color: Convert colors between color spaces

This is a package candidate release! Here you can preview how this package release will appear once published to the main package index (which can be accomplished via the 'maintain' link below). Please note that once a package has been published to the main package index it cannot be undone! Please consult the package uploading documentation for more information.

[maintain] [Publish]

color models colors and color spaces, and converts between them.

[Skip to Readme]


Change log None available
Dependencies base (>=4.12.0 && <4.13), matrix (>=0.3.6 && <0.4) [details]
License MIT
Copyright (c) 2019 Christopher Swasey
Author Christopher Swasey
Category Graphics
Home page
Bug tracker
Source repo head: git clone
Uploaded by endash at 2019-06-22T20:41:54Z



Maintainer's Corner

Package maintainers

For package maintainers and hackage trustees

Readme for color-

[back to package description]


color is a Haskell library for manipulating colors and color spaces. They are typed separately, with type families and constraints used to associate a given color space type with a color model type.

Currently, color supports converting between CIEXYZ, CIELAB, CIELUV, CIELCH, CIELCHuv/HCL, and sRGB. The base scale is 1.0, instead of 255 or 100, as applicable.

Color spaces

We differentiate between a color space and a color model. For our purposes, a model is a way of describing colors. We mostly care about dimensionality, with topology a distant concern. E.g., RGB is the unit cube with three completely independent dimensions. CMYK is similarly the unit tesseract with four dimensions. On the other hand, YUV is a three dimensional model where two of the dimensions are dependent on the third.

A color space (again: for our purposes) is a combination of a color model and a mapping to and from the abstract CIEXYZ space. There isn't actually anything special about CIEXYZ, in absolute terms. Color spaces needn't be defined mathematically at all, e.g: Pantone, or the Munsell Color System. In order to be computationally tractable, however, we're concerned with spaces that are defined mathematically, and which can be constructed in relation to CIEXYZ, as it is most convenient for our purposes.

(N.B.: We don't differentiate explicitly between a color space and a "color appearance model," which is a color space constructed with corrections for the non-linear nature of human color perception. Those corrections are simply baked into the formulae for converting to and from CIEXYZ.)

Any actual given color can be constructed in a model in a way that has meaning regardless of the actual color space, but the specific meaning will change from space to space. E.g., RGB (0.5, 0.5, 0.5) is a valid color in all RGB spaces, but exactly what color it is depends on the gamma curves and primaries of a given space.

We use these types to describe the shape of the data, not the color space they inhabit. For instance, CIELAB and the closely related CIELUV each have two dimensions of chromaticity and one for luminosity, so values in both those spaces are reflected as LChromaData.

From a types perspective, what we're doing is reifying the color space instead of baking it into the type of the color. That makes everything more flexible and allows for manipulation and introspection of the color spaces as data instead of an inscrutable and abstract category.

Individual color space types are instances of the ColorSpace class, which defines fromXYZ and toXYZ conversion functions. An additional class, MatrixConvertible, is a convenience for color spaces that can be defined as a matrix transformation of CIEXYZ, such as 3-component RGB spaces. Other spaces with their peculiar conversion formulae implement fromXYZ and toXYZ themselves.

There is one top-level function: convert takes two color spaces and a color in the first color space and returns the color transformed into the second color space.

CIE L* a* b*

CIELAB is one of two CIE color spaces introduced in 1976, intended to be more perceptually uniform than CIEXYZ, i.e., the Euclidian distance between two color coordinates corresponds closely to the perceived visual difference. A CIELAB space is created with a specific white point, which is used by a crude chromatic adaptation transformation (CAT) applied as part of the conversion formulae.

The color model used is LChromaData, which is shared with CIELUV. LChromaData is a three dimensional value, with the first value being luminance, [0, 1], and the other two values being the two antagonistic chroma dimensions (red-green and blue-yellow), ranging from (very roughly) [-1.5, 1.5] for colors within the gamut of human vision.

Independent of the color space, LChromaData can be converted into LChromaHueData with toCylindrical.

import Data.Color
import Data.Color.Spaces.LAB

lab50 = LABSpace illD50

fromXYZ lab50 illD50
-- LChroma (1.0, 0.0, 0.0)

CIE L* u* v*

The other CIE color space introduced in 1976, CIELUV is also intended to be perceptually uniform. It has the advantage over CIELAB of a saturation correlate: holding chroma and luminance constant will always hold saturation constant as well, and they otherwise have a linear relationship. This property sees use in information visualization, where biases owing to varying saturation can be eliminated or controlled by holding saturation constant or manipulating it in a uniform manner.

