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The basic challenge for any color appearance model is that human color perception does not work in terms of XYZ tristimulus values, but in terms of appearance parameters (hue, lightness, brightness, chroma, colorfulness and saturation). So any color appearance model needs to provide transformations (which factor in viewing conditions) from the ...
Brightness is an attribute of visual perception in which a source appears to be radiating or reflecting light. [1] In other words, brightness is the perception elicited by the luminance of a visual target.
The maximum contrast of an image is termed the contrast ratio or dynamic range. In images where the contrast ratio approaches the maximum possible for the medium, there is a conservation of contrast. In such cases, increasing contrast in certain parts of the image will necessarily result in a decrease in contrast elsewhere.
A contrast effect is the enhancement or diminishment, relative to normal, of perception, cognition or related performance as a result of successive (immediately previous) or simultaneous exposure to a stimulus of lesser or greater value in the same dimension. (Here, normal perception, cognition or performance is that which would be obtained in ...
The Ehrenstein illusion can be classified as a brightness illusion. The borders of a shape affects the observed brightness of an image surface. [ 1 ] These effects vary from person to person and can be further enhanced by changing the background of the configuration, or the surroundings of the image surface.
Chromaticity consists of two independent parameters, often specified as hue (h) and colorfulness (s), where the latter is alternatively called saturation, chroma, intensity, [1] or excitation purity. [ 2 ] [ 3 ] This number of parameters follows from trichromacy of vision of most humans, which is assumed by most models in color science .
Feelings of joy and sadness were strongly associated with the brightness, value, saturation, chroma and lightness of the game being played. The greater the color saturation was in the video game, the more strongly felt these emotions were among the players. Less color saturation in the video game predicted higher feelings of fear. [88]
HSL (hue, saturation, lightness or luminance), also known as HSI (hue, saturation, intensity) or HSD (hue, saturation, darkness), is quite similar to HSV, with "lightness" replacing "brightness". The difference is that a perfectly light color in HSL is pure white; but a perfectly bright color in HSV is analogous to shining a white light on a ...