📝 I wrote a thing about color spaces in general and oklab()/oklch() in particular.
📝 I wrote a thing about color spaces in general and oklab()/oklch() in particular.
@eeeps Great blog post! I learned a ton. One question. You wrote:
> An implication of this is that there are many times more photons shooting out of the blue side of that gradient, than there are from the green side, even though every swatch on the gradient has the same apparent lightness. Weird!
Isn't it rather that our eyes have non-uniform perception of the same number of photons at different wavelengths? Or am I missing something?
@eeeps Outstanding, Eric!
I'm an interaction designer prototyping "Google Maps for Color and Light" and better UIs for understanding color and light more generally.
Also incorporating HDR and display-adaptivity into that work, inspired by Rafal Mantiuk's research.
https://www.linkedin.com/company/display-adaptive/
https://www.cl.cam.ac.uk/~rkm38/publications_area.html
Display-Adaptive | 38 followers on LinkedIn. Network of consultants that do applied research and evangelism at the intersection of computer graphics and display tech | The network's vision for the near-future of great display-mediated entertainment experiences (e.g. PC and console gaming) is one where gaming devs-designers and publishers collaborate with display companies (and other hardware companies) to simultaneously optimize games, displays, and other hardware for one another, especially for HDR. We do applied research and build software tools that make that simultaneous optimization practical and broker secure sharing of HDR gameplay and HDR display simulations.
@eeeps very fun read! This caught my eye:
> Worse, the more experiments people did, the clearer it became that *no* three-dimensional space could ever be perceptually uniform
That reminded me of this paper showing that 3D rotations cannot be represented in a continuous 3D space (because 360º wraps to 0), but *can* be represented in a continuous *5D* space. Wouldn't it be excellent if there was a higher-dimensional space out there that captured perceptual uniformity? 🤯
In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.