Shift hue of an RGB Color
Solution 1:
The RGB color space describes a cube. It is possible to rotate this cube around the diagonal axis from (0,0,0) to (255,255,255) to effect a change of hue. Note that some of the results will lie outside of the 0 to 255 range and will need to be clipped.
I finally got a chance to code this algorithm. It's in Python but it should be easy to translate to the language of your choice. The formula for 3D rotation came from http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
Edit: If you saw the code I posted previously, please ignore it. I was so anxious to find a formula for the rotation that I converted a matrix-based solution into a formula, not realizing that the matrix was the best form all along. I've still simplified the calculation of the matrix using the constant sqrt(1/3) for axis unit vector values, but this is much closer in spirit to the reference and simpler in the per-pixel calculation apply
as well.
from math import sqrt,cos,sin,radians
def clamp(v):
if v < 0:
return 0
if v > 255:
return 255
return int(v + 0.5)
class RGBRotate(object):
def __init__(self):
self.matrix = [[1,0,0],[0,1,0],[0,0,1]]
def set_hue_rotation(self, degrees):
cosA = cos(radians(degrees))
sinA = sin(radians(degrees))
self.matrix[0][0] = cosA + (1.0 - cosA) / 3.0
self.matrix[0][1] = 1./3. * (1.0 - cosA) - sqrt(1./3.) * sinA
self.matrix[0][2] = 1./3. * (1.0 - cosA) + sqrt(1./3.) * sinA
self.matrix[1][0] = 1./3. * (1.0 - cosA) + sqrt(1./3.) * sinA
self.matrix[1][1] = cosA + 1./3.*(1.0 - cosA)
self.matrix[1][2] = 1./3. * (1.0 - cosA) - sqrt(1./3.) * sinA
self.matrix[2][0] = 1./3. * (1.0 - cosA) - sqrt(1./3.) * sinA
self.matrix[2][1] = 1./3. * (1.0 - cosA) + sqrt(1./3.) * sinA
self.matrix[2][2] = cosA + 1./3. * (1.0 - cosA)
def apply(self, r, g, b):
rx = r * self.matrix[0][0] + g * self.matrix[0][1] + b * self.matrix[0][2]
gx = r * self.matrix[1][0] + g * self.matrix[1][1] + b * self.matrix[1][2]
bx = r * self.matrix[2][0] + g * self.matrix[2][1] + b * self.matrix[2][2]
return clamp(rx), clamp(gx), clamp(bx)
Here are some results from the above:
You can find a different implementation of the same idea at http://www.graficaobscura.com/matrix/index.html
Solution 2:
Edit per comment changed "are all" to "can be linearly approximated by".
Edit 2 adding offsets.
Essentially, the steps you want are
RBG->HSV->Update hue->RGB
Since these can be approximated by linear matrix transforms (i.e. they are associative), you can perform it in a single step without any nasty conversion or loss of precision. You just multiple the transform matrices with each other, and use that to transform your colors.
