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The HSV, or HSB, model describes colors in terms of hue, saturation, and value (brightness). Note that the range of values for each attribute is arbitrarily defined by various tools or standards. Be sure to determine the value ranges before attempting to interpret a value. Hue corresponds directly to the concept of hue in the Color Basics section.
Fig. 1. HSL (a–d) and HSV (e–h). Above (a, e): cut-away 3D models of each. Below: two-dimensional plots showing two of a model's three parameters at once, holding the other constant: cylindrical shells (b, f) of constant saturation, in this case the outside surface of each cylinder; horizontal cross-sections (c, g) of constant HSL lightness or HSV value, in this case the slices halfway ...
Display Data Channel (DDC) is a collection of protocols for digital communication between a computer display and a graphics adapter that enable the display to communicate its supported display modes to the adapter and that enable the computer host to adjust monitor parameters, such as brightness and contrast.
HSV and HSL are transformations of Cartesian RGB primaries (usually sRGB), and their components and colorimetry are relative to the colorspace from which they are derived. HSV (hue, saturation, value), also known as HSB (hue, saturation, brightness), is often used by artists because it is often more natural to think about a color in terms of ...
HSV is a transformation of an RGB color space, and its components and colorimetry are relative to the RGB color space from which it was derived. HSL ( h ue, s aturation, l ightness/ l uminance), also known as HLS or HSI (hue, saturation, i ntensity) is quite similar to HSV , with "lightness" replacing "brightness".
The program is free software and is intended to reduce eye strain, as well as insomnia [3] (see Sleep § Circadian clock and Phase response curve § Light). Redshift transitions the computer display's color temperature evenly between daytime and night temperatures to allow the user's eyes to slowly adapt.
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Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.