}
// Assuming sRGB primaries, from Wikipedia.
-double rgb_to_xyz_matrix[9] = {
+const double rgb_to_xyz_matrix[9] = {
0.4124, 0.2126, 0.0193,
0.3576, 0.7152, 0.1192,
0.1805, 0.0722, 0.9505,
* (Hunt-Pointer-Estevez, or HPE) for the actual perception post-adaptation.
*
* CIECAM02 chromatic adaptation, while related to the transformation we want,
- * is a more complex phenomenon that depends on factors like the total luminance
- * (in cd/m²) of the illuminant, and can no longer be implemented by just scaling
- * each component in LMS space linearly. The simpler way out is to use the HPE matrix,
+ * is a more complex phenomenon that depends on factors like the viewing conditions
+ * (e.g. amount of surrounding light), and can no longer be implemented by just scaling
+ * each component in LMS space. The simpler way out is to use the HPE matrix,
* which is intended to be close to the actual cone response; this results in
* the “von Kries transformation” when we couple it with normalization in LMS space.
*
* The actual perceptual differences were found to be minor, though.
* We use the Bradford tranformation matrix from that page, and compute the
* inverse ourselves. (The Bradford matrix is also used in CMCCAT97.)
- *
- * We normalize the Bradford fundamentals to D65, which means that the standard
- * D65 illuminant (x=0.31271, y=0.32902, z=1-y-x) gives L=M=S under this
- * transformation. This makes sense because sRGB (which is used to derive
- * those XYZ values in the first place) assumes the D65 illuminant, and so the
- * D65 illuminant also gives R=G=B in sRGB. (We could also have done this
- * step separately in XYZ space, but we'd have to do it to all colors we
- * wanted scaled to LMS.)
*/
const double xyz_to_lms_matrix[9] = {
- 0.8951 / d65_X, -0.7502 / d65_X, 0.0389 / d65_X,
- 0.2664, 1.7135, -0.0685,
- -0.1614 / d65_Z, 0.0367 / d65_Z, 1.0296 / d65_Z,
+ 0.7328, -0.7036, 0.0030,
+ 0.4296, 1.6975, 0.0136,
+ -0.1624, 0.0061, 0.9834,
};
/*
- * For a given reference color (given in XYZ space),
- * compute scaling factors for L, M and S. What we want at the output is equal L, M and S
- * for the reference color (making it a neutral illuminant), or sL ref_L = sM ref_M = sS ref_S.
- * This removes two degrees of freedom for our system, and we only need to find fL.
+ * For a given reference color (given in XYZ space), compute scaling factors
+ * for L, M and S. What we want at the output is turning the reference color
+ * into a scaled version of the D65 illuminant (giving it R=G=B in sRGB), or
+ *
+ * (sL ref_L, sM ref_M, sS ref_S) = (s d65_L, s d65_M, s d65_S)
*
+ * This removes two degrees of freedom from our system, and we only need to find s.
* A reasonable last constraint would be to preserve Y, approximately the brightness,
- * for the reference color. Since L'=M'=S' and the Y row of the LMS-to-XYZ matrix
- * sums to unity, we know that Y'=L', and it's easy to find the fL that sets Y'=Y.
+ * for the reference color. Thus, we choose our D65 illuminant's Y such that it is
+ * equal to the reference color's Y, and the rest is easy.
*/
-Vector3d compute_lms_scaling_factors(const Vector3d &xyz)
+Vector3d compute_lms_scaling_factors(const Vector3d &ref_xyz)
{
- Vector3d lms = Map<const Matrix3d>(xyz_to_lms_matrix) * xyz;
- double l = lms[0];
- double m = lms[1];
- double s = lms[2];
-
- double scale_l = xyz[1] / l;
- double scale_m = scale_l * (l / m);
- double scale_s = scale_l * (l / s);
+ Vector3d ref_lms = Map<const Matrix3d>(xyz_to_lms_matrix) * ref_xyz;
+ Vector3d d65_lms = Map<const Matrix3d>(xyz_to_lms_matrix) *
+ (ref_xyz[1] * Vector3d(d65_X, d65_Y, d65_Z)); // d65_Y = 1.0.
+
+ double scale_l = d65_lms[0] / ref_lms[0];
+ double scale_m = d65_lms[1] / ref_lms[1];
+ double scale_s = d65_lms[2] / ref_lms[2];
return Vector3d(scale_l, scale_m, scale_s);
}