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Chroma-gated, differentiable OKLCH interpolation: Continuous Oklab fallback for color-cast reduction

Published 13 Jun 2026 in eess.IV, cs.CV, and cs.GR | (2606.15352v1)

Abstract: OKLCH -- the cylindrical (lightness, chroma, hue) form of Ottosson's Oklab color space -- is the interpolation space recommended by CSS Color 4 for gradients and color-mix(), and it is now broadly deployed. Its polar parameterization, however, casts color near the neutral axis in two ways: (1) an inter-hue detour between two chromatic endpoints that sweeps through an unintended hue (blue to yellow visibly passing through green), and (2) an off-line bow when one endpoint is achromatic. Existing remedies are uniformly two-valued -- a threshold switch that fires only at an achromatic endpoint -- so they address only (2); on chromatic pairs every one of them reduces to raw OKLCH, leaving the (1) inter-hue cast untreated. We introduce Continuous Oklab fallback (COFb), a one-parameter, differentiable chroma gate $w(C)=Cn/(Cn+σn)$ that continuously blends the OKLCH path toward the linear Oklab path as chroma falls. A single gate reduces the (1) cast that the two-valued family leaves untreated and unifies the handling of (1) and (2) without any endpoint test. We characterize a cast-hue trade-off frontier, adopt a default ($n=1$, the rational Michaelis-Menten form; $σ\approx0.19$ for a typical sRGB palette, from a normalization-independent cast-half criterion), and verify the gate's properties symbolically. At the default, COFb halves the inter-hue path detour (mean lateral deviation -49.5%, chroma-weighted hue excursion -35.5%). We also state the method's limits: on (2) alone the two-valued switch remains better, and like any Cartesian blend COFb does not preserve chroma. In deployment, COFb runs entirely in plain Oklab (a,b) to sRGB, so it serves as a fallback that delivers the same cast-reduced gradients where modern CSS color interpolation (color-mix(in oklch) and the like) is unavailable -- older engines, image and video pipelines, or GPU shaders.

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