# 3D Color Cube

The 3D Color Cube visualises the colour distribution of the signal in a three-dimensional space. Each pixel is plotted as a point in the selected colour model, revealing clusters, gaps, and colour casts that are hard to spot in 2D scopes.

<figure><img src="https://565437294-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MFqn5MuayPgQPMZ9pwf%2Fuploads%2Fgit-blob-747fc7d0707b19388eead49b630b449934e3f5e9%2F2026-02_colorcube-cube.jpg?alt=media" alt=""><figcaption><p>3D Color Cube in RGB mode</p></figcaption></figure>

## Color Models

| Model       | Description                                                                                                                                                                                                                                                                                                                              |
| ----------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **RGB**     | Red / Green / Blue axes forming a unit cube — the native colour space of the signal                                                                                                                                                                                                                                                      |
| **CIE XYZ** | CIE 1931 tristimulus colour space — `Y` is photometric luminance, `X` and `Z` are the other two matching-function outputs. Signal is converted from RGB to XYZ via the active colour space's matrix.                                                                                                                                     |
| **CIE Lab** | Perceptually-uniform `L*a*b*` space derived from XYZ and a reference white (usually D65). `L*` is perceptual lightness; `a*` and `b*` encode the two chromatic opponent axes (red/green, yellow/blue). Unlike RGB or XYZ, equal distances in Lab correspond roughly to equal perceptual differences — which is why ΔE is computed there. |
| **CHL**     | Chroma / Hue / Lightness cylindrical projection derived from Lab — same perceptual data, just in polar form                                                                                                                                                                                                                              |
| **HSV**     | Hue / Saturation / Value cylindrical projection of RGB — convenient for content editing but not perceptually uniform                                                                                                                                                                                                                     |

<figure><img src="https://565437294-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MFqn5MuayPgQPMZ9pwf%2Fuploads%2Fgit-blob-fc6f081c0f13a97fc5879c46fe226f812adddae8%2F2026-02_colorcube-chl.jpg?alt=media" alt=""><figcaption><p>CHL (Chroma / Hue / Luminance) projection</p></figcaption></figure>

<figure><img src="https://565437294-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MFqn5MuayPgQPMZ9pwf%2Fuploads%2Fgit-blob-39ba19a7c450e47a2f10d7f02dc036339fa36644%2F2026-02_colorcube-hsv.jpg?alt=media" alt=""><figcaption><p>HSV cylindrical projection</p></figcaption></figure>

## Navigation

| Input            | Action        |
| ---------------- | ------------- |
| **Click + drag** | Rotate        |
| **Shift + drag** | Pan           |
| **Mouse wheel**  | Zoom in / out |
| **Double-click** | Reset view    |

## Settings

| Setting                | Description                                                 |
| ---------------------- | ----------------------------------------------------------- |
| **X / Y / Z Rotation** | Per-axis rotation controls for precise orientation          |
| **Point Size**         | Size of individual sample points                            |
| **Brightness**         | Overall trace brightness                                    |
| **Downsample**         | Reduce sample count for better performance on dense signals |

## Related

* [HectorScope (3D Waveform)](https://docs.timeinpixels.com/nobe-omniscope/scopes/hectorscope)
* [Vectorscope](https://docs.timeinpixels.com/nobe-omniscope/scopes/vectorscope)
* [Waveform](https://docs.timeinpixels.com/nobe-omniscope/scopes/waveform)
