It's kind of complicated. The actual luminance from a pixel, with standard gamma goes approximately as the square of the pixel value (r,g and b values)
The luminance total will be something like const1*r^2+const2*g^2+const3*b^2
If you think of a 3d space with coordinates r,g,b, then constant luminance surfaces are like ellipsoidal shells about the origin.
If you convert, using gamma, to a space where r` is proportional to the red luminance etc, then surfaces of constant luminance are r+g+b=const planes.
Imagine the line r=g=b- the line through greys. Looking in this direction from the origin, it looks kind of like a colour wheel- the angle around it is the hue, and saturation increases, for constant luminance, as you move away from the centre r=g=b. The actual working definition of hue and saturation varies i guess.
Look it up somewhere, or experiment with your paint program. Don't trust my hazy layman's rantings too much.