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色彩空间转换公式汇编

2019年03月28日 ⁄ 综合 ⁄ 共 9456字 ⁄ 字号 评论关闭
 色彩空间转换公式汇编

XYZ —> RGB

ref_X =  95.047        //Observer = 2°, Illuminant = D65
ref_Y = 100.000
ref_Z = 108.883

var_X = X / 100        //X = From 0 to ref_X
var_Y = Y / 100        //Y = From 0 to ref_Y
var_Z = Z / 100        //Z = From 0 to ref_Y

var_R = var_X *  3.2406 + var_Y * -1.5372 + var_Z * -0.4986
var_G = var_X * -0.9689 + var_Y *  1.8758 + var_Z *  0.0415
var_B = var_X *  0.0557 + var_Y * -0.2040 + var_Z *  1.0570

if ( var_R > 0.0031308 ) var_R = 1.055 * ( var_R ^ ( 1 / 2.4 ) ) - 0.055
else                     var_R = 12.92 * var_R
if ( var_G > 0.0031308 ) var_G = 1.055 * ( var_G ^ ( 1 / 2.4 ) ) - 0.055
else                     var_G = 12.92 * var_G
if ( var_B > 0.0031308 ) var_B = 1.055 * ( var_B ^ ( 1 / 2.4 ) ) - 0.055
else                     var_B = 12.92 * var_B

R = var_R * 255
G = var_G * 255
B = var_B * 255
//************************************************************************
RGB —> XYZ

var_R = ( R / 255 )        //R = From 0 to 255
var_G = ( G / 255 )        //G = From 0 to 255
var_B = ( B / 255 )        //B = From 0 to 255

if ( var_R > 0.04045 ) var_R = ( ( var_R + 0.055 ) / 1.055 ) ^ 2.4
else                   var_R = var_R / 12.92
if ( var_G > 0.04045 ) var_G = ( ( var_G + 0.055 ) / 1.055 ) ^ 2.4
else                   var_G = var_G / 12.92
if ( var_B > 0.04045 ) var_B = ( ( var_B + 0.055 ) / 1.055 ) ^ 2.4
else                   var_B = var_B / 12.92

var_R = var_R * 100
var_G = var_G * 100
var_B = var_B * 100

//Observer. = 2°, Illuminant = D65
X = var_R * 0.4124 + var_G * 0.3576 + var_B * 0.1805
Y = var_R * 0.2126 + var_G * 0.7152 + var_B * 0.0722
Z = var_R * 0.0193 + var_G * 0.1192 + var_B * 0.9505
//************************************************************************
XYZ —> Yxy

//X = From 0 to  95.047       Observer. = 2°, Illuminant = D65
//Y = From 0 to 100.000
//Z = From 0 to 108.883

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

//************************************************************************
Yxy —> XYZ

//Y = From 0 to 100
//x = From 0 to 1
//y = From 0 to 1

X = x * ( Y / y )
Y = Y
Z = ( 1 - x - y ) * ( Y / y )
//************************************************************************
XYZ —> Hunter-Lab

(H)L = 10 * sqrt( Y )
(H)a = 17.5 * ( ( ( 1.02 * X ) - Y ) / sqrt( Y ) )
(H)b = 7 * ( ( Y - ( 0.847 * Z ) ) / sqrt( Y ) )
//************************************************************************
Hunter-Lab —> XYZ

var_Y = (H)L / 10
var_X = (H)a / 17.5 * (H)L / 10
var_Z = (H)b / 7 * (H)L / 10

Y = var_Y ^ 2
X = ( var_X + out_Y ) / 1.02
Z = -( var_Z - out_Y ) / 0.847
//************************************************************************
XYZ —> CIE-L*ab

var_X = X /  95.047          //Observer = 2°, Illuminant = D65
var_Y = Y / 100.000
var_Z = Z / 108.883

if ( var_X > 0.008856 ) var_X = var_X ^ ( 1/3 )
else                    var_X = ( 7.787 * var_X ) + ( 16 / 116 )
if ( var_Y > 0.008856 ) var_Y = var_Y ^ ( 1/3 )
else                    var_Y = ( 7.787 * var_Y ) + ( 16 / 116 )
if ( var_Z > 0.008856 ) var_Z = var_Z ^ ( 1/3 )
else                    var_Z = ( 7.787 * var_Z ) + ( 16 / 116 )

