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CubeHelix to REC.2100-PQ Converter - Color Space Converter

CubeHelix color space introduction

Also known as the CubeHelix color space.There are 3 channels in total, Hue,commonly referred to as h,range from 0 to 360.Saturation,commonly referred to as s,range from 0 to 4.614.Lightness,commonly referred to as l,range from 0 to 1.
The CubeHelix color space was designed by Dave Green to create gradients that are visually uniform in both color and greyscale.
Known as the CubeHelix color space.
A color gradient is created by defining a starting hue and number of rotations while controlling changes in brightness and saturation to ensure visual consistency when converted to greyscale.
CubeHelix is particularly suited for scientific visualization, especially when images need to be converted to greyscale for printing or viewing by individuals with color vision deficiencies.
The advantage of CubeHelix lies in its ability to produce gradients that are continuous and uniform in both color and brightness, avoiding the jumps in brightness or color distortions often encountered in other color spaces.

REC.2100-PQ color space introduction

Also known as the REC.2100-PQ color space.There are 3 channels in total,Red,range from 0 to 1.Green,range from 0 to 1.Blue,range from 0 to 1.
Rec. 2100 PQ (Perceptual Quantizer) is one of the HDR standards developed under ITU-R BT.2100, designed to accurately represent a wide range of brightness levels from deep blacks to intense highlights, far exceeding what standard dynamic range (SDR) can offer.
Rec. 2100 PQ color space.
In the Rec. 2100 PQ color space, colors are represented through Red (R), Green (G), and Blue (B) channels, designed based on the human visual system to ensure that each increment in brightness is perceived uniformly.
Rec. 2100 PQ is primarily used in HDR video production and playback that require a wide range of brightness representation.
Rec. 2100 PQ is widely used in professional video production and high-end television playback due to its precision in representing HDR content and uniform perceptual brightness increments.

You might also want to convert CubeHelix color space to these formats: