444
votes

I'm looking for some kind of formula or algorithm to determine the brightness of a color given the RGB values. I know it can't be as simple as adding the RGB values together and having higher sums be brighter, but I'm kind of at a loss as to where to start.

20
Perceived brightness is what I think I'm looking for, thank you.robmerica
There is a good article (Manipulating colors in .NET - Part 1) about color spaces and conversations between them including both theory and the code (C#). For the answer look at Conversion between models topic in the article.underscore
I have been a member for lots of years, and I have never done this before. May I suggest that you review the answers and re-think which one to accept?Jive Dadson

20 Answers

522
votes

The method could vary depending on your needs. Here are 3 ways to calculate Luminance:

  • Luminance (standard for certain colour spaces): (0.2126*R + 0.7152*G + 0.0722*B) source img

  • Luminance (perceived option 1): (0.299*R + 0.587*G + 0.114*B) source img

  • Luminance (perceived option 2, slower to calculate): sqrt( 0.241*R^2 + 0.691*G^2 + 0.068*B^2 )sqrt( 0.299*R^2 + 0.587*G^2 + 0.114*B^2 ) (thanks to @MatthewHerbst) source img

[Edit: added examples using named css colors sorted with each method.]

327
votes

I think what you are looking for is the RGB -> Luma conversion formula.

Photometric/digital ITU BT.709:

Y = 0.2126 R + 0.7152 G + 0.0722 B

Digital ITU BT.601 (gives more weight to the R and B components):

Y = 0.299 R + 0.587 G + 0.114 B

If you are willing to trade accuracy for perfomance, there are two approximation formulas for this one:

Y = 0.33 R + 0.5 G + 0.16 B

Y = 0.375 R + 0.5 G + 0.125 B

These can be calculated quickly as

Y = (R+R+B+G+G+G)/6

Y = (R+R+R+B+G+G+G+G)>>3
114
votes

I have made comparison of the three algorithms in the accepted answer. I generated colors in cycle where only about every 400th color was used. Each color is represented by 2x2 pixels, colors are sorted from darkest to lightest (left to right, top to bottom).

1st picture - Luminance (relative)

0.2126 * R + 0.7152 * G + 0.0722 * B

2nd picture - http://www.w3.org/TR/AERT#color-contrast

0.299 * R + 0.587 * G + 0.114 * B

3rd picture - HSP Color Model

sqrt(0.299 * R^2 + 0.587 * G^2 + 0.114 * B^2)

4th picture - WCAG 2.0 SC 1.4.3 relative luminance and contrast ratio formula (see @Synchro's answer here)

Pattern can be sometimes spotted on 1st and 2nd picture depending on the number of colors in one row. I never spotted any pattern on picture from 3rd or 4th algorithm.

If i had to choose i would go with algorithm number 3 since its much easier to implement and its about 33% faster than the 4th.

Perceived brightness algorithm comparison

99
votes

The "Accepted" Answer is Incorrect and Incomplete

The only answers that are accurate are the @jive-dadson and @EddingtonsMonkey answers, and in support @nils-pipenbrinck. The other answers (including the accepted) are linking to or citing sources that are either wrong, irrelevant, obsolete, or broken.

Briefly:

  • sRGB must be LINEARIZED before applying the coefficients.
  • Luminance (L or Y) is linear as is light.
  • Perceived lightness (L*) is nonlinear as is human perception.
  • HSV and HSL are not even remotely accurate in terms of perception.
  • The IEC standard for sRGB specifies a threshold of 0.04045 it is NOT 0.03928 (that was from an obsolete early draft).
  • The be useful (i.e. relative to perception), Euclidian distances require a perceptually uniform Cartesian vector space such as CIELAB. sRGB is not one.

What follows is a correct and complete answer:

Because this thread appears highly in search engines, I am adding this answer to clarify the various misconceptions on the subject.

Luminance is a linear measure of light, spectrally weighted for normal vision but not adjusted for the non-linear perception of lightness. It can be a relative measure, Y as in CIEXYZ, or as L, an absolute measure in cd/m2(not to be confused with L*).

Perceived lightness is used by some vision models such as CIELAB, here L* (Lstar) is a value of perceptual lightness, and is non-linear to approximate the human vision non-linear response curve.

Brightness is a perceptual attribute, it does not have a "physical" measure. However some color appearance models do have a value, usualy denoted as "Q" for perceived brightness, which is different than perceived lightness.

Luma ( prime) is a gamma encoded, weighted signal used in some video encodings (Y´I´Q´). It is not to be confused with linear luminance.

