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1 ///////////////////////////////////////////////////////////////////////////
2 //
3 // Copyright (c) 2003, Industrial Light & Magic, a division of Lucas
4 // Digital Ltd. LLC
5 //
6 // All rights reserved.
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9 // modification, are permitted provided that the following conditions are
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33 ///////////////////////////////////////////////////////////////////////////
34 
35 
36 //-----------------------------------------------------------------------------
37 //
38 //	CIE (x,y) chromaticities, and conversions between
39 //	RGB tiples and CIE XYZ tristimulus values.
40 //
41 //-----------------------------------------------------------------------------
42 
43 #include <ImfChromaticities.h>
44 
45 namespace Imf {
46 
47 
Chromaticities(const Imath::V2f & red,const Imath::V2f & green,const Imath::V2f & blue,const Imath::V2f & white)48 Chromaticities::Chromaticities (const Imath::V2f &red,
49                 const Imath::V2f &green,
50                 const Imath::V2f &blue,
51                 const Imath::V2f &white)
52 :
53     red (red),
54     green (green),
55     blue (blue),
56     white (white)
57 {
58     // empty
59 }
60 
61 
62 Imath::M44f
RGBtoXYZ(const Chromaticities chroma,float Y)63 RGBtoXYZ (const Chromaticities chroma, float Y)
64 {
65     //
66     // For an explanation of how the color conversion matrix is derived,
67     // see Roy Hall, "Illumination and Color in Computer Generated Imagery",
68     // Springer-Verlag, 1989, chapter 3, "Perceptual Response"; and
69     // Charles A. Poynton, "A Technical Introduction to Digital Video",
70     // John Wiley & Sons, 1996, chapter 7, "Color science for video".
71     //
72 
73     //
74     // X and Z values of RGB value (1, 1, 1), or "white"
75     //
76 
77     float X = chroma.white.x * Y / chroma.white.y;
78     float Z = (1 - chroma.white.x - chroma.white.y) * Y / chroma.white.y;
79 
80     //
81     // Scale factors for matrix rows
82     //
83 
84     float d = chroma.red.x   * (chroma.blue.y  - chroma.green.y) +
85           chroma.blue.x  * (chroma.green.y - chroma.red.y) +
86           chroma.green.x * (chroma.red.y   - chroma.blue.y);
87 
88     float Sr = (X * (chroma.blue.y - chroma.green.y) -
89             chroma.green.x * (Y * (chroma.blue.y - 1) +
90         chroma.blue.y  * (X + Z)) +
91         chroma.blue.x  * (Y * (chroma.green.y - 1) +
92         chroma.green.y * (X + Z))) / d;
93 
94     float Sg = (X * (chroma.red.y - chroma.blue.y) +
95         chroma.red.x   * (Y * (chroma.blue.y - 1) +
96         chroma.blue.y  * (X + Z)) -
97         chroma.blue.x  * (Y * (chroma.red.y - 1) +
98         chroma.red.y   * (X + Z))) / d;
99 
100     float Sb = (X * (chroma.green.y - chroma.red.y) -
101         chroma.red.x   * (Y * (chroma.green.y - 1) +
102         chroma.green.y * (X + Z)) +
103         chroma.green.x * (Y * (chroma.red.y - 1) +
104         chroma.red.y   * (X + Z))) / d;
105 
106     //
107     // Assemble the matrix
108     //
109 
110     Imath::M44f M;
111 
112     M[0][0] = Sr * chroma.red.x;
113     M[0][1] = Sr * chroma.red.y;
114     M[0][2] = Sr * (1 - chroma.red.x - chroma.red.y);
115 
116     M[1][0] = Sg * chroma.green.x;
117     M[1][1] = Sg * chroma.green.y;
118     M[1][2] = Sg * (1 - chroma.green.x - chroma.green.y);
119 
120     M[2][0] = Sb * chroma.blue.x;
121     M[2][1] = Sb * chroma.blue.y;
122     M[2][2] = Sb * (1 - chroma.blue.x - chroma.blue.y);
123 
124     return M;
125 }
126 
127 
128 Imath::M44f
XYZtoRGB(const Chromaticities chroma,float Y)129 XYZtoRGB (const Chromaticities chroma, float Y)
130 {
131     return RGBtoXYZ (chroma, Y).inverse();
132 }
133 
134 
135 } // namespace Imf
136