In theory, the proper way to convert a color image to black and white
should be to use the luminance
channel. Luminance is a measure of how sensitive our eyes are to a
particular color, thus how “bright” we see it. Alas, Gimp provides many
ways to convert to B&W, but not the proper one. :-(
Here is a test image I used to compare the different methods. You can
download it and see for yourself:
The triangle on the left is a section through the color cube in the
plane containing the primaries R, G and B. I made the section in
linear-RGB space, then gamma-encoded it to
sRGB. The triangle on the right is
the “proper” B&W rendering of the previous, i.e. the gamma-encoded
luminance. Converting this image to B&W, I make the following
observations:
- Green is a lighter color than blue, yet many conversion methods do not
acknowledge this and render all the primaries with equal lightness
- desaturate/lightness has this problem (same weight to all primaries)
and in addition produces some artificial lines in the triangle
- desaturate/average also weights equally all primaries but gives a
smoother image; only it tends to render saturated colors darker than
less saturated ones
- desaturate/luminosity gets quite close, but saturated blues and reds
are rendered too dark; technically this is the
luma channel, i.e.
the “right” thing except for forgetting the gamma decoding/encoding
- convert to grayscale is the same as desaturate/luminosity
- keeping a single R, G or B channel looks really weird if you have
saturated colors
- the V channel from HSV renders all primaries as white, which is very
unnatural
- the L channel from LAB is awful, as it does not preserve grays (they
get too light)
- the Y channel from ITU R709 is the same luma as desaturate/luminosity
- the Y channel from ITU R470 is also a sort of luma, but it uses
weights for R, G and B that differ from the sRGB weights; actually I
think it's the most natural rendering.
OK, now this is the theory about getting the most “natural” rendering.
In practice, you may want to instead use whatever rendering better
serves the image at hand. For example, you may overweight the reds in
the channel mixer to brighten and smooth skin tones, or to increase the
contrast between blue sky and white clouds. My personal conclusions are:
- If the image does not have strongly saturated colors, then any method
should provide a reasonable rendering, save for L from LAB; I would
then not care too much and use any of them, probably convert to
grayscale or desaturate/luminosity (which are the same)
- If there are saturated colors and I want the most natural rendering, I
would go for the Y channel from ITU R470
- If I want more control, then I would use the channel mixer, start
at roughly (1/3 R, 1/2 G, 1/6 B), then tune to taste
- In any case, I would edit the image with the curves tool right afer
the conversion, just to get a pleasing contrast and brightness.