Gamma or transfer curve (TRC) is a curve that is often similar to the perceptual curve, and is commonly applied to image data for storage or broadcast to reduce perceived noise and/or improve data utilization (and related reasons).

To determine perceived lightness, first convert gamma encoded R´G´B´ image values to linear luminance (L or Y ) and then to non-linear perceived lightness (L*)


TO FIND LUMINANCE:

...Because apparently it was lost somewhere...

Step One:

Convert all sRGB 8 bit integer values to decimal 0.0-1.0

  vR = sR / 255;
  vG = sG / 255;
  vB = sB / 255;

Step Two:

Convert a gamma encoded RGB to a linear value. sRGB (computer standard) for instance requires a power curve of approximately V^2.2, though the "accurate" transform is:

sRGB to Linear

Where V´ is the gamma-encoded R, G, or B channel of sRGB.
Pseudocode:

function sRGBtoLin(colorChannel) {
        // Send this function a decimal sRGB gamma encoded color value
        // between 0.0 and 1.0, and it returns a linearized value.

    if ( colorChannel <= 0.04045 ) {
            return colorChannel / 12.92;
        } else {
            return pow((( colorChannel + 0.055)/1.055),2.4));
        }
    }

Step Three:

To find Luminance (Y) apply the standard coefficients for sRGB:

Apply coefficients Y = R * 0.2126 + G * 0.7152 + B *  0.0722

Pseudocode using above functions:

Y = (0.2126 * sRGBtoLin(vR) + 0.7152 * sRGBtoLin(vG) + 0.0722 * sRGBtoLin(vB))

TO FIND PERCEIVED LIGHTNESS:

Step Four:

Take luminance Y from above, and transform to L*

L* from Y equation
Pseudocode:

function YtoLstar(Y) {
        // Send this function a luminance value between 0.0 and 1.0,
        // and it returns L* which is "perceptual lightness"

    if ( Y <= (216/24389) {       // The CIE standard states 0.008856 but 216/24389 is the intent for 0.008856451679036
            return Y * (24389/27);  // The CIE standard states 903.3, but 24389/27 is the intent, making 903.296296296296296
        } else {
            return pow(Y,(1/3)) * 116 - 16;
        }
    }

L* is a value from 0 (black) to 100 (white) where 50 is the perceptual "middle grey". L* = 50 is the equivalent of Y = 18.4, or in other words an 18% grey card, representing the middle of a photographic exposure (Ansel Adams zone V).

References:

IEC 61966-2-1:1999 Standard
Wikipedia sRGB
Wikipedia CIELAB
Wikipedia CIEXYZ
Charles Poynton's Gamma FAQ

62
votes

Below is the only CORRECT algorithm for converting sRGB images, as used in browsers etc., to grayscale.

It is necessary to apply an inverse of the gamma function for the color space before calculating the inner product. Then you apply the gamma function to the reduced value. Failure to incorporate the gamma function can result in errors of up to 20%.

For typical computer stuff, the color space is sRGB. The right numbers for sRGB are approx. 0.21, 0.72, 0.07. Gamma for sRGB is a composite function that approximates exponentiation by 1/(2.2). Here is the whole thing in C++.

// sRGB luminance(Y) values
const double rY = 0.212655;
const double gY = 0.715158;
const double bY = 0.072187;

// Inverse of sRGB "gamma" function. (approx 2.2)
double inv_gam_sRGB(int ic) {
    double c = ic/255.0;
    if ( c <= 0.04045 )
        return c/12.92;
    else 
        return pow(((c+0.055)/(1.055)),2.4);
}

// sRGB "gamma" function (approx 2.2)
int gam_sRGB(double v) {
    if(v<=0.0031308)
      v *= 12.92;
    else 
      v = 1.055*pow(v,1.0/2.4)-0.055;
    return int(v*255+0.5); // This is correct in C++. Other languages may not
                           // require +0.5
}

// GRAY VALUE ("brightness")
int gray(int r, int g, int b) {
    return gam_sRGB(
            rY*inv_gam_sRGB(r) +
            gY*inv_gam_sRGB(g) +
            bY*inv_gam_sRGB(b)
    );
}
13
votes

Rather than getting lost amongst the random selection of formulae mentioned here, I suggest you go for the formula recommended by W3C standards.