CIELUV also uses the LChromaData color model, and as such it also has a cylindrical representation.

import Data.Color
import Data.Color.Spaces.LUV

luv50 = LUVSpace illD50

fromXYZ luv50 illD50
-- LChroma (1.0, 0.0, 0.0)


The sRGB space is a combination of three primaries and a gamma correction curve. The primaries (the ones defined in the actual spec, not the transformed values you will find in the sRGB ICC profile) become the columns in a 3x3 matrix, and multiplying by an CIEXYZ value will move that color into the sRGB space. The resulting color has linear component values, but the final representation is non-linear: the gamma correction curve allows the limited precision of the 8-bit encoding to be used more efficiently, by allocating more of the range to darker colors. The whole process moves in reverse by inverting the gamma curve and the matrix.

Its associated color type is RGBData, with three components with range [0, 1].

import Data.Color
import Data.Color.Spaces.RGB

fromXYZ srgb illD65
-- RGB (1.0, 1.0, 1.0)


import Data.Color
import Data.Color.Spaces.RGB
import Data.Color.Spaces.LUV

-- reducing luminance and chroma by equal measure keeps saturation constant
tint :: LChromaData -> LChromaData
tint (LChroma (l, u, v)) = LChroma (l * 0.8, u * 0.8, v * 0.8)

let luv = LUVSpace illD65
let maroon = convert srgb luv (RGB (0.75, 0.2, 0.2))
-- LChroma (0.4382, 1.0633, 0.2293)

convert luv srgb $ tint maroon
-- RGB (0.6053, 0.1542, 0.1542)

-- Compare to the same transformation in sRGB space, the components aren't
-- uniformly changed. The red component is slightly higher and the blue
-- and green components are slightly lower than if we just manipulated the
-- RGB values directly:
-- RGB (0.6, 0.16, 0.16)

Working with RGB colors

Color accuracy and conversion is complicated. There is no 100% perfect or appropriate model or formulae for converting or adjusting colors that can be applied in all cases.

The single most important thing to grok is that any particular set of RGB values are, by themselves, meaningless. They're an abstraction. RGB might as well be named Ribble, Gnarf, and Blorp for all they actually tell you about what color will be produced. Only by fixing the meanings of Red, Green, and Blue in physical terms (e.g., their spectral power distributions or cone cell stimulus responses) can you actually assign them anywhere near an absolute color. This can be trivially shown: the same RGB values might be sky blue on one display, purplish on another and a dark cyan on a third. The generic RGB space is device-dependent, as the colors produced depend on the properties of the specific device in question.

The next most important thing to grok is that this doesn't mean that it is meaningless to want to do things with a color, just because it doesn't exist in a perfect system of 100% accurate color management. First, absent a good reason not to we can usually assume that an RGB space is actually sRGB. Colors in sRGB space might not look exactly identical to a generic RGB color on your display but they should be roughly as close as they'll be on any other display, on average.

The cumulative result is that even if the original and final colors continue to look subtly different from display to display, the mathematical relationship between them, performed in the other color space, should continue to hold. By analogy, depending on where we're sitting in a ballpark we might disagree as to exactly where a given ballplayer is standing, in relation to a base. After he advances, we might continue to disagree as to exactly where he is standing in relation to his new base, but we'll absolutely agree that he has advanced to a different base, in a particular direction.

Of course, we don't have to use sRGB to fix our colors. We could use precise values derived empirically from our own display, in which case the input and output colors will appear to match "generic" RGB colors. The absolutely essential thing is that Red, Green, and Blue have their values nailed down. It is utterly impossible to talk about converting from RGB to another color space in any other sense. If there's a need to simplify, then the simplest thing to do is just to assume sRGB.

What about HSL or HSV?

These are what are technically called "bullshit color spaces." Their chief advantages are that they're computationally simple, and they admit a hue dimension which is more-or-less reasonably perceptual (but still not uniform: colors with a given hue value will generally be perceived as the same hue, but the primaries themselves would not be equally spaced in a perceptually uniform space.) This is a trivial symmetry of the underlying RGB cube, and its apparent success is an illusion owing more to the extent to which RGB offends our intuitions about how colors work than anything else.

