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From: Warp
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 02:36:14
Message: <4bada75e@news.povray.org>
Oh, and forgot to mention: The reflecting-sphere-on-checkered-plane shows
that something might be wrong with the output of POV-Ray 3.6, but it doesn't
explain why. It might be a good idea to explain what's going on with that
image and why it's wrong.

-- 
                                                          - Warp


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From: Thomas de Groot
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 04:22:47
Message: <4badc057$1@news.povray.org>
I think this looks and feels very good.

While - to some extent - I agree with Warp, I believe the structure of the 
text should remain as Clipka wrote it. After all, one can jump directly to 
the practical part if one wants to.

To make that easier, I suggest to subdivide the text in 2 clear parts, 
Theory and Practice, also mirrored (of course) in the Content, and increase 
the number of code examples in the Practice part.

Thomas


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From: Kenneth
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 15:15:00
Message: <web.4bae58b8661cde4765f302820@news.povray.org>
My own small 2-cents worth:

I kind of agree with Warp--the essay pretty much jumps right in with a rather
technical discussion.  A GOOD one, of course--very well done!--but it needs a
short preamble, IMO, to get folks up to speed on what gamma is basically about
(as pertaining to *images*, which is what most of us first become concerned with
when doing CGI.) Perhaps something simple about how gamma basically bends the
color/grayscale values of an image, while leaving pure black and pure white
untouched. *Then* getting deeper into the technical aspects of CRT/LCD
reproduction, etc. I agree that part of the first paragraph, "...regarding how
intermediate brightness levels between 0% and 100% are interpreted," pretty much
says it all; but it doesn't quite grab me, or give an immediate picture in my
mind of how it basically affects images.

The best advice I ever heard about writing in general was, "Grab 'em right from
the start! Make it simple! Then they'll stick around for the details."

Ken


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From: Kenneth
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 15:25:01
Message: <web.4bae5ab8661cde4765f302820@news.povray.org>
Oh, and I forgot to nit-pic  :-p   (My apologies if this isn't the right place
to do so.)

PERCIEVE is spelled PERCEIVE. I wouldn't normally mention it, but the word is
used throughout the text.

KW


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From: clipka
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 15:31:08
Message: <4bae5cfc@news.povray.org>
Warp schrieb:

>   Some brief history of why gamma correction exists in the first place
> (going all the way back to the invention of CRT) and where the name "gamma"
> comes from could be an interesting tidbit of information. This doesn't need
> to be long. One single paragraph should be enough.

Um... that information is in there already... so you got bored, hm? ;-)


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From: clipka
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 16:41:32
Message: <4bae6d7c@news.povray.org>
Thomas de Groot schrieb:

> I think this looks and feels very good.

Thank you (and all others so far) for the feedback.

> While - to some extent - I agree with Warp, I believe the structure of the 
> text should remain as Clipka wrote it. After all, one can jump directly to 
> the practical part if one wants to.

Yes, I'll probably stick to this structure, despite unexpectedly 
numerous comments that suggest to change it.

While I do see the benefits of structuring it the other way round, there 
is a pretty simple some reason why I didn't: The order I used is simply 
my style of writing. I'd probably have a much harder time trying to get 
it the other way round and still be happy with the text.

Once I hand over the text to the POV-Ray community, everyone who feels 
up to it is free to propose a re-structured version of the text. No 
problem there.

I don't think this is really needed though. For the average user, the 
how-tos important to them probably boil down to (a) how to properly 
calibrate the system and set the Display_Gamma option, and (b) the 
advice to stay with POV-Ray's default settings and let the recently 
implemented gamma handling automatisms do their job. (a) is best placed 
(or at least linked to) in the installation section anyway, and (b) does 
not need an elaborate tutorial. For any issues beyond that, I guess the 
user will need at least some background information so that they can 
assess which of the tips are applicable to their particular problem. And 
if they already have that information, they can just skip to the how-tos 
by virtue of the table of contents. I think the section titles are 
talktive enough for that.

> To make that easier, I suggest to subdivide the text in 2 clear parts, 
> Theory and Practice, also mirrored (of course) in the Content, and increase 
> the number of code examples in the Practice part.

I guess I'd make that 3 parts: One "what is gamma all about" section 
giving background information, one "why should I bother" section naming 
some pitfalls, and one "how to" section describing how to deal with 
those issues.

I'm reluctant to already put this subdivision into place though; the 
current lower-level titles' typography makes me uneasy, them being much 
bolder and prominent than normal section titles. Looks like they're 
currently not intended to be used.


