                |        2        |
    | Gray = Rec 709 (D65)            |        3        |
    | Gray = Rec 601-1 (C illuminant) |        4        |
    | Gray = (Red+Green+Blue)/3       |        5        |
    +---------------------------------+-----------------+
    So softwares with Gray=Rec 709 (D65) produce a more dark picture than with
    Gray=Green. Even if you theorically lose many details with Gray=Green
    scheme, in fact, and with the 64-gray levels of a VGA card of a PC it is
    hard to distinguish the loss.

9.3 - Gray scales to black and white

    Usually, you need to convert a color picture into black and white for
    printer output device. To do so, you must do it into two steps. The first
    step is to convert your color picture into a gray level picture, as
    explained in section 9.2. In the second step you have to convert your grey
    level picture into a black and white picture. This second stage can be done
    by several ways depending on your output device. All the ways are based on
    the fact that human eye is unable to distinguish small displayed/printed
    informations. So, if two points are very close to each other, they are mixed
    to a single point. Of course, there is a limit from which your eye will be
    able to see a pattern. That is why your output device must be as precise as
    possible.

    The first way to produce monochrome pictures is the halftoning scheme. In
    this scheme, a point is output as big as the input gray level is dark, and,
    at the opposite, a point is output as small as the input gray level is
    light. The size of the output point can be produced by using more or less
    ink or by writting several dots closely in an aggregate but unable to
    distinguish as a pattern by the eye.
    The rules to make aggregates are given as follows:
    * Two aggregates of two successive gray scales must differ by
    adding/removing one dot. A nxn matrix of dots produce n^2+1 different gray
    levels.
    * Two aggregates placed side by side must not appear as a pattern.
    * The aggregate must be built by addding step by step dots from the center
    of the aggregate.

    For example, a 2x2 aggregate is (D means a black dot to place):
       +-+-+         +-+-+         +-+-+         +-+-+         +-+-+
       | | |         |D| |         |D| |         |D|D|         |D|D|
       +-+-+         +-+-+         +-+-+         +-+-+         +-+-+
       | | |         | | |         | |D|         | |D|         |D|D|
       +-+-+         +-+-+         +-+-+         +-+-+         +-+-+
    Aggregate 1   Aggregate 2   Aggregate 3   Aggregate 4   Aggregate 5

    You can express it as the following matrix:

         | 0 2 |
    M  = | 3 1 |
     2

    Note that the numbers in M2 are such that first dot is placed at the top
    left hand corner (value 0), the second dot is placed at the bottom right
    hand corner (value 1), and so on.

    You can generalize that by the following algorithm (which produces Mn such
    that n=2^k):
    Mn[0;0] <- 0
    Mn[0;1] <- 2
    Mn[1;0] <- 3
    Mn[1;1] <- 1
    for I <- 2 to k
    do J <- 1 binary_shift_left (I-1)
       for X <- 0 to J-1
       do for Y <- 0 to J-1
          do Mn[Y;X] <- Mn[Y;X] binary_shift_left 2
             Mn[Y;X+J] <- Mn[Y;X]+2
             Mn[Y+J;X] <- Mn[Y;X]+3
             Mn[Y+J;X+J] <- Mn[Y;X]+1
          end loop
       end loop
    end loop

    Halftoning is good with high definition output device as laser printer but
    it is hard to apply for displaying or in graphics files because each point
    is output as a set of dots => You enlarge the bitmapped picture!

    After halftoning, we can consider thresholding schemes. In these schemes,
    you take a single value or a set of values and each gray level is compared
    to the threshold value(s). If the gray level is lesser than the threshold
    then you output a black dot otherwise you output white.

    for X <- 0 to Image_Size_in_X-1
    do for Y <- 0 to Image_Size_in_Y-1
       do if Read_Gray_Level(X,Y)<128
          then Write_Dot(X,Y,Black)
          else Write_Dot(X,Y,White)
          end if
       end loop
    end loop

    I assume that Read_Gray_Level function gives a gray level within the range 0
    to 255.

    We can generalize the single threshold by using a set of thresholds, as
    defined in Bayer's scheme. In this scheme we take the Mn matrices we saw
    previously. For examples, with a 4-bit gray level picture you use M2 and
    with an 8-bit gray level picture we use M16 (n=16, and k=4):

    for X <- 0 to Image_Size_in_X-1
    do for Y <- 0 to Image_Size_in_Y-1
       do if Read_Gray_Level(X,Y)<M16[X logical_binary_and 15;Y logical_binary_and 15]
          then Write_Dot(X,Y,Black)
          else Write_Dot(X,Y,White)
          end if
       end loop
    end loop

    Note that the "logical binary and" operation is made to avoid X and Y value
    to be beyond the range [0;15]. This is equivalent to a modulo 16 operation,
    but faster on computers.

    Thresholding schemes are simple and produce quick good results but they can
    be replaced by the very good schemes called dithering. The principle of
    dithering is simple. We re-adjust the error made on a dot in output by
    diffusing the error to the neighbouring dots. That's why we also call this
    scheme error diffusion.
    For example, let's consider X as the analysed point. The neighbouring points
    are re-adjusted by the following coefficients presented in the following
    matrix.