Despite representations to the contrary, these are not perceptual color spaces. Even for simple use cases like tinting or shading colors they don't offer any advantage over linear mixing in RGB space. Their one potential advantage over plain old RGB is colorful gradients: because it's a cylindrical coordinate system, a "straight line" between two colors curves around the center instead of through it, potentially selecting more visually appealing intermediate colors by avoiding the achromatic zone. The two non-hue dimensions, however, are simply the additional degrees of freedom needed to cover the underlying RGB cube. They're not rigorously colorimetric at all. "Saturation", in particular, is an utterly fatuous name for the second dimension.

Instead of HSL/V, convert sRGB colors to CIELUV with a D65 white point. In its cylindrical representation, CIELUV makes manipulating hue, chroma, saturation, and brightness both trivially easy and perceptually uniform. In CIELCHuv, saturation is just L* / C*, which means that paths of constant saturation through the space are straight lines, and saturation changes linearly in proportion to the changing chroma or luminance. (Of course, CIELCHuv is a trivial coordinate transformation, so the actual shape of the space is unchanged, including lines of constant saturation—the correlation isn't specific to the cylindrical coordinates.)

The flipside is that the visible or display gamut in CIELUV/CIELCHuv space is not actually a cylinder, so care must be taken to ensure that the transformed colors are in-gamut.

What about ICC Profiles, then, don't those help?

ICC profiles are not directly modeled herein but reading the spec is informative, and some types correspond closely to types used in ICC profiles, like ParametricCurve. They're discussed here because of the important role they play in color management in general, and their outsized contribution to our understanding, rightly or wrongly, as to how color management and color conversion work.

When it comes to displays, ICC profiles can be best understood as defining a device-specific color space as a transformation of a common absolute color space, called the Profile Connection Space. The PCS is further defined as CIEXYZ, with chromatic adaptation applied so as to shift the white point chromaticity to the D50 standard illuminant. The specified default CAT is the linear Bradford model.

(Note: PCS is part of the ICC spec. There isn't anything inherently advantageous about shifting the white point of the CIEXYZ space. If you aren't actually dealing with converting colors between ICC profiles, specifically, then there's generally no need to apply a CAT manually.)

Let's take the sRGB profile as an illustrative example. It's an RGB space, of course, so its color model is additive: "white" is just what you get when you add the full intensities of each primary. The three primaries as defined by the sRGB standard are:

red   = XYZ (0.4124, 0.2126, 0.0193)
green = XYZ (0.3576, 0.7152, 0.1192)
blue  = XYZ (0.1805, 0.0722, 0.9504)

Add them up and you get:

white = XYZ (0.9505, 1.0000, 1.0889)

This is Standard Illuminant D65, and this is what's meant when it is said that sRGB has a "reference white point" of D65—it's just all the primaries summed together. Adopting a new white point means shifting the primaries so that they sum to a different "white". In the case of ICC profiles, that's Standard Illuminant D50:

d50   = XYZ (0.9642, 1.0000, 0.8251)

The spec says that we should apply the linear Bradford chromatic adaptation transformation (CAT) to each of the primaries to determine their PCSXYZ values as saved in the profile.

"Linear" in this case means that it effects a linear transformation of the coordinate space via a 3x3 linear transformation matrix. In a linear transformation, you can rotate, scale, and skew the space, but you can't translate it or warp the perspective (parallel lines remain parallel.) Note that transformation matrices used in graphics are usually of 1 higher dimension than the graphics themselves, because these allow additional transformations to be mediated by the extra dimension. In this case, we have 3x3 matrices in 3 dimensional space, so they're more constrained.

What the Bradford model entails is the following:

  1. A linear transformation into LMS cone response space. This is simply a matrix defined exactly by @CIECAM97s@ and also by the ICC spec. We need transformed values for the color itself, the origin white point, and the destination white point.

  2. The LMS values for the color are each rescaled by the corresponding values for the new white point divided by the value for the old WP.

  3. The LMS values are transformed back into XYZ with the inverse of the matrix from step 1.

We'll go through this for just one of the primaries, in pseudo-code:

red    = bradford * XYZ (0.4124, 0.2126, 0.0193) = LMS (0.4227, 0.0556, 0.0214)
d65    = bradford * XYZ (0.9505, 1.0000, 1.0889) = LMS (0.9414, 1.0404, 1.0896)
d50    = bradford * XYZ (0.9642, 1.0000, 0.8251) = LMS (0.9963, 1.0204, 0.8185)

l'     = (0.9963 / 0.9414) * 0.4227 = 0.4474
m'     = (1.0204 / 1.0404) * 0.0556 = 0.0545
s'     = (0.8185 / 1.0896) * 0.0214 = 0.0161

red'   = LMS (0.4474, 0.0545, 0.0161)

newRed = (inverse bradford) * red'
       = XYZ (0.4361, 0.2225, 0.0140)