Here's a straightforward but exact PHP implementation of the WCAG 2.0 SC 1.4.3 relative luminance and contrast ratio formulae. It produces values that are appropriate for evaluating the ratios required for WCAG compliance, as on this page, and as such is suitable and appropriate for any web app. This is trivial to port to other languages.

/**
 * Calculate relative luminance in sRGB colour space for use in WCAG 2.0 compliance
 * @link http://www.w3.org/TR/WCAG20/#relativeluminancedef
 * @param string $col A 3 or 6-digit hex colour string
 * @return float
 * @author Marcus Bointon <[email protected]>
 */
function relativeluminance($col) {
    //Remove any leading #
    $col = trim($col, '#');
    //Convert 3-digit to 6-digit
    if (strlen($col) == 3) {
        $col = $col[0] . $col[0] . $col[1] . $col[1] . $col[2] . $col[2];
    }
    //Convert hex to 0-1 scale
    $components = array(
        'r' => hexdec(substr($col, 0, 2)) / 255,
        'g' => hexdec(substr($col, 2, 2)) / 255,
        'b' => hexdec(substr($col, 4, 2)) / 255
    );
    //Correct for sRGB
    foreach($components as $c => $v) {
        if ($v <= 0.04045) {
            $components[$c] = $v / 12.92;
        } else {
            $components[$c] = pow((($v + 0.055) / 1.055), 2.4);
        }
    }
    //Calculate relative luminance using ITU-R BT. 709 coefficients
    return ($components['r'] * 0.2126) + ($components['g'] * 0.7152) + ($components['b'] * 0.0722);
}

/**
 * Calculate contrast ratio acording to WCAG 2.0 formula
 * Will return a value between 1 (no contrast) and 21 (max contrast)
 * @link http://www.w3.org/TR/WCAG20/#contrast-ratiodef
 * @param string $c1 A 3 or 6-digit hex colour string
 * @param string $c2 A 3 or 6-digit hex colour string
 * @return float
 * @author Marcus Bointon <[email protected]>
 */
function contrastratio($c1, $c2) {
    $y1 = relativeluminance($c1);
    $y2 = relativeluminance($c2);
    //Arrange so $y1 is lightest
    if ($y1 < $y2) {
        $y3 = $y1;
        $y1 = $y2;
        $y2 = $y3;
    }
    return ($y1 + 0.05) / ($y2 + 0.05);
}
11
votes

I found this code (written in C#) that does an excellent job of calculating the "brightness" of a color. In this scenario, the code is trying to determine whether to put white or black text over the color.

10
votes

To add what all the others said:

All these equations work kinda well in practice, but if you need to be very precise you have to first convert the color to linear color space (apply inverse image-gamma), do the weight average of the primary colors and - if you want to display the color - take the luminance back into the monitor gamma.

The luminance difference between ingnoring gamma and doing proper gamma is up to 20% in the dark grays.

8
votes

Interestingly, this formulation for RGB=>HSV just uses v=MAX3(r,g,b). In other words, you can use the maximum of (r,g,b) as the V in HSV.

I checked and on page 575 of Hearn & Baker this is how they compute "Value" as well.

From Hearn&Baker pg 319

5
votes

I was solving a similar task today in javascript. I've settled on this getPerceivedLightness(rgb) function for a HEX RGB color. It deals with Helmholtz-Kohlrausch effect via Fairchild and Perrotta formula for luminance correction.

/**
 * Converts RGB color to CIE 1931 XYZ color space.
 * https://www.image-engineering.de/library/technotes/958-how-to-convert-between-srgb-and-ciexyz
 * @param  {string} hex
 * @return {number[]}
 */
export function rgbToXyz(hex) {
    const [r, g, b] = hexToRgb(hex).map(_ => _ / 255).map(sRGBtoLinearRGB)
    const X =  0.4124 * r + 0.3576 * g + 0.1805 * b
    const Y =  0.2126 * r + 0.7152 * g + 0.0722 * b
    const Z =  0.0193 * r + 0.1192 * g + 0.9505 * b
    // For some reason, X, Y and Z are multiplied by 100.
    return [X, Y, Z].map(_ => _ * 100)
}

/**
 * Undoes gamma-correction from an RGB-encoded color.
 * https://en.wikipedia.org/wiki/SRGB#Specification_of_the_transformation
 * https://stackguides.com/questions/596216/formula-to-determine-brightness-of-rgb-color
 * @param  {number}
 * @return {number}
 */
function sRGBtoLinearRGB(color) {
    // Send this function a decimal sRGB gamma encoded color value
    // between 0.0 and 1.0, and it returns a linearized value.
    if (color <= 0.04045) {
        return color / 12.92
    } else {
        return Math.pow((color + 0.055) / 1.055, 2.4)
    }
}

