JPOwens wrote:Andrew Kolakowski wrote:RGB has all needed info
Scene-related, camera original / defined as "True."
This would also be correct if the tristimulus could be processed as a single-string value with no power-related inferences. If that was correct, you could make linear mathematical operations as *color corrections* and expect straight-line outcomes, but that is not what is observed.
As commented on elsewhere, proportional response in human vision is logarithmic (just like hearing) and this is compounded by the technical constraints of presentation technology. This is why we have to keep re-evaluating values of gamma for Y' weighting when using a color-difference distribution scheme.
In whole numbers, the backwards-compatible black & white RS-170 value of luminance is written-in-stone as roughly 70/20/10 Green, Red, Blue. These were empirically derived (CIE1931) and recently re-checked. The human eyeball detects green as higher intensity, while Blue is a significant source of noise in electrical transducers and longitudinal aberration in lens optics. Happily it is typically also interpreted as "darker", so we don't really need it to be
as significant as a total contributor to overall luminance.
When referred to as a "string" value, while it is theoretically correct that any color can be defined with three components - because we need to know how bright it is, what hue it is and how intense that hue is -- HSL -- GRB -- YCbCr -- YUV -- YIQ -- whatever you want to use, these are (as Micha starts to illustrate) computed values. But they also have vector relationships. They are
not simple numerical string values, like hexadecimal HTML code, they are
matrix derivations. Where most practitioners lose the plot is that as colorists we are presented with a control panel that seems to behave linearly, but what is going on under the keys is a completely different set of operations hiding a ridiculously complex algorithm.
While people see and hear logarithmically, we don't think that way. It's not about numeracy and basic intellect, it's just that intuitively we think 1 + 1 should equal "2", but in Nature, it's "10". Not just binary, but in the case of audio for example, things actually have to
be 10x louder numerically in order for us to hear them as "twice" as loud. That's just how it is.
These are power functions expressed as matrices in three dimensions. When you get into color cubes, adjusted for gamma (display referenced) you can see that linearly adjusting Red, Green and Blue with linear coefficients is not going to cut it. Pushing your RGB circles "this much" "that way" only gives you an expected result because it is compensating for the power function in the background
Finally, YRGB is a daVinci invention --
small-d daVinci, not BlackMagic Resolve, although it has come to be that. The Classic, Renaissance, 8:8:8, 2K, etc., et al., were the first
constant-luminance correctors
that allowed operators to run amok with RGB controls without upsetting the brightness/contrast impression of an image but enabled tint and gray-scale adjustments with no apparent penalties.
That is the advantage of Y-only. It's how I learned in 1994 and haven't seen enough counter-argument to convince me to change that approach.
jPo, CSI