[HN Gopher] Better SRGB to Greyscale Conversion
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Better SRGB to Greyscale Conversion
Author : ibobev
Score : 20 points
Date : 2025-10-14 19:25 UTC (5 days ago)
(HTM) web link (30fps.net)
(TXT) w3m dump (30fps.net)
| ansgri wrote:
| The issue with color to grayscale conversion for human
| consumption is in most cases there is no well-defined ground
| truth. People don't see in grayscale, so the appearance
| preservation approach doesn't work. And the source image was most
| likely heavily color corrected to match certain aesthetic. So the
| problem becomes "to preserve as much information, both content
| and aesthetic, within constraints of the target grayscale
| medium".
|
| The bottom line is, use some standardized conversion (like
| described here -- just to avoid surprising users) if images don't
| actually matter, some contrast-preserving method if content
| matters, and edit creatively otherwise.
| ChrisMarshallNY wrote:
| I used to do a lot of image processing programming.
|
| The basic way to do it, is with weighted LUTs. The "poor man's
| conversion" was to just convert the green channel, and toss out
| the red and blue.
| uninformedprior wrote:
| I ran into this subjectiveness in graphics recently. Thought I
| was doing the "correct" thing blending in linear space but
| turns out blending in SRGB looks a lot better for certain
| applications and that's what most popular applications do.
| zokier wrote:
| for blending oklab almost always works better than srgb
| (linear or gamma).
| uninformedprior wrote:
| It's possible I wasn't specific enough when I said
| "graphics". Typically I blend in CIELAB when interpolating
| between colors for visualizations (eg data science).
|
| But I'm unaware of rendering engines that do alpha blending
| in something other than linear or SRGB. Photoshop, for
| instance, blends in sRGB by default, while renderers that
| simulate light physically will blend in linear RGB (to the
| best of my knowledge).
|
| It depends on the GPU and the implementation, but I
| personally would not want to spend the compute on per-pixel
| CIELAB conversions for blending.
| ChrisMarshallNY wrote:
| The thing that is difficult to "math," is that we _perceive_
| color in a certain way (if you ever look at the CIELAB[0]
| space, that 's based on human eye perception). So there's a
| lot of "it just don't _look_ right. " involved.
|
| I have found that getting weighted LUTs that have been
| extracted from some process (math, context measurements, user
| testing, etc.), and simply applying them in the conversion is
| how you execute the conversion, but generating the LUTs is
| the tricky part. It's not always best handled by a formula. I
| guess you could really go crazy, and generate the LUT on the
| fly, as a per-pixel conversion (we actually did something
| like this, for RAW conversion).
|
| [0] https://en.wikipedia.org/wiki/CIELAB_color_space
| miladyincontrol wrote:
| Agreed. For similar reasons a lot of B&W photographers use
| different color filters to achieve the look they want, rather
| than only take the film's native rendition how it is.
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