Yaron Tadmor wrote:
> For some reason I assumed the PCS's are general enough to do all
> blending properly, but that could be due to some conceptual
> misunderstanding of color spaces, profile and/or blending.

Blending is what you define it to be. The closest thing to
a "natural" blend is to emulate light interactions, which
means doing computation in a linear light space. Many
systems don't bother with this, and use blending on
gamma encoded space (ie. typical device dependent RGB),
and end up with a different result to a natural blend.

Blending in L*a*b* space or CMYK will give you quite
different results again. L*a*b* is an approximately perceptual
space, so it is far from linear light, and in fact is
different from device spaces in that a* and b* encode
hue and saturation independently to luminance. CMYK
will give you odd results with some combinations, because
it has a redundant dimension, meaning that for any
particular color there are many possible CMYK
combinations could encode that color, each one
having a different K value. You could in CMYK
space blend two CMYK values that represent the same
color, and end up with a different color - the
locus of CMYK value for a single color is not
necessarily a straight line !

If you wanted to duplicate the effects of blending
in some particular space (ie., and RGB space, or
some other linear light space), the only way to do
this is to color convert your CMYK etc. to the blending
space, blend, and then convert back again (assuming you
needed to return to the original space). It is possible
to do this type of thing in OpenGL using texture mapping
lookups to do the color conversion interpolation, but
this obviously involves a number of steps.

Graeme Gill.

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