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// This function written in Pascal is not affiliated with the CIE (International Commission on Illumination), // and is released into the public domain. It is provided "as is" without any warranty, express or implied. uses Math; // The classic CIE ΔE2000 implementation, which operates on two L*a*b* colors, and returns their difference. // "l" ranges from 0 to 100, while "a" and "b" are unbounded and commonly clamped to the range of -128 to 127. function ciede_2000(l_1, a_1, b_1, l_2, a_2, b_2: Double): Double; var k_l, k_c, k_h, n, c_1, c_2, h_1, h_2, h_m, h_d, p, r_t, l, t, h, c: Double; begin // Working in Pascal with the CIEDE2000 color-difference formula. // k_l, k_c, k_h are parametric factors to be adjusted according to // different viewing parameters such as textures, backgrounds... k_l := 1.0; k_c := 1.0; k_h := 1.0; n := (sqrt(a_1 * a_1 + b_1 * b_1) + sqrt(a_2 * a_2 + b_2 * b_2)) * 0.5; n := n * n * n * n * n * n * n; // A factor involving chroma raised to the power of 7 designed to make // the influence of chroma on the total color difference more accurate. n := 1.0 + 0.5 * (1.0 - sqrt(n / (n + 6103515625.0))); // Application of the chroma correction factor. c_1 := sqrt(a_1 * a_1 * n * n + b_1 * b_1); c_2 := sqrt(a_2 * a_2 * n * n + b_2 * b_2); // atan2 is preferred over atan because it accurately computes the angle of // a point (x, y) in all quadrants, handling the signs of both coordinates. h_1 := arctan2(b_1, a_1 * n); h_2 := arctan2(b_2, a_2 * n); if h_1 < 0.0 then h_1 := h_1 + 2.0 * Pi; if h_2 < 0.0 then h_2 := h_2 + 2.0 * Pi; n := abs(h_2 - h_1); // Cross-implementation consistent rounding. if abs(Pi - n) < 1E-14 then n := Pi; // When the hue angles lie in different quadrants, the straightforward // average can produce a mean that incorrectly suggests a hue angle in // the wrong quadrant, the next lines handle this issue. h_m := (h_1 + h_2) * 0.5; h_d := (h_2 - h_1) * 0.5; if Pi < n then begin h_d := h_d + Pi; // 📜 Sharma’s formulation doesn’t use the next line, but the one after it, // and these two variants differ by ±0.0003 on the final color differences. h_m := h_m + Pi; // if h_m < Pi then h_m := h_m + Pi else h_m := h_m - Pi; end; p := 36.0 * h_m - 55.0 * Pi; n := (c_1 + c_2) * 0.5; n := n * n * n * n * n * n * n; // The hue rotation correction term is designed to account for the // non-linear behavior of hue differences in the blue region. r_t := -2.0 * sqrt(n / (n + 6103515625.0)) * sin(Pi / 3.0 * exp(p * p / (-25.0 * Pi * Pi))); n := (l_1 + l_2) * 0.5; n := (n - 50.0) * (n - 50.0); // Lightness. l := (l_2 - l_1) / (k_l * (1.0 + 0.015 * n / sqrt(20.0 + n))); // These coefficients adjust the impact of different harmonic // components on the hue difference calculation. t := 1.0 + 0.24 * sin(2.0 * h_m + Pi / 2.0) + 0.32 * sin(3.0 * h_m + 8.0 * Pi / 15.0) - 0.17 * sin(h_m + Pi / 3.0) - 0.20 * sin(4.0 * h_m + 3.0 * Pi / 20.0); n := c_1 + c_2; // Hue. h := 2.0 * sqrt(c_1 * c_2) * sin(h_d) / (k_h * (1.0 + 0.0075 * n * t)); // Chroma. c := (c_2 - c_1) / (k_c * (1.0 + 0.0225 * n)); // Returning the square root ensures that dE00 accurately reflects the // geometric distance in color space, which can range from 0 to around 185. Exit(sqrt(l * l + h * h + c * c + c * h * r_t)); end; // GitHub Project : https://github.com/michel-leonard/ciede2000-color-matching // Online Tests : https://michel-leonard.github.io/ciede2000-color-matching // L1 = 40.9 a1 = 22.7 b1 = 4.1 // L2 = 41.1 a2 = 28.1 b2 = -3.6 // CIE ΔE00 = 5.6213040434 (Bruce Lindbloom, Netflix’s VMAF, ...) // CIE ΔE00 = 5.6212902503 (Gaurav Sharma, OpenJDK, ...) // Deviation between implementations ≈ 1.4e-5 // See the source code comments for easy switching between these two widely used ΔE*00 implementation variants.