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chromaticity-color-utilities

Color utilities for Node.js

  • 0.1.2-alpha
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chromaticity-color-utilities

Color utilities for Node.js.

Conversion, modification, and color schemes of: RGB (at any bit depth), HSV, HSL, HSI, CYMK, YIQ, XYZ, xyY, L*a*b*, L*u*v*, Y'PbPr, and Y'CbCr. (More to follow.)

Table of Contents

Install

NOT YET PUBLISHED

npm install --save chromaticity-color-utilities

Usage

Any color can be converted to any other, with only a few caveats. Construction from(), conversion to(), and modification modify() methods can be chained.

Object properties can be accessed directly, e.g. color.r for the red channel value.

Most colors will retain their arguments as a part of their object properties, such as bitDepth, colorSpace, etc.

const Color = require('chromaticity-color-utilities')

let color1 = Color.from('rgb',[255,128,0]).to('hsv')
// hsv { h: 34, s: 100, v: 88, a: 100 }

let color2 = Color.from('hex','ff3201').to('rec709rgb', { bitRate: 10 })
// rec709rgb { r: 940, g: 298, b: 67, a: 940, bitDepth: 10, max: 1023 }

let color6 = Color.from('hex', 'ff00ff').to('lab',{
  colorSpace: 'AdobeRGB',
  referenceWhite: 'd50'
})
// lab {
//  l: 67.60166164169028,
//  a: 101.30709261827131,
//  b: -50.813827160707525,
//  colorSpace: 'adobergb1998',
//  referenceWhite: 'd50'
// }

let color7 = Color.from('hsl',[300,100,50]).to('ypbpr',{kb:0.0722, kr:0.2126})
// ypbpr { y: 0.2848, pb: 0.3854278939426601, pr: 0.45415290830581667 }

let color3 = Color.from('rgb',[255,0,0]).modify('blend', {with: Color.from('rgb',[0,255,0])})
// rgb { r: 128, g: 128, b: 0, a: 255, bitDepth: 8, max: 255 }

let color4 = Color.from('rgb',[255,0,0]).modify('blend', {
  with: Color.from('hex','00ff00'),
  amount: 0.4
})
// rgb { r: 153, g: 102, b: 0, a: 255, bitDepth: 8, max: 255 }

let color5 = Color.from('hex','ee5432').modify('blend', {
  with: Color.from('rgb',[234, 100, 20, 64]),
  amount: 1/3
}).to('hsv')
// hsv { h: 15, s: 83, v: 93, a: 75 }

let scheme1 = Color.from('rgb',[200, 180, 0]).scheme('splitComplement')
// [
//   rgb { r: 200, g: 180, b: 0, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 120, b: 200, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 80, g: 0, b: 200, a: 255, bitDepth: 8, max: 255 }  
// ]

let scheme2 = Color.from('hsl',[180, 80, 48]).scheme('tetradic', { angle: 40 })
// [
//   hsl { h: 180, s: 80, l: 48, a: 100 },
//   hsl { h: 220, s: 80, l: 48, a: 100 },
//   hsl { h: 40, s: 80, l: 48, a: 100 },
//   hsl { h: 0, s: 80, l: 48, a: 100 }
// ]

Color Types and Conversions

For all of the following examples, the same color is used (magenta / 0xFF00FF) to create the color.

RGB : Red, Green, Blue

All values are between 0 and ((2 ** bitDepth) - 1). With a default bit depth of 8, values are within 0-255. A color with a bit depth of 16 will have values ranging from 0-65535.

** 8-bit color is sometimes referred to as 24-bit or 32-bit (8 bits per channel, with 32-bit including an alpha channel). This package uses the more correct implementation of 32-bit meaning 32 bits per channel, and so generally most use cases would fall between 8 and 16 bit color depth.

