[Public WebGL] sRGB textures
Florian Bösch
[email protected]
Sun Dec 16 05:06:49 PST 2012
*Motivation*
It is widely acknowledged that it's important to perform calculations to do
with radiance in linear space:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
If calculations for radiance are not done in linear space odd effects can
happen, such as textures brightening on minification and being incorrectly
summed up altogether: http://hsivonen.iki.fi/png-gamma/
Transferring/Processing all values in linear space would be
preferrable. HDR images (such as PNGs that use alpha as an exponent) are a
one solution to this. However this has several drawbacks.
- Half or Single precision floating point textures are large to transfer.
- Using alpha for exponent only works with PNGs and eliminates the alpha
channel.
- Blending (also anti-aliasing) will be done in gamma space when
manually outputting gamma corrected colors.
- Manual gamma correction is not a "drop in" solution.
sRGB solves these issues:
- reads from sRGB textures are first converted to linear space and all
calculations prior to handoff to the fragment program (mipmapping,
anisotropy, linear interpolation etc.) are done in linear space.
- writes to sRGB textures are treated as being in linear space encoding
to sRGB space happens after fragment program evaluation and blending.
- Shaders need not be modified for gamma, merely texture formats have to
be switched.
sRGB also has these drawbacks:
- repeated de/encoding can introduce its own banding
- sRGB assumes consumer grade CRT monitors gamut
- Apple systems are not (by default) configured to run in sRGB space.
- mipmap generation is not supported
- does not support compressed textures (ES extension restriction,
desktop defines sRGB for compressed textures).
*Specifications*
- 2002: Direct3D 9.0:
http://msdn.microsoft.com/en-us/library/windows/desktop/bb173460(v=vs.85).aspx
- 2007: OpenGL Extension for textures:
http://www.opengl.org/registry/specs/EXT/texture_sRGB.txt
- 2008: OpenGL Extension for framebuffers:
http://www.opengl.org/registry/specs/ARB/framebuffer_sRGB.txt
- 2011: OpenGL ES Extension for framebuffers/textures:
http://www.khronos.org/registry/gles/extensions/EXT/EXT_sRGB.txt
- 2012: OpenGL ES 3.0 core textures: 3.8.16 sRGB texture color
conversion
http://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.0.pdf
- 2012: OpenGL ES 3.0 core framebuffers: 4.1.8 sRGB Conversion
http://www.khronos.org/registry/gles/specs/3.0/es_spec_3.0.0.pdf
*Support*
- Direct3D *99.43%* (Direct3D 9 or above)
http://store.steampowered.com/hwsurvey
- OpenGL* 63%* (framebuffer&texture EXTs)
http://feedback.wildfiregames.com/report/opengl/
- OpenGL ES: *94 of 783* devices http://www.glbenchmark.com/result.jsp ,
full list http://codeflow.org/download/EXT_sRGB.txt
*Mirror Extension Proposal*
https://github.com/KhronosGroup/WebGL/pull/112
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