What Even Is Color?
summary
Defines color as numeric XYZ coordinates and shows concrete workflows: convert linear RGB → matrix → XYZ → matrix → target RGB, apply gamut mapping when Rec.2020 colors fall outside sRGB, and do tone mapping for PQ HDR (PQ can address 0–10,000 nits, with SDR ≈ 203 nits). Demonstrates measured displays (laptop ≈ sRGB, gaming monitor off-gamut), shows Quinn applying display ICC profiles on Wayland, notes protocol enabled by default in git master but needs an env var in Plasma 6.1, and gives working tools: gamescope --hdr-enabled and an mpv Vulkan layer.
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chapters (17)
- 0:00Introduction to color management
- 1:08What is color numerically
- 3:22XYZ and xyY color spaces
- 4:38sRGB color space basics
- 5:22White point and color perception
- 7:53Limitations of sRGB
- 10:20Wide color gamut and HDR
- 11:30Color management in practice
- 13:48Brightness and transfer functions
- 15:52Perceptual quantizer for HDR
- 17:00HDR marketing and reality
- 18:55Tone mapping in Quinn
- 19:45Practical impact on applications
- 21:18Wayland color management protocol
- 23:15Testing and enabling HDR
- 24:25Resources and further reading
- 25:02Q&A session begins
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