** A special note: Adobe uses 15+1 bit depth for 16-bit color, where the last bit is simply added to the first 15 bits, hence the scale being

Color.from('rgb',[r, g, b, a?],{
  bitDepth: number // optional, default = 8
})

.to('rgb',{
  bitDepth: number, // optional, default = 8
  round: boolean    // optional, default = true
})

//e.g.
let color1 = Color.from('rgb',[255, 0, 255])
let color3 = color2.to('rgb')

let color4 = Color.from('rgb',[1023, 0, 1023], { bitDepth: 10 })

HSV : Hue, Saturation, Value

Hue value is between 0 and 360. Saturation, value, and alpha are between 0 and 100 (as in, percent).

Color.from('hsv',[h, s, v, a?])

.to('hsv',{
  round: boolean // optional, default = true
})

//e.g.
let color1 = Color.from('hsv',[300, 100, 100])
let color3 = color2.to('hsv')

HSL : Hue, Saturation, Lightness

Hue value is between 0 and 360. Saturation, lightness, and alpha are between 0 and 100 (as in, percent).

Color.from('hsl',[h, s, l, a?])

.to('hsl',{
  round: boolean // optional, default = true
})

//e.g.
let color1 = Color.from('hsl',[300, 100, 50])
let color3 = color2.to('hsl')

HSI : Hue, Saturation, Intensity

Hue value is between 0 and 360. Saturation, intensity, and alpha are between 0 and 100 (as in, percent).

Color.from('hsi',[h, s, v, a?])

.to('hsi',{
  round: boolean // optional, default = true
})

//e.g.
let color1 = Color.from('hsi',[300, 100, 67])
let color3 = color2.to('hsi')

CMYK : Cyan, Magenta, Yellow, Black

All values are between 0 and 100 (as in, percent).

** Calculations do not take pigment conversion into account and should not be used to reference printed colors.

Color.from('cmyk',[c, m, y, k])

.to('cmyk',{
  round: boolean // optional, default = true
})

//e.g.
let color1 = Color.from('cmyk',[0, 100, 0, 0])
let color3 = color2.to('cmyk')

YIQ : NTSC Color

  • Y = luma
  • I = in-phase
  • Q = quadrature

When normalized:

  • Y is between 0 and 255
  • I and Q are between -128 and 128

When not normalized:

  • Y is between 0 and 1
  • I is between -0.5957 and 0.5957
  • Q is between -0.5226 and 0.5226
Color.from('yiq', [y, i, q], {
  normalized: boolean // optional, default = true
})

.to('yiq',{
  normalize: boolean, // optional, default = true
  round: boolean      // optional, default = true (ignored/false if not normalized)
})

//e.g.
let color1 = Color.from('yiq',[105, 59, 128])
let color3 = color2.to('yiq')

let color4 = Color.from('yiq', [0.413, 0.2746, 0.5226], {normalized: false})

XYZ : CIE XYZ

All values are between 0 and 1. XYZ is only defined within the constraints of a color space and reference white point of a standard illuminant. If one is not given, sRGB and D65 are used as the color space and standard illuminant.

  • X = mix of three CIE RGB curves chosen to be non-negative
  • Y = luminance
  • Z = quasi-equal to blue

It is not often useful to convert to XYZ, as XYZ defines real-world light and is typically then converted to a digital representation (most commonly RGB), but the functionality is present nonetheless.

Available Color Spaces and Stardard Illuminants below.

Color.from('xyz', [x, y, z], {
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

.to('xyz',{
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

//e.g.
let color1 = Color.from('xyz',[0.5928939, 0.2848479, 0.969638])
let color3 = color2.to('xyz')

let color4 = Color.from('xyz', [0.7589799, 0.3743439, 0.7643198], {
  colorSpace: 'adobergb',
  referenceWhite: 'd50'
})

xyY : CIE xyY

Derived from XYZ, x and y are chromaticity values while Y is the tristimulous value of a color.

Available Color Spaces and Stardard Illuminants below.

