Wednesday, December 30, 2015

CIE Lab Color Space

CIE L*a*b* color space
Here you have a simplified 3D model of the CIE L*a*b* color space.

One color - three numbers
In the CIE L*a*b* color space you define one color with three values L*, a*, and b*

Cyan sample
L*  55
a*  -37
b*  -50 





























Lightness (L*)
The L* tells how light or dark the color is. The values are always ranging from 0-100. Black is 0 and 100 is white.
On each level the lightness is the same in all colors
Chroma (a* and b*)
The system of coordinates with the two axes a* and b* tells where the color is chromatically placed.
In the middle of the diagram, the values are 0 in both a* and b*. From there you go plux or minus - in both axes.
The range of a* and b* never exceeds -100 to 100 in the cmyk color space. In other color spaces the values can be higher.
The six-sided area in the target for paper type 2 (white backing) according to the ISO standard.
The diagram does not show the L* values.


A view -  without L*
The diagram is a simplified view. The colors are not accurate and the L* values are not shown.
The full color space is a three dimensional model and the diagram only shows two dimensions. If you wish to see all colors in the correct position, it would dmand 101 levels of L* (0-100).
On the left-hand side the simplified model.
On the right-hand side all colors are L* 47. On this level you only see the red color in correct position. The other five corner stones of cmyk are placed on other levels of L*.
The compromise is to have a simple diagram showing the chromatic placement - without L*.


source: cmykguide.com

Three Type Interpolation in Color Printing

NEAREST NEIGHBOR INTERPOLATION

Nearest neighbor is the most basic and requires the least processing time of all the interpolation algorithms because it only considers one pixel — the closest one to the interpolated point. This has the effect of simply making each pixel bigger.

BILINEAR INTERPOLATION


The diagram to the left is for a case when all known pixel distances are equal, so the interpolated value is simply their sum divided by four. Bilinear interpolation considers the closest 2x2 neighborhood of known pixel values surrounding the unknown pixel. It then takes a weighted average of these 4 pixels to arrive at its final interpolated value. This results in much smoother looking images than nearest neighbor.


BICUBIC INTERPOLATION

Bicubic goes one step beyond bilinear by considering the closest 4x4 neighborhood of known pixels — for a total of 16 pixels. Since these are at various distances from the unknown pixel, closer pixels are given a higher weighting in the calculation. Bicubic produces noticeably sharper images than the previous two methods, and is perhaps the ideal combination of processing time and output quality. For this reason it is a standard in many image editing programs (including Adobe Photoshop), printer drivers and in-camera interpolation.

source: http://www.cambridgeincolour.com/tutorials/image-interpolation.htm

Understanding Rendering Intents Guide


Understanding everything that has to do with Color Management is a difficult task to take on. However, understanding some of the key items items (i.e. color space, profiles and rendering intents) can help you when trying to print a final output (i.e. sublimation / inkjet transfers, direct-to-garment print,…). Below is a brief explanation of the four types of rendering intents and how they all act differently when converting colors from one color space (or color gamut) to another. 

To better understand this technical information, we will use an example where we are trying to print four colors (identified by the black circles) in an RGB color space to a CMYK output device (i.e. your printer). One of our colors will fall within the CMYK gamut (also known as in-gamut) and the other three will fall in the RGB gamut (also known as out-of-gamut). Below is an illustration of this example. 



Saturation 
This rendering intent preserves the saturation (or better known as brightness) of colors when preparing them to be printed for final output. The Saturation intent will map or transform fully saturated source colors to fully saturated target colors. Saturation intent is the preferred rendering intent where color matching and exact relationships between colors is less important than getting bright colors. The best results from this intent are when you are printing solid colors in a vector artwork and you want them to print bold. Saturation intent is not recommended when printing photographs. 

In our example, the three out-of-gamut colors are moved to the closest in-gamut color that are fully saturated and all the in-gamut colors are adjusted to the corresponding fully saturated colors. Thus, all the colors are changed and the changes are not proportional to the tonal values. 


Perceptual 
This rendering intent compresses out-of-gamut color proportionally in order to preserve the relationships (hue and tonal differences) between in-gamut colors. This prevents "gamut clipping" with its potential loss of detail and tonal values. Gamut clipping occurs when colors that are different in the input image appear the same when printed. The perceptual rendering intent makes tiny changes throughout the entire color space of the graphic in order to preserve relationships for all the colors in the graphic. In doing so, this rendering intent must sacrifice some accuracy of in-gamut colors in order to maintain the color relationships. Perceptual intent is widely used for photographs and prints that don’t require 100% color critical, but that are detail critical. Perceptual intent usually will produce the most predictable results when printing RGB images on CMYK devices (i.e. direct-to-garment machines, dye sublimation / inkjet transfer printers,…). Perceptual intent is not recommended for proofing offset presses or for gicleĆ© printing due to the lack of accuracy. 

In our example, this rendering intent will shift all four colors (whether inside or outside the gamut) in order to keep the tonal / hue relationships. 


Colorimetric 
The Colometric rendering intents (Absolute and Relative) are rendering intents that will only compress the out-of-gamut colors and will leave the in-gamut colors alone. The result is that the out-of-gamut colors will be adjusted to the closet match within the gamut. Thus, some gamut clipping (i.e. the tonal / hue differences between colors will not be proportional) will occur. The only difference between Absolute and Relative Colormetric is how each one treats the white point. 

In our example, the one color that is in-gamut is left alone as much as possible. The three other colors are adjusted so that they match up to the closest color in-gamut. Thus, the final printed output will not contain the same color differences as the graphic. 


Absolute Colorimetric 
In Absolute Colorimetric, the white Thus, this rendering intent can add some color shades to your white area on your design (i.e. the white area of your design is printing with a touch of yellow in it). This rendering intent is recommended for when printing spot colors or wanting to create a newspaper proof with the color of the newsprint in the background, but usually makes it unusable for almost all other types of printing. Thus, Absolute Colormetric is recommended only to be used to simulate a final output on your monitor and should not be used to create a final output. 

Relative Colorimetric 
Relative Colorimetric will map or adjust the white point of the design to that of the substrate that it is going to be on. Thus, the human eye will still view the white in the final output as white by shifting the colors of the rest of the graphic to offset the color of the white in the substrate.

source: Understanding Rendering Intent - By: Mark E. Bagley, Esq. (DAGuide) 


Tuesday, December 1, 2015

What is Color?


Color is a sensation created when light reflects off an object and go into a viewer's eye.


So there was 3 things that cannot be separated when we talk about colors:

1. Light : is a form of energy that radiates in waves
2. Object : when light hits an object, it can be reflected, absorbed, or transmitted. 
3. Vision : the perception of color is influenced by physiological, psychological, nd viewing condition.

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Is an object having a color?

Answer: No, object had no color, the object has colorant that reflects and/or absorb and/or continued some light waves .

Who has color?

Answer: Light