Computer Graphics · Cluster
Color and Display
Color spaces, tone mapping, and HDR.
- 01 Why Blending in Gamma-Encoded Space Produces Wrong Colours What the display transfer function does to a weighted average of two colours, why source-over compositing belongs in linear light, and where the correction sits in a renderer.
- 02 The sRGB Transfer Function: Piecewise Curve, Constants, and Decode Cost How the sRGB encoding is defined, why it bends into a straight line near black, and what the exact thresholds cost in a shader or a texture lookup table.
- 03 The CIE 1931 Colour Matching Functions and What Chromaticity Discards How two colour matches determine three unknowns, why the 1931 observer needs negative values, and what information survives when XYZ is projected to xy.
- 04 Deriving an RGB-to-XYZ Matrix from Primaries and a White Point The linear algebra behind a colour space definition: why eight numbers — four chromaticities and a white — determine a 3x3 matrix, and how the solve works.
- 05 Why Every Conversion Should Pass Through XYZ, and When It Should Not Chaining RGB-to-RGB transforms as a single matrix multiplies the errors of both, discards gamut information, and breaks the ability to apply chromatic adaptation.
- 06 Banding, Bit Depth, and the Trade-offs of Error Diffusion Dither Why quantization on an 8-bit gradient shows contours, how the eye's contrast sensitivity makes them visible, and what ordered and error-diffusion dither cost.
- 07 Tone Mapping Operators: Reinhard, Filmic, and Why a Clamp Loses the Image What happens when scene luminance outruns a display, why a hard clip wastes the highlight, and how the three families of operators compress the range.
- 08 The ST 2084 Perceptual Quantizer: How an Absolute Luminance Curve Encodes 10,000 nits Why PQ is defined in absolute nits instead of relative intensity, the Barten-model design behind its 10,000-nit ceiling, and what 12-bit code values buy.
- 09 Why Tone Mapping Shifts Hue, and the Two Fixes That Keep Colour Stable The nonlinear RGB curve that pushes highlights toward the last-saturating primary, why luminance-only compression avoids it, and what each approach costs.
- 10 Gamut Mapping and Rendering Intents: What Happens When a Colour Does Not Fit The four ICC rendering intents as four answers to the same clipping problem, and the difference between clipping in RGB, in a perceptual space, and by projection.