There's a quick step by step here http://beesbuzz.biz/code/hsv_color_transforms.php
Here's the C++ code (With the saturation and value transforms removed):
Color TransformH(
const Color &in, // color to transform
float H
)
{
float U = cos(H*M_PI/180);
float W = sin(H*M_PI/180);
Color ret;
ret.r = (.299+.701*U+.168*W)*in.r
+ (.587-.587*U+.330*W)*in.g
+ (.114-.114*U-.497*W)*in.b;
ret.g = (.299-.299*U-.328*W)*in.r
+ (.587+.413*U+.035*W)*in.g
+ (.114-.114*U+.292*W)*in.b;
ret.b = (.299-.3*U+1.25*W)*in.r
+ (.587-.588*U-1.05*W)*in.g
+ (.114+.886*U-.203*W)*in.b;
return ret;
}
Solution 3:
I was disappointed by most answers I found here, some were flawed and basically flat-out wrong. I ended up spending 3+ hours trying to figure this out. The answer by Mark Ransom is correct, but I want to offer a complete C solution that's also verified with MATLAB. I have tested this thoroughly, and here is the C code:
#include <math.h>
typedef unsigned char BYTE; //define an "integer" that only stores 0-255 value
typedef struct _CRGB //Define a struct to store the 3 color values
{
BYTE r;
BYTE g;
BYTE b;
}CRGB;
BYTE clamp(float v) //define a function to bound and round the input float value to 0-255
{
if (v < 0)
return 0;
if (v > 255)
return 255;
return (BYTE)v;
}
CRGB TransformH(const CRGB &in, const float fHue)
{
CRGB out;
const float cosA = cos(fHue*3.14159265f/180); //convert degrees to radians
const float sinA = sin(fHue*3.14159265f/180); //convert degrees to radians
//calculate the rotation matrix, only depends on Hue
float matrix[3][3] = {{cosA + (1.0f - cosA) / 3.0f, 1.0f/3.0f * (1.0f - cosA) - sqrtf(1.0f/3.0f) * sinA, 1.0f/3.0f * (1.0f - cosA) + sqrtf(1.0f/3.0f) * sinA},
{1.0f/3.0f * (1.0f - cosA) + sqrtf(1.0f/3.0f) * sinA, cosA + 1.0f/3.0f*(1.0f - cosA), 1.0f/3.0f * (1.0f - cosA) - sqrtf(1.0f/3.0f) * sinA},
{1.0f/3.0f * (1.0f - cosA) - sqrtf(1.0f/3.0f) * sinA, 1.0f/3.0f * (1.0f - cosA) + sqrtf(1.0f/3.0f) * sinA, cosA + 1.0f/3.0f * (1.0f - cosA)}};
//Use the rotation matrix to convert the RGB directly
out.r = clamp(in.r*matrix[0][0] + in.g*matrix[0][1] + in.b*matrix[0][2]);
out.g = clamp(in.r*matrix[1][0] + in.g*matrix[1][1] + in.b*matrix[1][2]);
out.b = clamp(in.r*matrix[2][0] + in.g*matrix[2][1] + in.b*matrix[2][2]);
return out;
}
NOTE: The rotation matrix only depends on the Hue (fHue
), so once you've computed matrix[3][3]
, you can reuse it for every pixel in the image that is undergoing the same hue transformation! This will improve the efficiency drastically.
Here is a MATLAB code that verifies the results:
function out = TransformH(r,g,b,H)
cosA = cos(H * pi/180);
sinA = sin(H * pi/180);
matrix = [cosA + (1-cosA)/3, 1/3 * (1 - cosA) - sqrt(1/3) * sinA, 1/3 * (1 - cosA) + sqrt(1/3) * sinA;
1/3 * (1 - cosA) + sqrt(1/3) * sinA, cosA + 1/3*(1 - cosA), 1/3 * (1 - cosA) - sqrt(1/3) * sinA;
1/3 * (1 - cosA) - sqrt(1/3) * sinA, 1/3 * (1 - cosA) + sqrt(1/3) * sinA, cosA + 1/3 * (1 - cosA)];
in = [r, g, b]';
out = round(matrix*in);
end
Here is a sample input/output that was reproduceable by both codes:
TransformH(86,52,30,210)
ans =
36
43
88
So the input RGB of [86,52,30]
was converted to [36,43,88]
using a hue of 210
.
Solution 4:
Javascript implementation (based on Vladimir's PHP above)
const deg = Math.PI / 180;
function rotateRGBHue(r, g, b, hue) {
const cosA = Math.cos(hue * deg);
const sinA = Math.sin(hue * deg);
const neo = [
cosA + (1 - cosA) / 3,
(1 - cosA) / 3 - Math.sqrt(1 / 3) * sinA,
(1 - cosA) / 3 + Math.sqrt(1 / 3) * sinA,
];
const result = [
r * neo[0] + g * neo[1] + b * neo[2],
r * neo[2] + g * neo[0] + b * neo[1],
r * neo[1] + g * neo[2] + b * neo[0],
];
return result.map(x => uint8(x));
}
function uint8(value) {
return 0 > value ? 0 : (255 < value ? 255 : Math.round(value));
}