Comments by "EebstertheGreat" (@EebstertheGreat) on "These Are Not Pixels: Revisited" video.

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  3.  @rfvtgbzhn  "you would have to just find 3 curves that can when put together can produce the same effect as every natural color" For the third time, no such "curves" exist. I don't know why you keep insisting that they do. I am interested in how you think a spectral color could be reproduced by mixing two or three low-saturation "curves." You have to realize that every color is a point in a color space, not a curve. If it's a spectral color (i.e. monochromatic) it will lie on the spectrum, i.e. that upper rounded side of the horseshoe in the hue-sat plane of the chromaticity diagram. Otherwise, it will lie in the interior. You can't subtract light, so if one of my subpixels is giving me a mixture of red and green, I can't subtract that red out later to get a nice saturated green. No matter what I mix that yellow light with, I can't make green. The only way to get pure green is to shine a pure spectral green light. If you want a more mathematical approach, collapse LMS space into two dimensions by equating colors with different brightnesses but the same hues and luminosities. You can do this by first drawing surfaces of constant luminosity in the LMS space, then equating a point on a given surface with the entire ray passing through it from the origin. This is sort of how you get the color spaces you see (albeit not quite). Now when you mix two colors, you are adding two points in LMS space, getting a third point which is brighter than either of the two, but if you project it back down to the same surface (i.e. reduce its brightness to match the brightness of the original colors, without changing its hue or saturation at all), it will lie on a line segment connecting those two colors. This comes directly from the parallelogram rule for adding vectors. Thus, if you have three primary colors, mixing them can only produce colors inside the triangle those primaries define. This is why they were once specified using trilateral coordinates (aka barycentric coordinates). And if you have n primary colors, mixing them can only produce colors inside the n-gon they define. Since the actual observable color space does not have straight edges (except the line of purples, which have luminosity zero anyway), the whole thing cannot be contained in an n-gon all of whose vertices are themselves contained within the color space. It's like trying to fill a circle with an inscribed polygon--you'll always miss some of the circle. The portion of the space which is inside the n-gon is your gamut. Alternatively, you could use a triangle or other polygon bigger than the color space. This could easily contain the whole thing, but the vertices (or at least one vertex) must lie outside the color space itself and therefore be an imaginary color. For instance, an imaginary hypergreen color that only stimulates the M cone could allow us to reproduce all visible colors (and many invisible colors). If you want a discussion on primary colors, check out this page: handprint.com/HP/WCL/color6.html.
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  4.  @rfvtgbzhn  The bit depth is not the issue. You can't reproduce the "color" of a cone cell, because cone cells don't have "colors." You are making the mistake of believing that each cone cell is somehow responsible for detecting a single frequency of light. The problem is that three primary colors cannot reproduce the entire visible spectrum, something that has been known for over a century. Suppose I want to have a fully saturated yellow on screen. How can I do that? Ideally, I would have a yellow subpixel, and that would be that. But I only have red, green, and blue. So I have to light up the red and green subpixels. The red light is mostly received by long cone cells in my eye and also slightly by the medium cones. But the green light is received by all three cones! Whereas monochromatic yellow light will not really be absorbed by the pigments in the short cones at all. So these are different colors and can be distinguished by eye. And the same problem will occur whether I have a bit depth of 3 bpp or 300. The only way to improve the gamut of a screen is to increase the spectral purity of the primaries or to increase the number of primaries. Some LEDs already have pretty spectrally pure light, but a majority (at least for consumers) still have only three primary colors, which means the gamut is limited. Some screens have as many as six primaries, but perfect color reproduction would require infinitely many primaries. Look at the horseshoe shape of a chromaticity diagram and tell me how you are going to fill it all with a triangle. (e.g. en.wikipedia.org/wiki/Gamut)
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