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From: Warp
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 17:14:25
Message: <4bae7531@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Warp schrieb:

> >   Some brief history of why gamma correction exists in the first place
> > (going all the way back to the invention of CRT) and where the name "gamma"
> > comes from could be an interesting tidbit of information. This doesn't need
> > to be long. One single paragraph should be enough.

> Um... that information is in there already... so you got bored, hm? ;-)

  IIRC gamma correction started from the dawn of television and is related
to how a TV camera and a CRT works.

-- 
                                                          - Warp


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From: clipka
Subject: Re: gamma tutorial on Wiki
Date: 27 Mar 2010 19:34:19
Message: <4bae95fb$1@news.povray.org>
Warp schrieb:

>>>   Some brief history of why gamma correction exists in the first place
>>> (going all the way back to the invention of CRT) and where the name "gamma"
>>> comes from could be an interesting tidbit of information. This doesn't need
>>> to be long. One single paragraph should be enough.
> 
>> Um... that information is in there already... so you got bored, hm? ;-)
> 
>   IIRC gamma correction started from the dawn of television and is related
> to how a TV camera and a CRT works.

Ah, I get your point now.

No, I don't think I want to do a concise essay about gamma in image 
processing in general. I'll leave that up to Wikipedia. I'm more in for 
the facts pertaining to /digital/ image processing.

Yes, gamma pre-correction in TV broadcasting predates gamma 
pre-correction in computers.

No, the one is not the reason for the other; rather, both share a common 
reason: It simplifies driving the CRT.

I don't think the first CRTs used for computer displays were full TV 
sets, as this would have required a HF modulator in the display adaptor 
to drive the TV set's antenna input; more or less directly driving the 
CRT would have required a much simpler hardware. So I guess the way TV 
images were transmitted over the air was probably irrelevant for the 
decision to gamma pre-correct computers' display output.


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From: Ive
Subject: Re: gamma tutorial on Wiki
Date: 28 Mar 2010 05:28:45
Message: <4baf214d$1@news.povray.org>
On 26.03.2010 22:04, clipka wrote:
> Comments appreciated.

Makes a good reading. And I do not agree with the reordering suggestions 
but hey, it is a wiki article and everyone who wants to improve it can 
do so.
What I do miss for the "Why should I care" section is the mentioning of 
all the include files that are shipped with POV-Ray and have color 
definitions within them (colors.inc, woods.inc, metals.inc ... ). All of 
them do use gamma pre-corrected color definitions and are pretty useless 
for 3.7 as they are now.
And the headline "Why Does POV-Ray Not Do It The Photoshop Way?" does 
mostly show that you do not have a good idea of what (contemporary 
versions) of P'shop are doing as most operations there are internally 
done in linear color space and it is also fairly easy to setup the 
P'shop color picker to show linear color values and not perceptual ones.

-Ive


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From: clipka
Subject: Re: gamma tutorial on Wiki
Date: 28 Mar 2010 09:26:34
Message: <4baf590a@news.povray.org>
Am 28.03.2010 11:28, schrieb Ive:

> Makes a good reading. And I do not agree with the reordering suggestions
> but hey, it is a wiki article and everyone who wants to improve it can
> do so.

Yes. Well, at least as soon as the page moves from my own personal space 
to some more official location.

> What I do miss for the "Why should I care" section is the mentioning of
> all the include files that are shipped with POV-Ray and have color
> definitions within them (colors.inc, woods.inc, metals.inc ... ). All of
> them do use gamma pre-corrected color definitions and are pretty useless
> for 3.7 as they are now.

That's a good point.

However, I think the proper approach for those would be to fix them by 
virtue of an "#if (version >= 3.7)" statement (or, maybe even better 
yet, pre-definition of macros as suggested by the article).

(I think the materials need rework anyway, to allow for better 
interoperability with radiosity.)

Still, yes, even then the article should possibly mention the topic of 
legacy scenes in general.


> And the headline "Why Does POV-Ray Not Do It The Photoshop Way?" does
> mostly show that you do not have a good idea of what (contemporary
> versions) of P'shop are doing as most operations there are internally
> done in linear color space and it is also fairly easy to setup the
> P'shop color picker to show linear color values and not perceptual ones.

With "The Photoshop Way" I intended to refer to what you get when you 
use the color picking tool of image editing software in general (taking 
Photoshop just as a popular example) - with gamma pre-corrected values 
probably still being the default (I still have an older value of 
Photoshop, so I might be wrong there). And as the internals are hidden 
from the casual user anyway, I don't think many users would associate 
that title with those inner workings.


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