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In article <45b3b51b$1@news.povray.org>, ben### [at] pacificwebguy com says...
> Zeger Knaepen wrote:
> > it already is implemented in a way, as far as I know. Both my computer
s, one
> > with an nVidia and one with an ATI videocard, have systemwide gamma-cor
rection
> > settings
> >
> >
>
> Yes, and mine does too. However, many people never bother looking for
> such settings, let alone fixing them.
>
Nor do they help you one bit, if the image is *still* not right for the
gamma you are dealing with, corrected or not.
--
void main () {
call functional_code()
else
call crash_windows();
}
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BTW. Sorry for the post delay. Stupid client isn't smart enough to send
them "as they are made", which can be nice, except it can send them
before you want them to be too (based on timed rechecks), nor is it
smart enough to bloody send, never mind ask, *before* closing. :p
--
void main () {
call functional_code()
else
call crash_windows();
}
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Patrick Elliott wrote in message
<MPG.201c800845c4c970989fd5@news.povray.org>:
> Umm. Ok... But, from a purely practical standpoint, even if changing the
> effect, you get clipping, instead of correctly adjusted colors. Its like
> adjusting the volume of a raw audio file format, instead of turning up
> your speakers. If "any" part of the sound is low enough to fall below a
> certain threshold and you adjust down, or it goes above a certain
> threshold and you adjust up... it ends up eating part of the *actually*
> waveform. Same with Gamma and software based solutions to it. That is
> what I was getting at.
You are wrong. As someone already pointed, the gamma does not affect the
black and white points. It is a one-to-one mapping between the minimum and
maximum intensity level. It stretches the dark values, and compresses the
light ones, but there is no clipping whatsoever.
What there is, on the other hand, is loss of precision in the part that gets
compressed. For a gamma of 2.2, for example, value 0.5 becomes 0.73, which
means that, on the discrete scale, the two lower bits of the light colors
are lost.
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In article <45b8f419$1@news.povray.org>, nicolas$george@salle-s.org
says...
> Patrick Elliott wrote in message
> <MPG.201c800845c4c970989fd5@news.povray.org>:
> > Umm. Ok... But, from a purely practical standpoint, even if changing th
e
> > effect, you get clipping, instead of correctly adjusted colors. Its lik
e
> > adjusting the volume of a raw audio file format, instead of turning up
> > your speakers. If "any" part of the sound is low enough to fall below a
> > certain threshold and you adjust down, or it goes above a certain
> > threshold and you adjust up... it ends up eating part of the *actually*
> > waveform. Same with Gamma and software based solutions to it. That is
> > what I was getting at.
>
> You are wrong. As someone already pointed, the gamma does not affect the
> black and white points. It is a one-to-one mapping between the minimum an
d
> maximum intensity level. It stretches the dark values, and compresses the
> light ones, but there is no clipping whatsoever.
>
> What there is, on the other hand, is loss of precision in the part that g
ets
> compressed. For a gamma of 2.2, for example, value 0.5 becomes 0.73, whic
h
> means that, on the discrete scale, the two lower bits of the light colors
> are lost.
>
Sigh.. How about "blending" or "blurring" then, since the problem is
that, basically, if you have a fine gradient that you "need" to have
stay that way for the detail to be obvious, its going to screw things
up. You lose data "period". It doesn't matter if it "technically" isn't
messing up the white or black points, if it never the less has the
unfortunate side effect of making it "look" like its doing so, by losing
colors that *should* remain the same, just brighter or darker. Its what
the perception is, not what may or may not actually be happening. And in
90% of cases, people attempt to use Gamma to correct for how "bright"
the image is, not if green looks 0.01% more blue on Fred's display than
on Ralph's.
--
void main () {
call functional_code()
else
call crash_windows();
}
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Patrick Elliott wrote in message
<MPG.20243ea770f89bec989fd8@news.povray.org>:
> Sigh.. How about "blending" or "blurring" then, since the problem is
> that, basically, if you have a fine gradient that you "need" to have
> stay that way for the detail to be obvious, its going to screw things
> up. You lose data "period". It doesn't matter if it "technically" isn't
> messing up the white or black points, if it never the less has the
> unfortunate side effect of making it "look" like its doing so, by losing
> colors that *should* remain the same, just brighter or darker. Its what
> the perception is, not what may or may not actually be happening. And in
> 90% of cases, people attempt to use Gamma to correct for how "bright"
> the image is, not if green looks 0.01% more blue on Fred's display than
> on Ralph's.
Well, with discrete bounded color values, it is not possible to losslessly
increase the brightness. It is the pigeonhole principle.
Now, not being able to see the dark areas because there is not enough
contrast is a loss too. So the question is not loss / no loss, but between
different forms of loss. It is a matter of compromise. And under the
circumstances, a light gamma correction is a very good compromise.
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In article <45bc6ebb$1@news.povray.org>, nicolas$george@salle-s.org
says...