/**
 * Converts hex color to RGB.
 * https://stackguides.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
 * @param  {string} hex
 * @return {number[]} [rgb]
 */
function hexToRgb(hex) {
    const match = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
    if (match) {
        match.shift()
        return match.map(_ => parseInt(_, 16))
    }
}

/**
 * Converts CIE 1931 XYZ colors to CIE L*a*b*.
 * The conversion formula comes from <http://www.easyrgb.com/en/math.php>.
 * https://github.com/cangoektas/xyz-to-lab/blob/master/src/index.js
 * @param   {number[]} color The CIE 1931 XYZ color to convert which refers to
 *                           the D65/2° standard illuminant.
 * @returns {number[]}       The color in the CIE L*a*b* color space.
 */
// X, Y, Z of a "D65" light source.
// "D65" is a standard 6500K Daylight light source.
// https://en.wikipedia.org/wiki/Illuminant_D65
const D65 = [95.047, 100, 108.883]
export function xyzToLab([x, y, z]) {
  [x, y, z] = [x, y, z].map((v, i) => {
    v = v / D65[i]
    return v > 0.008856 ? Math.pow(v, 1 / 3) : v * 7.787 + 16 / 116
  })
  const l = 116 * y - 16
  const a = 500 * (x - y)
  const b = 200 * (y - z)
  return [l, a, b]
}

/**
 * Converts Lab color space to Luminance-Chroma-Hue color space.
 * http://www.brucelindbloom.com/index.html?Eqn_Lab_to_LCH.html
 * @param  {number[]}
 * @return {number[]}
 */
export function labToLch([l, a, b]) {
    const c = Math.sqrt(a * a + b * b)
    const h = abToHue(a, b)
    return [l, c, h]
}

/**
 * Converts a and b of Lab color space to Hue of LCH color space.
 * https://stackguides.com/questions/53733379/conversion-of-cielab-to-cielchab-not-yielding-correct-result
 * @param  {number} a
 * @param  {number} b
 * @return {number}
 */
function abToHue(a, b) {
    if (a >= 0 && b === 0) {
        return 0
    }
    if (a < 0 && b === 0) {
        return 180
    }
    if (a === 0 && b > 0) {
        return 90
    }
    if (a === 0 && b < 0) {
        return 270
    }
    let xBias
    if (a > 0 && b > 0) {
        xBias = 0
    } else if (a < 0) {
        xBias = 180
    } else if (a > 0 && b < 0) {
        xBias = 360
    }
    return radiansToDegrees(Math.atan(b / a)) + xBias
}

function radiansToDegrees(radians) {
    return radians * (180 / Math.PI)
}

function degreesToRadians(degrees) {
    return degrees * Math.PI / 180
}

/**
 * Saturated colors appear brighter to human eye.
 * That's called Helmholtz-Kohlrausch effect.
 * Fairchild and Pirrotta came up with a formula to
 * calculate a correction for that effect.
 * "Color Quality of Semiconductor and Conventional Light Sources":
 * https://books.google.ru/books?id=ptDJDQAAQBAJ&pg=PA45&lpg=PA45&dq=fairchild+pirrotta+correction&source=bl&ots=7gXR2MGJs7&sig=ACfU3U3uIHo0ZUdZB_Cz9F9NldKzBix0oQ&hl=ru&sa=X&ved=2ahUKEwi47LGivOvmAhUHEpoKHU_ICkIQ6AEwAXoECAkQAQ#v=onepage&q=fairchild%20pirrotta%20correction&f=false
 * @return {number}
 */
function getLightnessUsingFairchildPirrottaCorrection([l, c, h]) {
    const l_ = 2.5 - 0.025 * l
    const g = 0.116 * Math.abs(Math.sin(degreesToRadians((h - 90) / 2))) + 0.085
    return l + l_ * g * c
}

export function getPerceivedLightness(hex) {
    return getLightnessUsingFairchildPirrottaCorrection(labToLch(xyzToLab(rgbToXyz(hex))))
}
2
votes

Here's a bit of C code that should properly calculate perceived luminance.