CIE-L* = ( 116 * var_Y ) - 16
CIE-a* = 500 * ( var_X - var_Y )
CIE-b* = 200 * ( var_Y - var_Z )
//************************************************************************
CIE-L*ab —> XYZ

var_Y = ( CIE-L* + 16 ) / 116
var_X = CIE-a* / 500 + var_Y
var_Z = var_Y - CIE-b* / 200

if ( var_Y^3 > 0.008856 ) var_Y = var_Y^3
else                      var_Y = ( var_Y - 16 / 116 ) / 7.787
if ( var_X^3 > 0.008856 ) var_X = var_X^3
else                      var_X = ( var_X - 16 / 116 ) / 7.787
if ( var_Z^3 > 0.008856 ) var_Z = var_Z^3
else                      var_Z = ( var_Z - 16 / 116 ) / 7.787

X = ref_X * var_X     //ref_X =  95.047  Observer= 2°, Illuminant= D65
Y = ref_Y * var_Y     //ref_Y = 100.000
Z = ref_Z * var_Z     //ref_Z = 108.883
//************************************************************************
CIE-L*ab —> CIE-L*CH°
var_H = arc_tangent( CIE-b*, CIE-a* )  //Quadrant by signs

if ( var_H > 0 ) var_H = ( var_H / PI ) * 180
else             var_H = 360 - ( abs( var_H ) / PI ) * 180

CIE-L* = CIE-L*
CIE-C* = sqrt( CIE-a* ^ 2 + CIE-b* ^ 2 )
CIE-H°= var_H
//************************************************************************
XYZ —> CIE-L*uv
 
var_U = ( 4 * X ) / ( X + ( 15 * Y ) + ( 3 * Z ) )
var_V = ( 9 * Y ) / ( X + ( 15 * Y ) + ( 3 * Z ) )

var_Y = Y / 100
if ( var_Y > 0.008856 ) var_Y = var_Y ^ ( 1/3 )
else                    var_Y = ( 7.787 * var_Y ) + ( 16 / 116 )

ref_X =  95.047        //Observer= 2°, Illuminant= D65
ref_Y = 100.000
ref_Z = 108.883

ref_U = ( 4 * ref_X ) / ( ref_X + ( 15 * ref_Y ) + ( 3 * ref_Z ) )
ref_V = ( 9 * ref_Y ) / ( ref_X + ( 15 * ref_Y ) + ( 3 * ref_Z ) )

CIE-L* = ( 116 * var_Y ) - 16
CIE-u* = 13 * CIE-L* * ( var_U - ref_U )
CIE-v* = 13 * CIE-L* * ( var_V - ref_V )
//************************************************************************
CIE-L*uv —> XYZ

var_Y = ( CIE-L* + 16 ) / 116
if ( var_Y^3 > 0.008856 ) var_Y = var_Y^3
else                      var_Y = ( var_Y - 16 / 116 ) / 7.787

ref_X =  95.047      //Observer= 2°, Illuminant= D65
ref_Y = 100.000
ref_Z = 108.883

ref_U = ( 4 * ref_X ) / ( ref_X + ( 15 * ref_Y ) + ( 3 * ref_Z ) )
ref_V = ( 9 * ref_Y ) / ( ref_X + ( 15 * ref_Y ) + ( 3 * ref_Z ) )

var_U = CIE-u* / ( 13 * CIE-L* ) + ref_U
var_V = CIE-v* / ( 13 * CIE-L* ) + ref_V

