Yes, sRGB is like µ‑law encoding

I vague­ly remem­ber some­one mak­ing a com­ment in a dis­cus­sion about sRGB, that ran along the lines of

So then, is sRGB like µ‑law encoding?

This com­ment was not about the col­or space itself but about the spe­cif­ic pix­el for­mats nowa­days brand­ed as ’sRGB’. In this case, the answer should be yes. And while the tech­ni­cal details are not exact­ly the same, that anal­o­gy with the µ‑law very much nails it.

When you think of sRGB pix­el for­mats as noth­ing but a spe­cial encod­ing, it becomes clear that using such a for­mat does not make you auto­mat­i­cal­ly “very picky of col­or repro­duc­tion”. This assump­tion was used by hard­ware ven­dors to ratio­nal­ize the deci­sion to lim­it the sup­port of sRGB pix­el for­mats to 8‑bit pre­ci­sion, because peo­ple “would nev­er want” to have sRGB sup­port for any­thing less. Not true!Screen Shot 2014-03-06 at 19.02.54I’m going to make a case for this lat­er. But first things first.

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Spellforce 2 Demons of the Past

Spell­force 2 was released in 2006 and will be 8 years old by april. Nev­er­the­less, the third add-on of the series shipped a month ago. Talk about a long seller!

Of course I’m attached to SF2 because I wrote many parts of its engine back then. This time I was briefly involved to help the devel­op­ers include my attribute-less nor­mal map algo­rithm. The orig­i­nal SF2 did not have any nor­mal maps, and there­fore none of the orig­i­nal art assets comes with tan­gent space infor­ma­tion. This is an ide­al sce­nario to pimp up the visu­als with­out touch­ing the geom­e­try, sim­ply by mak­ing a shad­er change and adding nor­mal maps. Weit­er­lesen

The Blinn-Phong Normalization Zoo

It is good to see how phys­i­cal­ly based shad­ing is final­ly gain­ing momen­tum in real time graph­ics and games. This is some­thing I have been advo­cat­ing for a long time. Devel­op­ers are spread­ing the word. I was espe­cial­ly sur­prised to learn about Call of Duty: Black Ops join­ing the club [1]. Even a slick 60 Hz shoot­er with no cycles to spare can afford to do PBS today!

This leads me to the top­ic of this post, the nor­mal­iza­tion of the Blinn-Phong spec­u­lar high­light. Why am I writ­ing about it? It came to my mind recent­ly with the cur­rent batch of pub­li­ca­tions from peo­ple adopt­ing phys­i­cal­ly based shad­ing mod­els. This got me check­ing the maths again and I com­piled a list with nor­mal­iza­tion fac­tors for dif­fer­ent shad­ing mod­els, giv­en here in this post. I would also like to elab­o­rate a lit­tle on the mod­el that I wrote about in ShaderX7 [2]. Be aware this post is a large brain dump.
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