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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›RGB, CMY, HLS color models
    HCI & Computer GraphicsTopic 49 of 73

    RGB, CMY, HLS color models

    3 minread
    465words
    Beginnerlevel

    1. RGB Color Model (Additive Model)

    Definition: The RGB color model represents color as a combination of Red, Green, and Blue light. It is called additive because colors are created by adding light of these three primary colors.

    Components:

    • R (Red): 0–255
    • G (Green): 0–255
    • B (Blue): 0–255

    How it Works:

    • When all three components are at maximum (255, 255, 255) → White
    • When all are zero (0, 0, 0) → Black
    • Combinations produce all other colors.

    Applications:

    • Computer monitors, TVs, digital cameras, displays.

    Example:

    • (255, 0, 0) → Red
    • (0, 255, 0) → Green
    • (0, 0, 255) → Blue
    • (255, 255, 0) → Yellow

    2. CMY Color Model (Subtractive Model)

    Definition: The CMY color model represents color using Cyan, Magenta, and Yellow pigments. It is subtractive, meaning it works by absorbing (subtracting) light.

    Components:

    • C (Cyan)
    • M (Magenta)
    • Y (Yellow)

    How it Works:

    • Cyan absorbs Red
    • Magenta absorbs Green
    • Yellow absorbs Blue
    • Mixing all three ideally gives black. (In practice, black ink K is added → CMYK)

    Applications:

    • Printing, physical media, color separation in publishing

    Example:

    • C + M → Blue
    • C + Y → Green
    • M + Y → Red

    Relation to RGB:

    • CMY is the complement of RGB: C=1−R,M=1−G,Y=1−BC = 1 - R, \quad M = 1 - G, \quad Y = 1 - BC=1−R,M=1−G,Y=1−B (If RGB values are normalized to 0–1)

    3. HLS / HSL Color Model (Hue, Lightness, Saturation)

    Definition: The HLS (also called HSL) model represents color in terms of human perception, focusing on hue, lightness, and saturation rather than primary color components.

    Components:

    1. H (Hue): The color type, measured as an angle (0°–360°) on a color wheel.

      • Red = 0°, Green = 120°, Blue = 240°
    2. L (Lightness): Measures brightness from black (0%) to white (100%).

    3. S (Saturation): Measures color purity (0% = gray, 100% = fully vivid).

    Advantages:

    • More intuitive for humans to adjust brightness, color intensity, or choose colors.
    • Useful in graphics software and UI design for color pickers and palette adjustments.

    Applications:

    • Image editing, visualization, interactive design, and digital painting.

    4. Comparison of RGB, CMY, and HLS

    Model Type Components Range Use
    RGB Additive Red, Green, Blue 0–255 Displays, monitors
    CMY Subtractive Cyan, Magenta, Yellow 0–1 (or %) Printing, physical media
    HLS Perceptual Hue, Lightness, Saturation Hue: 0–360°, L&S: 0–1 or 0–100% Graphics software, color selection

    Key Points:

    • RGB → CMY: Complementary relationship (used in conversions).
    • HLS: Focuses on human-friendly representation rather than device-based.
    • Choosing the right color model depends on application context (screen vs print vs perceptual editing).
    Previous topic 48
    Color perception and models
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    Color transformations

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