KEYWORDS: RGB color model, Visualization, Specular reflections, 3D modeling, Eye, 3D visualizations, 3D image processing, Color vision, Eye models, Performance modeling
In this work an alternative color space is described that defines the color elements in terms of approximated
brightness, hue and saturation, similar to other color spaces commonly used in computer applications. The
classical color spaces such as HSL and HSV in the form that is widely used are made for convenience, and
do not model colors based on human perception. Other classical color spaces such as CIELAB, DIN99 and
even more recent CIECAM-based color spaces are too cumbersome and difficult to work with. The proposed
alternative, on the other hand, is simple to work with and has its "lightness" component tuned up to represent
the perceived brightness closer to the reality. It is based on how luma is calculated in color spaces such as
YUV and YIQ among others, but instead of using constant coefficients, it uses Euclidean distance formula
with weighting coefficients.
Several experiments are described that illustrate the proposed color space visualized in 3D and compared to
other color spaces in perceptual terms and performance benchmarks. This is aided by a novel technique that
allows normalizing the chroma of existing color spaces within a fixed interval. The experiments show that the
proposed color space is a viable alternative for applications that already use HSV and HSL. A practical
application is described, where the color space is used for 3D illumination with specular reflections running on
dedicated graphics processor unit using shaders. This resolves visual defects present in the classical
approaches that use RGB color space.
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