> Patrick Elliott wrote in message
> <MPG.20243ea770f89bec989fd8@news.povray.org>:
> > Sigh.. How about "blending" or "blurring" then, since the problem is
> > that, basically, if you have a fine gradient that you "need" to have
> > stay that way for the detail to be obvious, its going to screw things
> > up. You lose data "period". It doesn't matter if it "technically" isn't
> > messing up the white or black points, if it never the less has the
> > unfortunate side effect of making it "look" like its doing so, by losin
g
> > colors that *should* remain the same, just brighter or darker. Its what
> > the perception is, not what may or may not actually be happening. And i
n
> > 90% of cases, people attempt to use Gamma to correct for how "bright"
> > the image is, not if green looks 0.01% more blue on Fred's display than
> > on Ralph's.
>
> Well, with discrete bounded color values, it is not possible to losslessl
y
> increase the brightness. It is the pigeonhole principle.
>
> Now, not being able to see the dark areas because there is not enough
> contrast is a loss too. So the question is not loss / no loss, but betwee
n
> different forms of loss. It is a matter of compromise. And under the
> circumstances, a light gamma correction is a very good compromise.
>
Not if the quality of the image is "dependent" on those fine details,
then its a bad compromise, since the hardware can't adjust "some" areas,
instead of all of them, nor can software do it at all, since its
constrained to those limited color ranges. The only workable solution
would be if someone came up with a 64-bit color range, then set normal
white and normal black at some higher number than 0. In other words,
increase the color space, so that you can adjust it in a range that
allows for changes due to both the color variations "and" the brightness
differences that some systems have. The issue between MAC and PC with
some games and images is not that the colors themselves "look" wrong,
its that the entire spectrum is "darker" on most PCs than it is on a
MAC. Adjusting the brightness of the display fixes this, usually, but
can have unintended consequences to the colors. Gamma.. Tries to correct
the ranges, but loses the fine detail you couldn't see in the first
place, just on the opposite end from what ever you are adjusting from.
Two dark means fine high end detail gets the most screwed, too bright
and you lose detail in the dark areas. In cases where the problem is
already not being "able" to see those areas, you need some way to adjust
the "entire" image, not approximate it. Currently, cards don't seem to
be able to do something like:
Gamma_Region(100,100,500,400,1.0)
Just:
Gamma_Everything(1.0)
This means if you don't want the "correct" hardware method, or you don't
have it, you end up with an approximation, which can turn out to be
*far* worse than just leaving it the way it is, in some cases.
--
void main () {
call functional_code()
else
call crash_windows();
}
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From: Ben Chambers
Subject: Re: PNG output much brighter than preview...
Date: 31 Jan 2007 03:00:41
Message: <45c04ca9@news.povray.org>
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Patrick Elliott wrote:
> The only workable solution
> would be if someone came up with a 64-bit color range, then set normal
> white and normal black at some higher number than 0.
Just out of curiosity, but doesn't the HDRI format allow this?
And the newer video cards support single precision float values for each
color value, so this shouldn't be a problem on them, either.
IOW, the problem is being fixed :)
...Chambers
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From: Ben Chambers
Subject: Re: PNG output much brighter than preview...
Date: 31 Jan 2007 03:01:11
Message: <45c04cc7@news.povray.org>
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FWIW, I just filed a bug report for Firefox that it doesn't handle PNG
gamma correctly :)
...Chambers
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From: Ben Chambers
Subject: Re: PNG output much brighter than preview...
Date: 31 Jan 2007 16:53:50
Message: <45c10fee@news.povray.org>
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Ben Chambers wrote:
> FWIW, I just filed a bug report for Firefox that it doesn't handle PNG
> gamma correctly :)
>
> ...Chambers
As a followup, the Moz team reported back to me that the gamma was
stored inccorrectly in the file. They claimed that the stored gamma was
2.2, and it should have been 1.0/2.2
I tested this, using PNGCrush to replace the gamma of an image created
with the 3.7 beta with .4545, and the image displayed correctly in both
Firefox and the Explorer preview ("Windows Picture and Fax Viewer").
Is this a valid statement, that the 3.7 Beta writes the gamma wrong, or
is the Mozilla team wrong in their interpretation of the Gamma issue?
...Chambers
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From: Thorsten Froehlich
Subject: Re: PNG output much brighter than preview...
Date: 31 Jan 2007 17:23:48
Message: <45c116f4$1@news.povray.org>
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Ben Chambers wrote:
> Is this a valid statement, that the 3.7 Beta writes the gamma wrong, or
> is the Mozilla team wrong in their interpretation of the Gamma issue?
This whole thread was about 3.6, at least that is what I thought. You should
not have filed a bug report using a 3.7 beta as reference :-( I don't know
if that is right or not as you may recall there had been changed to gamma
handling in 3.7...
Thorsten
Thorsten
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