Color.from('xyy', [x, y, Y], {
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

.to('xyy',{
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

//e.g.
let color1 = Color.from('xyy',[0.3209377411185291, 0.1541902211986945, 0.2848479])
let color3 = color2.to('xyy')

let color4 = Color.from('xyz', [
  0.39995913879719036,
  0.1972677588141419,
  0.3743439
], {
  colorSpace: 'adobergb',
  referenceWhite: 'd50'
})

Lab : CIELAB / L*a*b*

Derived from XYZ.

  • L* = lightness
  • a* = position between red and green (negative indicates green, positive red)
  • b* = position between blue and yellow (negative indicates blue, positive yellow)

Available Color Spaces and Stardard Illuminants below.

Color.from('lab', [l, a, b], {
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

.to('lab',{
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

//e.g.
let color1 = Color.from('lab',[
  60.32421212836874,
  98.23431188800397,
  -60.82489220885006
])
let color3 = color2.to('lab')

let color4 = Color.from('lab', [
  67.60166164169028,
  101.30709261827131,
  -5.488771094285516
], {
  colorSpace: 'adobergb',
  referenceWhite: 'd50'
})

Luv : CIELUV / L*u*v*

Derived from XYZ. L* is identical to L* in L*a*b*

Available Color Spaces and Stardard Illuminants below.

Color.from('luv', [l, u, v], {
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

.to('luv',{
  colorSpace: string,    // optional, default = 'srgb'
  referenceWhite: string // optional, default = 'd65'
})

//e.g.
let color1 = Color.from('luv',[
  60.32421212836874,
  84.07139572483507,
  -108.68333851910185
])
let color3 = color2.to('luv')

let color4 = Color.from('luv', [
  67.60166164169028,
  124.0201282170453,
  -87.3117870588082
], {
  colorSpace: 'adobergb',
  referenceWhite: 'd50'
})

YPbPr : Analog video component signals

Also written Y'PbPr or YPBPR.

  • Y' = luma and sync (brightness/luminance and syncrhonization)
  • Pb = difference between blue and luma (B - Y)
  • Pr = difference between red and luma (R - Y)

YPbPr conversions require Kb and Kr constants with the exception of converting to YCbCr. These values are not yet included in this package.

  • Kb = constant defined from target color space, such that Kb + Kr + Kg = 1
  • Kr = constant defined from target color space, such that Kb + Kr + Kg = 1
Color.from('ypbpr', [y, pb, pr])

.to('ypbpr',{
  kb: number, // REQUIRED
  kr: number  // REQUIRED
})

// YCbCr conversion
.to('ycbcr',{
  yLower: number, // optional, default = 16,  lower bounds of Y'
  yUpper: number, // optional, default = 235, upper bounds of Y'
  cLower: number, // optional, default = 16,  lower bounds of Cb and Cr
  cUpper: number  // optional, default = 240, upper bounds of Cb and Cr
})

//e.g.
let color1 = Color.from('ypbpr',[
  0.2848,
  0.3854278939426601,
  0.45415290830581667
])
let color3 = color2.to('ypbpr',{
  kb: 0.0722, // Rec709
  kr: 0.2126  // Rec709
})
let color4 = color1.to('ycbcr')
let color5 = color1.to('ycbcr',{
  yLower: 0,
  yUpper: 255,
  cLower: 0,
  cUpper: 255
})

YCbCr : Digital video component signals

Also written Y'CbCr, Y Pb/Cb Pr/Cr, YCBCR, or Y'CBCR.

  • Y' = luma and sync (brightness/luminance and syncrhonization)
  • Cb = difference between blue and luma (B - Y)
  • Cr = difference between red and luma (R - Y)

YCbCr conversions require Kb and Kr constants with the exception of converting to YPbPr. These values are not yet included in this package.