Y = var_Y * 100
X =  - ( 9 * Y * var_U ) / ( ( var_U - 4 ) * var_V  - var_U * var_V )
Z = ( 9 * Y - ( 15 * var_V * Y ) - ( var_V * X ) ) / ( 3 * var_V )
//************************************************************************
RGB —> HSL

var_R = ( R / 255 )                     //RGB values = From 0 to 255
var_G = ( G / 255 )
var_B = ( B / 255 )

var_Min = min( var_R, var_G, var_B )    //Min. value of RGB
var_Max = max( var_R, var_G, var_B )    //Max. value of RGB
del_Max = var_Max - var_Min             //Delta RGB value

L = ( var_Max + var_Min ) / 2

if ( del_Max == 0 )                     //This is a gray, no chroma...
{
   H = 0                                //HSL results = From 0 to 1
   S = 0
}
else                                    //Chromatic data...
{
   if ( L < 0.5 ) S = del_Max / ( var_Max + var_Min )
   else           S = del_Max / ( 2 - var_Max - var_Min )

   del_R = ( ( ( var_Max - var_R ) / 6 ) + ( del_Max / 2 ) ) / del_Max
   del_G = ( ( ( var_Max - var_G ) / 6 ) + ( del_Max / 2 ) ) / del_Max
   del_B = ( ( ( var_Max - var_B ) / 6 ) + ( del_Max / 2 ) ) / del_Max

   if      ( var_R == var_Max ) H = del_B - del_G
   else if ( var_G == var_Max ) H = ( 1 / 3 ) + del_R - del_B
   else if ( var_B == var_Max ) H = ( 2 / 3 ) + del_G - del_R

   if ( H < 0 ) ; H += 1
   if ( H > 1 ) ; H -= 1
}
//************************************************************************
HSL —> RGB
 
if ( S == 0 )                       //HSL values = From 0 to 1
{
   R = L * 255                      //RGB results = From 0 to 255
   G = L * 255
   B = L * 255
}
else
{
   if ( L < 0.5 ) var_2 = L * ( 1 + S )
   else           var_2 = ( L + S ) - ( S * L )

   var_1 = 2 * L - var_2

   R = 255 * Hue_2_RGB( var_1, var_2, H + ( 1 / 3 ) )
   G = 255 * Hue_2_RGB( var_1, var_2, H )
   B = 255 * Hue_2_RGB( var_1, var_2, H - ( 1 / 3 ) )
}

--------------------------------------------------------------------------------

Hue_2_RGB( v1, v2, vH )             //Function Hue_2_RGB
{
   if ( vH < 0 ) vH += 1
   if ( vH > 1 ) vH -= 1
   if ( ( 6 * vH ) < 1 ) return ( v1 + ( v2 - v1 ) * 6 * vH )
   if ( ( 2 * vH ) < 1 ) return ( v2 )
   if ( ( 3 * vH ) < 2 ) return ( v1 + ( v2 - v1 ) * ( ( 2 / 3 ) - vH ) * 6 )
   return ( v1 )
}
//************************************************************************
RGB —> HSV
 
var_R = ( R / 255 )                     //RGB values = From 0 to 255
var_G = ( G / 255 )
var_B = ( B / 255 )

var_Min = min( var_R, var_G, var_B )    //Min. value of RGB
var_Max = max( var_R, var_G, var_B )    //Max. value of RGB
del_Max = var_Max - var_Min             //Delta RGB value

V = var_Max

if ( del_Max == 0 )                     //This is a gray, no chroma...
{
   H = 0                                //HSV results = From 0 to 1
   S = 0
}
else                                    //Chromatic data...
{
   S = del_Max / var_Max

   del_R = ( ( ( var_Max - var_R ) / 6 ) + ( del_Max / 2 ) ) / del_Max
   del_G = ( ( ( var_Max - var_G ) / 6 ) + ( del_Max / 2 ) ) / del_Max
   del_B = ( ( ( var_Max - var_B ) / 6 ) + ( del_Max / 2 ) ) / del_Max

   if      ( var_R == var_Max ) H = del_B - del_G
   else if ( var_G == var_Max ) H = ( 1 / 3 ) + del_R - del_B
   else if ( var_B == var_Max ) H = ( 2 / 3 ) + del_G - del_R

