[Public WebGL] gamma/color profile and sRGB

Florian Bösch [email protected]
Sun Nov 23 05:08:01 PST 2014

On Sun, Nov 23, 2014 at 2:01 PM, Mark Callow <[email protected]> wrote:
> The curves existed long before digital video and computer graphics.
Because in the age of analog signal processing you'd compress noise into
the contrast area least noticable and provide more gain in the area well
covered. Analog vs. Digital is a red herring, and doesn't change the nature
of the mechanism, and why it was used. It's a workaround for technical
limitations todo with signal frequency, no matter if you have it in the
analog or digital domain. Todays displays and sensors rival and surpass the
eyes capacity for contrast in many use-cases (obviously not all, since we
also have low-light rods, and dynamic chemical response, but that's another

I think it needs to be made clear. The displays purpose is to represent
content as authored, nothing less, nothing more. If for technical
limitations you have a compression in the display device, that's
unfortunate, and not something to be cherished. Your display isn't your
video editor, it isn't your director, it isn't your cameraman, and it isn't
after-effects. That's not its purpose.
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