  • Kb = constant defined from target color space, such that Kb + Kr + Kg = 1
  • Kr = constant defined from target color space, such that Kb + Kr + Kg = 1
Color.from('ycbcr', [y, cb, cr])

.to('ycbcr',{
  kb: number, // REQUIRED
  kr: number  // REQUIRED
})

// YPbPr conversion
.to('ypbpr',{
  yLower: number, // optional, default = 16,  lower bounds of Y'
  yUpper: number, // optional, default = 235, upper bounds of Y'
  cLower: number, // optional, default = 16,  lower bounds of Cb and Cr
  cUpper: number  // optional, default = 240, upper bounds of Cb and Cr
})

//e.g.
let color1 = Color.from('ycbcr', [73, 226, 243])
let color3 = color2.to('ycbcr',{
  kb: 0.0722, // Rec709
  kr: 0.2126  // Rec709
})
let color4 = color1.to('ypbpr')
let color5 = color1.to('ypbpr',{
  yLower: 0,
  yUpper: 255,
  cLower: 0,
  cUpper: 255
})

Color Spaces and Standard Illuminants

For conversion to and from XYZ, xyY, L*a*b*, and L*u*v*, the following color spaces and standard illuminants have XYZ transformation matrices and reference white point vectors available:

Color SpaceStandard Illuminants
sRGBD65, D50
CIE RGBE, D50
Adobe RGBD65, D50
Apple RGBD65, D50
Best RGBD50
Bruce RGBD65, D50
ColorMatch RGBD50
Don RGB 4D50
ECI RGB v2D50
Ekta Space PS5D50
NTSC RGBC, D50
PAL / SECAM RGBD65, D50
ProPhoto RGBD50
SMPTE-C RGBD65, D50
Wide Gamut RGBD50

Color spaces and standard illuminant arguments are case-insensitive. Color space argument ignores any character not alphanumeric. Some common misspellings / words left out are also taken into account. (PAL / SECAM is equivalent to palsecamrgb.)

Modifying Colors

Blending Two Colors

When blending two colors, the amount ∈ [0,1] refers to the percentage the second color is blended with the first. In other words, 0 means 0% of the second color and 100% of the first while 1 means 100% of the second color and 0% of the first.

let color3 = color1.modify('blend', {
  with: color2,  // REQUIRED, can be any color of any type
  amount: number // optional, 0 - 1, defaults to 0.5
})

//e.g.
let color4 = Color.from('rgb',[255,0,0]).modify('blend', {
  with: Color.from('hex','00ff00')
})
// rgb { r: 128, g: 128, b: 0, a: 255, bitDepth: 8, max: 255 }

let color5 = Color.from('hex','ee5432').modify('blend', {
  with: Color.from('rgb',[234, 100, 20, 64]),
  amount: 1/3
}).to('hsv')
// hsv { h: 15, s: 83, v: 93, a: 75 }

Darken

todo

Lighten

todo

Saturate

todo

Desaturate

todo

Color Scheme Generation

Schemes can be generated from any color type. All methods return an array of colors, each the same as the input type. (If calling method on a color of type hsl, all values of the returned array will be of type hsl.)

color.scheme(type: string)
// or
color.scheme(type: string, {
  angle: number // optional, hue shift angle in degrees
})

Complementary Schemes

Complementary color scheme generation has a fixed angle of 180°.

.scheme('complement') // angle = 180

// e.g.
let color1 = Color.from('rgb',[255,0,255]).scheme('complement')
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 }
// ]

Analogous, Triadic, & Split Complement Schemes

These three methods are synonyms with different default angles.

.scheme('analogous', {
  angle: number // optional, default = 30
})
.scheme('triadic', {
  angle: number // optional, default = 120
})
.scheme('splitcomplement', {
  angle: number // optional, default = 150
})

// e.g.
let color1 = Color.from('rgb',[255,0,255]).scheme('analogous')
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 128, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 128, a: 255, bitDepth: 8, max: 255 }
// ]
let color2 = Color.from('rgb',[255,0,255]).scheme('triadic')
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 255, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 255, a: 255, bitDepth: 8, max: 255 }
// ]
let color3 = Color.from('rgb',[255,0,255]).scheme('splitcomplement',{angle: 160})
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 85, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 85, a: 255, bitDepth: 8, max: 255 }
// ]

Tetradic & Square Schemes

These two methods are synonyms, but that the square method has a fixed angle of 90°.

