The increasing availability of affordable color raster graphics displays has made it important to develop a better understanding of how color can be used effectively in an interactive environment. Most contemporary graphics displays offer a choice of some 16 million colors; the user's problem is to find the
right
color.
Folklore has it that the RGB color space arising naturally from color display hardware is user-hostile and that other color models such as the HSV scheme are preferable. Until now there has been virtually no experimental evidence addressing this point.
We describe a color matching experiment in which subjects used one of two tablet-based input techniques, interfaced through one of five color models, to interactively match target colors displayed on a CRT.
The data collected show small but significant differences between models in the ability of subjects to match the five target colors used in this experiment. Subjects using the RGB color model matched quickly but inaccurately compared with those using the other models. The largest speed difference occurred during the early
convergence phase
of matching. Users of the HSV color model were the slowest in this experiment, both during the convergence phase and in total time to match, but were relatively accurate. There was less variation in performance during the second
refinement phase
of a match than during the convergence phase.
Two-dimensional use of the tablet resulted in faster but less accurate performance than did strictly one-dimensional usage.
Significant learning occurred for users of the Opponent, YIQ, LAB, and HSV color models, and not for users of the RGB color model.
Principles and techniques useful for calibrated color reproduction are defined. These results are derived from a project to take digital images designed on a variety of different color monitors and accurately reproduce them in a journal using digital offset printing. Most of the images printed were reproduced without access to the image as viewed in its original form; the color specification was derived entirely from calorimetric specification. The techniques described here are not specific to offset printing and can be applied equally well to other digital color devices.The reproduction system described is calibrated using CIE tristimulus values. An image is represented as a set of three-dimensional points, and the color output device as a three-dimensional solid surrounding the set of all reproducible colors for that device, called its gamut. The shapes of the monitor and the printer gamuts are very different, so it is necessary to transform the image points to fit into the destination gamut, a process we call gamut mopping. This paper describes the principles that control gamut mapping. Included also are some details on monitor and printer calibration, and a brief description of how digital halftone screens for offset printing are prepared.
The Beta-spline introduced recently by Barsky is a generalization of the uniform cubic B-spline: parametric discontinuities are introduced in such a way as to preserve continuity of the unit tangent and curvature vectors at joints (geometric continuity) while providing bias and tension parameters, independent of the position of control vertices, by which the shape of a curve or surface can be manipulated. Using a restricted form of quintic Hermite interpolation, it is possible to allow distinct bias and tension parameters at each joint without destroying geometric continuity. This provides a new means of obtaining local control of bias and tension in piecewise polynomial curves and surfaces.
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