hue, saturation, brightness - définition. Qu'est-ce que hue, saturation, brightness
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Qu'est-ce (qui) est hue, saturation, brightness - définition

TWO MOST COMMON CYLINDRICAL-COORDINATE REPRESENTATIONS
HSV color space; HSB color space; HSV colour space; HSI color space; HLS color space; Color spindle; HSB colour space; Luminance-Hue-Saturation; Hsl color space; HSL color space; HSV and HSL; Hexcone; Bi-hexcone; Double hexcone; HSB color model; HSV color model; HSL color model; Hue/saturation/value; HSL & HSV; Hsv color; Hsl and Hsv; Cylindrical-coordinate color models; Cylindrical-coordinate color model; Talk:Cylindrical-coordinate color model/replacement in progress; HSL and HSB; HSB and HSL; Hue Saturation Intensity
  • alt=When an RGB cube, tilted so that its white corner rests vertically above its black corner, is projected into the plane perpendicular to that neutral axis, it makes the shape of a hexagon, with red, yellow, green, cyan, blue, and magenta arranged counterclockwise at its corners. This projection defines the hue and chroma of any color, as described in the caption and article text.
  • Fig. 24. A graphical representation of RGB coordinates given values for HSV. This equation <math>V(1-S)= V - VS</math> shows origin of marked vertical axis values
  • alt=A flow-chart–like diagram shows the derivation of HSL, HSV, and a luma/chroma/hue model. At the top lies an RGB "color cube", which as a first step is tilted onto its corner so that black lies at the bottom and white at the top. At the next step, the three models diverge, and the height of red, yellow, green, cyan, blue, and magenta is set based on the formula for lightness, value, or luma: in HSV, all six of these are placed in the plane with white, making an upside-down hexagonal pyramid; in HSL, all six are placed in a plane halfway between white and black, making a bipyramid; in the luma/chroma/hue model, the height is determined by the approximate formula luma equals 0.3 times red plus 0.6 times green plus 0.1 times blue. At the next step, each horizontal slice of HSL and HSV is expanded to fill a uniform-width hexagonal prism, while the luma/chroma/hue model is simply embedded in that prism without modification. As a final step, all three models' hexagonal prisms are warped into cylinders, reflecting the nature of the definition of hue and saturation or chroma. For full details and mathematical formalism, read the rest of this 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 down each cylinder; and rectangular vertical cross-sections (d, h) of constant hue, in this case of hues 0° red and its complement 180° cyan.
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hue, saturation, brightness      
<graphics> (HSB) A colour model that describes colours in terms of hue, saturation, and brightness. In the tables below, a hue is a "pure" colour, i.e. one with no black or white in it. A shade is a "dark" colour, i.e. one produced by mixing a hue with black. A tint is a "light" colour, i.e. one produced by mixing a hue with white. A tone is a colour produced by mixing a hue with a shade of grey. Microsoft Windows colour dialogs, PagePlus, and {Paint Shop Pro} use HSB but call the third dimension "luminosity" or "lightness". It ranges from 0% (black) to 100% (white). A pure hue is 50% luminosity, 100% saturation. Colour type S L Black Any 0% White Any 100% Grey 0% 1-99% Hue 100% 50% Shade 100% 1-49% Tint 100% 51-99% Tone 1-99% 1-99% Quattro Pro, CorelDraw, and PhotoShop use a variant (Quattro Pro calls the third parameter "brightness") in which a brightness of 100% can produce white, a pure hue, or anything in between, depending on the saturation. Colour type S B Black Any 0% White 0% 100% Grey 0% 1-99% Hue 100% 100% Shade 100% 1-99% Tint 1-99% 100% Tone 1-99% 1-99% [Same as HSV?] (1999-07-05)
HSL and HSV         
HSL (for hue, saturation, lightness) and HSV (for hue, saturation, value; also known as HSB, for hue, saturation, brightness) are alternative representations of the RGB color model, designed in the 1970s by computer graphics researchers to more closely align with the way human vision perceives color-making attributes. In these models, colors of each hue are arranged in a radial slice, around a central axis of neutral colors which ranges from black at the bottom to white at the top.
Magnetic Saturation         
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  • Due to saturation, the magnetic permeability μ<sub>f</sub> of a ferromagnetic substance reaches a maximum and then declines
(IN SOME MAGNETIC MATERIALS) STATE REACHED WHEN AN INCREASE IN APPLIED EXTERNAL MAGNETIC FIELD H CANNOT INCREASE THE MAGNETIZATION OF THE MATERIAL FURTHER, SO THE TOTAL MAGNETIC FLUX DENSITY B MORE OR LESS LEVELS OFF
Magnetic saturation; Saturation magnetization
The maximum magnetic force which can be permanently imparted to a steel bar. A bar may be magnetized beyond this point, but soon sinks to it. The magnetism produced in a bar is prevented from depolarization by the retentivity or coercive force of the bar. The higher the degree of magnetization the greater the tendency to depolarization. It is also defined as the maximum intensity of magnetism produced in a paramagnetic substance by a magnetic field as far as affected by the permeability of the substance in question. The more lines of force passed through such a substance the lower is its residual permeability. It is assumed that this becomes zero after a certain point, and then the point of saturation is reached. After this point is reached the addition of any lines of force is referred entirely to the field and not at all to the permeability of the substance. But such a zero is only definable approximately.

Wikipédia

HSL and HSV

HSL (for hue, saturation, lightness) and HSV (for hue, saturation, value; also known as HSB, for hue, saturation, brightness) are alternative representations of the RGB color model, designed in the 1970s by computer graphics researchers to more closely align with the way human vision perceives color-making attributes. In these models, colors of each hue are arranged in a radial slice, around a central axis of neutral colors which ranges from black at the bottom to white at the top.

The HSL representation models the way different paints mix together to create color in the real world, with the lightness dimension resembling the varying amounts of black or white paint in the mixture (e.g. to create "light red", a red pigment can be mixed with white paint; this white paint corresponds to a high "lightness" value in the HSL representation). Fully saturated colors are placed around a circle at a lightness value of ½, with a lightness value of 0 or 1 corresponding to fully black or white, respectively.

Meanwhile, the HSV representation models how colors appear under light. The difference between HSL and HSV is that a color with maximum lightness in HSL is pure white, but a color with maximum value/brightness in HSV is analogous to shining a white light on a colored object (e.g. shining a bright white light on a red object causes the object to still appear red, just brighter and more intense, while shining a dim light on a red object causes the object to appear darker and less bright).

The issue with both HSV and HSL is that these approaches do not effectively separate color into their three value components according to human perception of color. This can be seen when the saturation settings are altered — it is quite easy to notice the difference in perceptual lightness despite the "V" or "L" setting being fixed.