.scheme('tetradic', {
  angle: number // optional, default = 45
})
.scheme('square') // angle = 90

// e.g.
let color1 = Color.from('rgb',[255,0,255]).scheme('tetradic',{angle: 42})
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 255, g: 0, b: 76, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 179, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 }
// ]
let color2 = Color.from('rgb',[255,0,255]).scheme('square')
// [
//   rgb { r: 255, g: 0, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 255, g: 128, b: 0, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 128, b: 255, a: 255, bitDepth: 8, max: 255 },
//   rgb { r: 0, g: 255, b: 0, a: 255, bitDepth: 8, max: 255 }
// ]

Tint Scale

todo / not yet implemented

.scheme('tint',{
  length: number,  // number of colors in scheme
  distance: number // 0-1, how far away from white to go
})

Shade Scale

todo / not yet implemented

.scheme('shade',{
  length: number,  // number of colors in scheme
  distance: number // 0-1, how far away from black to go
})

Tint & Shade Scale

todo / not yet implemented

.scheme('tintshade',{
  length: number,  // number of colors in scheme
  distance: number // 0-1, how far away from closest bound (white or black) to go
})

Mathematics

The following are the formulae used in the conversion algorithms. For succinctness, consider all values normalized ∈ [0, 1] unless stated otherwise.

Normalizing RGB

to achieve R,G,B ∈ [0, 1]

X' = X / ((2 ** bitRate) - 1)
X = X' * ((2 ** bitRate) - 1)

RGB to HSV

V = max(R,G,B)

C = V - min(R,G,B)

S = | 0      if V = 0
    | C / V  otherwise

    | 0            if C = 0
H = | (G - B) / C  if V = R
    | (B - R) / C  if V = G
    | (R - G) / C  if V = B

HSV to RGB

p = V * (1 - S)
q = V * (1 - S * H)
t = V * (1 - S * (1 - H))

          | (V,V,V)  if S = 0
          | (V,t,p)  if H < 1
          | (q,V,p)  if 1 < H <= 2
(R,G,B) = | (p,V,t)  if 2 < H <= 3
          | (p,q,V)  if 3 < H <= 4
          | (t,p,V)  if 4 < H <= 5
          | (V,p,q)  otherwise

RGB to HSL

V = max(R,G,B)

C = V - min(R,G,B)

L = V - C / 2

S = | 0                        if L = 0 or L = 1
    | (V - L) / min(L, 1 - L)  otherwise

HSL to RGB

R,G,B = V  if S = 0

otherwise

C = (1 - |2L - 1|) * S

x = C * (1 - |H mod 2 - 1|)

             | (0,0,0)  if H undefined
             | (C,x,0)  if 0 < H <= 1
             | (x,C,0)  if 1 < H <= 2
(R1,G1,B1) = | (0,C,x)  if 2 < H <= 3
             | (0,x,C)  if 3 < H <= 4
             | (x,0,C)  if 4 < H <= 5
             | (C,0,x)  if 5 < H <= 6

m = L - C / 2

(R,G,B) = (R1 + m, G1 + m, B1 + m)

RGB to HSI

V = max(R,G,B)

C = V - min(R,G,B)

    | 0                    if C = 0
H = | ((G - B) / C) mod 6  if V = R
    | ((B - R) / C) + 2    if V = G
    | ((R - G) / C) + 4    if V = B

