[Public WebGL] Re: sRGB textures
Florian Bösch
[email protected]
Thu Dec 20 02:12:53 PST 2012
The extension proposal is now online, please review it and note any changes
you desire:
http://www.khronos.org/registry/webgl/extensions/proposals/EXT_sRGB/
On Sun, Dec 16, 2012 at 2:06 PM, Florian Bösch <[email protected]> wrote:
> *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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