Indeed, if we pull up the sRGB profile (with Mac OS's ColorSync Utility for instance) we can see that the encoded PCSXYZ values are (as shown):

rXYZ   = XYZ (0.436, 0.222, 0.014)

As all the transformations involved are linear (even the scaling can be made into a 3x3 matrix) they can be multiplied together to obtain a single matrix that will chromatically shift any color from D65 to D50. If ever it should be needed, version 4 of the standard specifies that the CAT matrix be stored in the chad tag, which can be inverted and used to obtain the original primaries. In principle, the primaries could be left unmodified and the CAT could be applied to each transformed color, instead. However, because all the parts of the conversion other than gamma correction are linear transformations there's no benefit, and the original values can be recovered in any case—storing the adapted primaries is basically just skipping ahead to the matrix that would be created and cached if the primaries were stored unmodified.

All that said, from the point of view of the display itself nothing actually changes. That is to say that if our display were a perfect sRGB reference monitor, RGB (1, 1, 1) in the sRGB space would still be full intensity in each of the primaries, resulting in a D65 white. The profile is just a mapping from a mathematical abstraction to the actual, physical color-producing subpixels in our display, which still light up at their normal intensities.

Wait... wait wait wait wait wait.


Doesn't that mean that, if we had a second monitor that had primaries that were the same as the adapted sRGB primaries, with a D50 white point, then both of our monitors would have the same ICC profile? Just our second one wouldn't need a chromatic adaptation tag, which isn't even used, anyway?

Yes, that's correct.

And if we displayed RGB (1, 1, 1) in the sRGB space on our second monitor, it would be a D50 white?

Yes, that's correct.

And if we put the two monitors next to each other and displayed the same shade of blue in the sRGB space on each monitor, they would not appear to be the same shade of blue? Even perfectly calibrated?

Yes, that's correct.

But... but... isn't that supposed to be the whole damn point?! AAHHH!

Now we see the violence inherent in the system. The key to enlightenment is this: "chromatic adaptation" is not what we were doing when we multiplied matrices together and shifted the white point. The ICC specification uses terms like "chromatically adapted values" to refer to the results of applying the CAT, but that is a shorthand. Chromatic adaptation is what the visual cortex does when it preserves the relative appearance of colors ("color constancy") despite differences in the chromaticity of the illumination.

Again: "There is no 100% perfect or appropriate model or formulae for converting or adjusting colors that can be applied in all cases." The role of the color management profile in the real world is not to ensure that different displays output the same spectral power distribution for a given color. A single color displayed full-screen and compared side-to-side is a totally artificial and naïve scenario. In almost any realistic use-case, where color accuracy is of concern, there will be color cues that the visual cortex will pick up on and use to chromatically adapt to the display's white point. In fact, the spec explicitly says that the "the viewer is assumed to completely adapt to the white point" for the purposes of display profiles.

Basically, our brains do a lot of the heavy lifting, here, but that means we're relying on our brain not getting too tripped up by, for instance, two displays side-by-side with the same gamut in PCSXYZ space but different white points. The fact that the ICC spec mandates the CAT adjustment is a kind of bookkeeping, valuable when moving colors along a chain of color management profiles but not so much for the general concept of converting colors between spaces.

Actually, the white point of the ambient light is also a potential hangup for our brains. It's possible to meter the ambient light and adjust the white point of a display so that the visual cortex is perfectly chromatically adapted to both the display and environment: this is what Apple's TrueTone feature does, for example. That is, however, outside of the scope of the ICC standard. FWIW, this necessarily works by restricting the range of two of the primaries, so the effective gamut of the display is reduced accordingly.

Alright, alright, just give it to me short and sweet already

If you're working with colors for general consumer-quality displays, specify input and output colors in the sRGB color space, and convert to CIELUV using a D65 white point for perceptual adjustments, and then convert right back to sRGB. You do not need to apply a chromatic adaptation transformation to the CIEXYZ values in either direction.

That's it?

That's it.


This project began by hacking on the prizm library. For a number of reasons, I decided it would be advantageous to have a more general and simplified library for moving colors between spaces, and without the higher-level concerns like dealing with encoding formats or mixing colors.


This is my first Haskell library. If anything jumps out at you as particularly sub-optimal, either in terms of style, performance, or design, I'd appreciate it if you dropped me a note.