I = | 0                      if C = 0
    | (R + G + B) * (1 / 3)  otherwise

HSI to RGB

z = 1 - |H mod 2 - 1|

C = (3I * S) / (1 + z)

x = C * z

             | (0,0,0)  if H undefined
             | (C,x,0)  if 0 < H <= 1
             | (x,C,0)  if 1 < H <= 2
(R1,G1,B1) = | (0,C,x)  if 2 < H <= 3
             | (0,x,C)  if 3 < H <= 4
             | (x,0,C)  if 4 < H <= 5
             | (C,0,x)  if 5 < H <= 6

m = I * (1 - S)

(R,G,B) = (R1 + m, G1 + m, B1 + m)

HSV to HSL

L = V * (1 - S / 2)

S = | 0                        if L = 0 or L = 1
    | (V - L) / min(L, 1 - L)  otherwise

HSL to HSV

V = L * S * min(L, 1 - L)

S = | 0                if V = 0
    | 2 * (1 - L / V)  otherwise

RGB to CMYK

K = 1 - max(R,G,B)

C = | 0                      if K = 1
    | (1 - R - K) / (1 - K)  otherwise
    
M = | 0                      if K = 1
    | (1 - G - K) / (1 - K)  otherwise
    
Y = | 0                      if K = 1
    | (1 - B - K) / (1 - K)  otherwise

CMYK to RGB

R = (1 - C) * (1 - K)
G = (1 - M) * (1 - K)
B = (1 - Y) * (1 - K)

RGB to YIQ

[Y]   [0.299    0.587    0.114 ]   [R]
[I] = [0.5959  -0.2746  -0.3213] * [G]
[Q]   [0.2115  -0.5227   0.3112]   [B]

Y ∈ [0,1]
I ∈ [-0.5957,0.5957]
Q ∈ [-0.5226,0.5226]

or, normalized

Y ∈ [0,255]
I ∈ [-128, 128]
Q ∈ [-128, 128]

YIQ to RGB

Y ∈ [0,1]
I ∈ [-0.5957,0.5957]
Q ∈ [-0.5226,0.5226]

[R]   [1   0.956   0.621]   [Y]
[G] = [1  -0.272  -0.647] * [I]
[B]   [1  -1.106   1.703]   [Q]

RGB to XYZ

M = 3x3 RGB to XYZ transformation matrix based on color space and standard illuminant reference white

sRGB
for X = (R,G,B)
X' = | X / 12.92                    if X <= 0.04045
     | ((X + 0.055) / 1.055) ^ 2.4  otherwise

[X]       [R']
[Y] = M * [G']
[Z]       [B']
L*
κ = 903.3, CIE-K

for X = (R,G,B)
X' = | 100 * (R / κ)            if R <= 0.08
     | ((R + 0.16) / 1.16) ^ 3  otherwise

[X]       [R']
[Y] = M * [G']
[Z]       [B']
Other color spaces
γ based on target color space

for X = (R,G,B)
X' = X ^ γ

[X]       [R']
[Y] = M * [G']
[Z]       [B']

XYZ to RGB

M = 3x3 XYZ to RGB transformation matrix based on color space and standard illuminant reference white

sRGB
[R']       [X]
[G'] = M * [Y]
[B']       [Z]

for X' = (R',G',B')
X = | X' * 12.92                        if X' <= 0.0031308
    | (X' * 1.055) ^ (1 / 2.4) - 0.055  otherwise
L*
[R']       [X]
[G'] = M * [Y]
[B']       [Z]

ϵ = 0.008856, CIE-E 
κ = 903.3, CIE-K

for X' = (R',G',B')
X = | X' * κ / 100              if X' <= ϵ
    | 1.16 * X' ^ (1/3) - 0.16  otherwise
Other color spaces
γ based on target color space

[R']       [X]
[G'] = M * [Y]
[B']       [Z]

for X' = (R',G',B')
X = X' ^ (1 / γ)

XYZ to xyY

x = X / (X + Y + Z)

y = Y / (X + Y + Z)