    +-+-+-+
    | |X|7|
    +-+-+-+
    |3|5|1|
    +-+-+-+

    around X, only four points are adjusted with the error. The sum of the
    adjustment is 7+3+5+1=16. For example, the pixel to the right of X is
    adjusted by 7/16 of the error made on X (the error can be positive as well
    negative!). This filter is very popular because it is the Floyd-Steinberg's
    filter. To have more information about that, have a look in ULICHNEY (see
    section 11).
    The problem of halftoning is that you need input gray levels as well
    readable as writeable. The process can be slow but it produces nicest
    results compared to fast thresholding scheme.

10 - References (most of them are provided by Adrian Ford)

    "An inexpensive scheme for calibration of a color monitor in terms of CIE
    standard coordinates" W.B. Cowan, Computer Graphics, Vol. 17 No. 3, 1983

    "Calibration of a computer controlled color monitor", Brainard, D.H, Color 
    Research & Application, 14, 1, pp 23-34 (1989).

    "Color Monitor Colorimetry", SMPTE Recommended Practice RP 145-1987

    "Color Temperature for Color Television Studio Monitors", SMPTE Recommended
    Practice RP 37

    SPROSON: "Color Science in Television and Display Systems" Sproson, W, N, 
    Adam Hilger Ltd, 1983. ISBN 0-85274-413-7
    (Color measuring from soft displays. It as a reference.)

    CIE 1: "CIE Colorimetry" Official recommendations of the International
    Commission on Illumination, Publication 15.2 1986

    BERNS: "CRT Colorimetry:Part 1 Theory and Practice, Part 2 Metrology",
    Berns, R.S., Motta, R.J. and Gorzynski, M.E., Color Research and
    Appliation, 18, (1993).
    (Adrian Ford talks about it as a must about CIE implementations on CRT's)

    "Effective Color Displays. Theory and Practice", Travis, D, Academic Press,
    1991. ISBN 0-12-697690-2
    (Color applications in computer graphics)

    FIELD: Field, G.G., Color and Its Reproduction, Graphics Arts Technical
    Foundation, 1988, pp. 320-9
    (Read this about CMY/CMYK)

    POYNTON: "Gamma and its disguises: The nonlinear mappings of intensity in
    perception, CRT's, Film and Video" C. A. Poynton, SMPTE Journal, December
    1993

    HUNT 1: "Measuring Color" second edition, R. W. G. Hunt, Ellis Horwood
    1991, ISBN 0-13-567686-x
    (Calculation of CIE Luv and other CIE standard colors spaces)

    "On the Gun Independance and Phosphor Consistancy of Color Video Monitors"
    W.B. Cowan N. Rowell, Color Research and Application, V.11 Supplement 1986

    "Precision requirements for digital color reproduction", M Stokes
    MD Fairchild RS Berns, ACM Transactions on graphics, v11 n4 1992

    CIE 2: "The colorimetry of self luminous displays - a bibliography" CIE
    Publication n.87, Central Bureau of the CIE, Vienna 1990

    HUNT 2: "The Reproduction of Color in PhotoGraphy, Printing and
    Television", R. W. G. Hunt, Fountain Press, Tolworth, England, 1987

    "Fully Utilizing Photo CD Images, Article No. 4, PhotoYCC Color Encoding
    and Compression Schemes" Eastman Kodak Company, Rochester NY (USA) (1993).

    ULICHNEY: "Digital halftoning", Robert Ulichney, MIT Press, 1987, ISBN
    0-262-21009-6

11 - Comments and thanks

    Whenever you would like to comment or suggest me some informations about
    this or about the color space transformations in general, please use email:
    dbourgin@ufrima.imag.fr (David Bourgin)
    if, and only if, this e-mail appears to be unavailable, please use email:
    bourgin@obs-besancon.fr (David Bourgin)
    (I preferr the first email for several reasons, such as good tools at imag.)

    Special thanks to the following persons (there are actually many other
    people to cite) for contributing to valid, see even to write some part of
    the sections:
    - Adrian Ford (ajoec1@westminster.ac.uk) for help in sections 2, 4
    - Tom Lane (Tom_Lane@G.GP.CS.CMU.EDU) for general help when I started this
      FAQ
    - Alan Roberts and Richard Salmon (Alan.Roberts@rd.bbc.co.uk,
				       Richard.Salmon@rd.eng.bbc.co.uk)
      for help in sections 5, 6, 6.1, 6.2, 8.3
    - Grant Sayer (grants@research.canon.oz.au) for help in sections 8.8, 8.9,
      8.10
    - Steve Westland (coa23@potter.cc.keele.ac.uk) for general help
    - Christian Steyaert (steyaert@vvs.innet.be).for help in section 8.2
    - Glenn Davis (glennd@starconn.com) for help in section 8.10

    If you have no ftp access but e-mail access and want to get a file (such as
    an update of this faq) you can do it via e-mail. There are several servers
    able to do so. For example, an ftp mail server exists with the e-mail:
    ftpmail@ftp-gw-1.pa.dec.com
    Send "help" in the "Subject:" line of your mail.

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