// reverses the rgb gamma
#define inverseGamma(t) (((t) <= 0.0404482362771076) ? ((t)/12.92) : pow(((t) + 0.055)/1.055, 2.4))

//CIE L*a*b* f function (used to convert XYZ to L*a*b*)  http://en.wikipedia.org/wiki/Lab_color_space
#define LABF(t) ((t >= 8.85645167903563082e-3) ? powf(t,0.333333333333333) : (841.0/108.0)*(t) + (4.0/29.0))


float
rgbToCIEL(PIXEL p)
{
   float y;
   float r=p.r/255.0;
   float g=p.g/255.0;
   float b=p.b/255.0;

   r=inverseGamma(r);
   g=inverseGamma(g);
   b=inverseGamma(b);

   //Observer = 2°, Illuminant = D65 
   y = 0.2125862307855955516*r + 0.7151703037034108499*g + 0.07220049864333622685*b;

   // At this point we've done RGBtoXYZ now do XYZ to Lab

   // y /= WHITEPOINT_Y; The white point for y in D65 is 1.0

    y = LABF(y);

   /* This is the "normal conversion which produces values scaled to 100
    Lab.L = 116.0*y - 16.0;
   */
   return(1.16*y - 0.16); // return values for 0.0 >=L <=1.0
}
1
votes

The HSV colorspace should do the trick, see the wikipedia article depending on the language you're working in you may get a library conversion .

H is hue which is a numerical value for the color (i.e. red, green...)

S is the saturation of the color, i.e. how 'intense' it is

V is the 'brightness' of the color.

1
votes

RGB Luminance value = 0.3 R + 0.59 G + 0.11 B

http://www.scantips.com/lumin.html

If you're looking for how close to white the color is you can use Euclidean Distance from (255, 255, 255)

I think RGB color space is perceptively non-uniform with respect to the L2 euclidian distance. Uniform spaces include CIE LAB and LUV.

1
votes

The inverse-gamma formula by Jive Dadson needs to have the half-adjust removed when implemented in Javascript, i.e. the return from function gam_sRGB needs to be return int(v*255); not return int(v*255+.5); Half-adjust rounds up, and this can cause a value one too high on a R=G=B i.e. grey colour triad. Greyscale conversion on a R=G=B triad should produce a value equal to R; it's one proof that the formula is valid. See Nine Shades of Greyscale for the formula in action (without the half-adjust).

1
votes

I wonder how those rgb coefficients were determined. I did an experiment myself and I ended up with the following:

Y = 0.267 R + 0.642 G + 0.091 B

Close but but obviously different than the long established ITU coefficients. I wonder if those coefficients could be different for each and every observer, because we all may have a different amount of cones and rods on the retina in our eyes, and especially the ratio between the different types of cones may differ.

For reference:

ITU BT.709:

Y = 0.2126 R + 0.7152 G + 0.0722 B

ITU BT.601:

Y = 0.299 R + 0.587 G + 0.114 B

I did the test by quickly moving a small gray bar on a bright red, bright green and bright blue background, and adjusting the gray until it blended in just as much as possible. I also repeated that test with other shades. I repeated the test on different displays, even one with a fixed gamma factor of 3.0, but it all looks the same to me. More over, the ITU coefficients literally are wrong for my eyes.

And yes, I presumably have a normal color vision.

0
votes

The 'V' of HSV is probably what you're looking for. MATLAB has an rgb2hsv function and the previously cited wikipedia article is full of pseudocode. If an RGB2HSV conversion is not feasible, a less accurate model would be the grayscale version of the image.

0
votes

This link explains everything in depth, including why those multiplier constants exist before the R, G and B values.

Edit: It has an explanation to one of the answers here too (0.299*R + 0.587*G + 0.114*B)

0
votes

To determine the brightness of a color with R, I convert the RGB system color in HSV system color.

In my script, I use the HEX system code before for other reason, but you can start also with RGB system code with rgb2hsv {grDevices}. The documentation is here.

Here is this part of my code:

 sample <- c("#010101", "#303030", "#A6A4A4", "#020202", "#010100")
 hsvc <-rgb2hsv(col2rgb(sample)) # convert HEX to HSV
 value <- as.data.frame(hsvc) # create data.frame
 value <- value[3,] # extract the information of brightness
 order(value) # ordrer the color by brightness
-1
votes

For clarity, the formulas that use a square root need to be

sqrt(coefficient * (colour_value^2))

not

sqrt((coefficient * colour_value))^2

The proof of this lies in the conversion of a R=G=B triad to greyscale R. That will only be true if you square the colour value, not the colour value times coefficient. See Nine Shades of Greyscale

-2
votes

Please define brightness. If you're looking for how close to white the color is you can use Euclidean Distance from (255, 255, 255)