Y = Y

xyY to XYZ

X = (x * Y) / y

Y = Y

Z = ((1 - x - y) * Y) / y

XYZ to L*a*b*

W is a 1x3 reference white vector based on standard illuminant

ϵ = 0.008856, CIE-E 
κ = 903.3, CIE-K

X' = X / W[0]
Y' = Y / W[1]
Z' = Z / W[2]

f(n) = | n' ^ 1/3             if n > ϵ
       | (κ * n' + 16) / 116  otherwise

L* = 116 * f(Y) - 16
a* = 500 * (f(X) - f(Y))
b* = 200 * (f(Y) - f(Z))

L*a*b* to XYZ

W is a 1x3 reference white vector based on standard illuminant

ϵ = 0.008856, CIE-E 
κ = 903.3, CIE-K

L' = (L* + 16) / 116
a' = a* / 500 + L'
b' = L' - b* / 200

X' = | a' ^ 3               if a' ^ 3 > ϵ
     | (116 * a' - 16) / κ  otherwise

Y' = | (L' ^ 3  if L* > κ * ϵ
     | L* * κ   otherwise

Z' = | b' ^ 3               if b' ^ 3 > ϵ
     | (116 * b' - 16) / κ  otherwise

X = X' * W[0]
Y = Y' * W[1]
Z = Z' * W[2]

XYZ to L*u*v*

W is a 1x3 reference white vector based on standard illuminant

ϵ = 0.008856, CIE-E 
κ = 903.3, CIE-K

Y' = Y / W[1]

d = X + 15 * Y + 3 * Z

u' = | 0       if d = 0
     | 4X / d  otherwise

v' = | 0       if d = 0
     | 9Y / d  otherwise

L* = | 116 * Y' ^ 1/3  if Y' > ϵ
     | Y' * κ          otherwise

u'r = (4 * W[1]) / (W[0] + 15 * W[1] + 3 * W[2])
v'r = (9 * W[1]) / (W[0] + 15 * W[1] + 3 * W[2])

u* = 13 * L* * (u' - u'r)
v* = 13 * L* * (v' - v'r)

L*u*v* to XYZ

W is a 1x3 reference white vector based on standard illuminant

ϵ = 0.008856, CIE-E 
κ = 903.3, CIE-K

Y = | ((L* + 16) / 116) ^ 3  if L* > κ * ϵ
    | L* / κ                 otherwise

u0 = (4 * W[0]) / (W[0] + 15 * W[1] + 3 * W[2])
v0 = (9 * W[0]) / (W[0] + 15 * W[1] + 3 * W[2])

a = 1/3 * (((52 * L*) / (u* + 13 * L* * u0))) - 1)
b = -5Y
c = -1/3
d = Y * (((39 * L*) / (v* + 13 * L* * v0)) - 5)

X = (d - b) / (a - c)
Z = X * a + b

RGB to YPbPr

Kb and Kr constants defined from target color space

Kg = 1 - Kb - Kr

Y = Kr * R + Kg * G + Kb * B

Pb = 0.5 * ((B - Y) / (1 - Kb))
Pr = 0.5 * ((R - Y) / (1 - Kr))

YPbPr to YCbCr

Scaling bounds given by conversion method / target space. Such as:

Y scaled to:       0 - 255 JPEG
                  16 - 235 Rec709
Cb, Cr scaled to:  0 - 255 JPEG
                  16 - 245 Rec709

YCbCr to YPbPr

Y scaled to:         0 - 1
Pb, Pr scaled to: -0.5 - 0.5

YPbPr to RGB

Kb and Kr constants defined from target color space

Kg = 1 - Kb - Kr

R = Y + (2 - 2Kr) * Pr
G = Y + (-1 * (Kb / Kg) * (2 - 2Kb)) * Pb + (-1 * (Kr / Kg) * (2 - 2Kr)) * Pr
B = Y + (2 - 2Kb) * Pb

Compiling from Source

git clone https://github.com/reiniiriarios/chromaticity-color-utilities.git

cd chromaticity-color-utilities

npm install

tsc

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Package last updated on 08 Apr 2021

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