   if ( H < 0 ) ; H += 1
   if ( H > 1 ) ; H -= 1
}
//************************************************************************
HSV —> RGB
 
 
if ( S == 0 )                       //HSV values = From 0 to 1
{
   R = V * 255                      //RGB results = From 0 to 255
   G = V * 255
   B = V * 255
}
else
{
   var_h = H * 6
   var_i = int( var_h )             //Or ... var_i = floor( var_h )
   var_1 = V * ( 1 - S )
   var_2 = V * ( 1 - S * ( var_h - var_i ) )
   var_3 = V * ( 1 - S * ( 1 - ( var_h - var_i ) ) )

   if      ( var_i == 0 ) { var_r = V     ; var_g = var_3 ; var_b = var_1 }
   else if ( var_i == 1 ) { var_r = var_2 ; var_g = V     ; var_b = var_1 }
   else if ( var_i == 2 ) { var_r = var_1 ; var_g = V     ; var_b = var_3 }
   else if ( var_i == 3 ) { var_r = var_1 ; var_g = var_2 ; var_b = V     }
   else if ( var_i == 4 ) { var_r = var_3 ; var_g = var_1 ; var_b = V     }
   else                   { var_r = V     ; var_g = var_1 ; var_b = var_2 }

   R = var_r * 255                  //RGB results = From 0 to 255
   G = var_g * 255
   B = var_b * 255
   }
}
//************************************************************************
Range of HSL, HSB and HSV in popular applications
 
Applications    Space  H Range   S Range    L/V/B Range
 
Paint Shop Pro   HSL   0 - 255   0 - 255   L     0 - 255
Gimp             HSV   0 - 360° 0 - 100   V     0 - 100
Photoshop        HSV   0 - 360° 0 - 100%  B     0 - 100%
Windows          HSL   0 - 240   0 - 240   L     0 - 240
Linux / KDE      HSV   0 - 360° 0 - 255   V     0 - 255
GTK              HSV   0 - 360° 0 - 1.0   V     0 - 1.0
Java (awt.Color) HSV   0 - 1.0   0 - 1.0   B     0 - 1.0
Apple            HSV   0 - 360° 0 - 100%  L     0 - 100%
//************************************************************************
RGB —> CMY
 
//RGB values = From 0 to 255

C = 1 - ( R / 255 )
M = 1 - ( G / 255 )
Y = 1 - ( B / 255 )

//************************************************************************
CMY —> RGB
 
//CMY values = From 0 to 1

R = ( 1 - C ) * 255
G = ( 1 - M ) * 255
B = ( 1 - Y ) * 255
//************************************************************************
CMY —> CMYK
 
//CMY values = From 0 to 1

var_K = 1

if ( C < var_K )   var_K = C
if ( M < var_K )   var_K = M
if ( Y < var_K )   var_K = Y

C = ( C - var_K ) / ( 1 - var_K )
M = ( M - var_K ) / ( 1 - var_K )
Y = ( Y - var_K ) / ( 1 - var_K )
K = var_K
//************************************************************************
CMYK —> CMY
 
//CMYK values = From 0 to 1

C = ( C * ( 1 - K ) + K )
M = ( M * ( 1 - K ) + K )
Y = ( Y * ( 1 - K ) + K )
//************************************************************************
XYZ (Tristimulus) Reference values of a perfect reflecting diffuser

Observer             2° (CIE 1931)          10° (CIE 1964)
Illuminant           X2      Y2     Z2       X10    Y10    Z10
A (Incandescent)   109.850  100   35.585   111.144  100   35.200
C                   98.074  100  118.232    97.285  100  116.145
D50                 96.422  100   82.521    96.720  100   81.427
D55                 95.682  100   92.149    95.799  100   90.926
D65 (Daylight)      95.047  100  108.883    94.811  100  107.304
D75                 94.972  100  122.638    94.416  100  120.641
F2 (Fluorescent)    99.187  100   67.395   103.280  100   69.026
F7                  95.044  100  108.755    95.792  100  107.687
F11                100.966  100   64.370   103.866  100   65.627
//************************************************************************

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