sRGB is a standard RGB color space created cooperatively by HP and Microsoft in 1996 for use on monitors, printers, and the Internet.
sRGB uses the ITU-R BT.709 primaries, the same as are used in studio monitors and HDTV, and a transfer function (gamma curve) typical of CRTs. This specification allowed sRGB to be directly displayed on typical CRT monitors of the time, a factor which greatly aided its acceptance.
Unlike most other RGB color spaces, the sRGB gamma cannot be expressed as a single numerical value. The overall gamma is approximately 2.2, consisting of a linear (gamma 1.0) section near black, and a non-linear section elsewhere involving a 2.4 exponent and a gamma (slope of log output versus log input) changing from 1.0 through about 2.3.
The sRGB color space is well specified and is designed to match typical home and office viewing conditions, rather than the darker environment typically used for commercial color matching.
Nearly all software was and is designed with the assumption that an 8-bit-per-channel image file placed unchanged onto an 8-bit-per-channel display will appear much as the sRGB specification dictates. LCDs, digital cameras, printers, and scanners all follow the sRGB standard. Devices which do not naturally follow sRGB (as was the case for older CRT monitors) include compensating circuitry or software so that, in the end, they also obey this standard. For this reason, one can generally assume, in the absence of embedded profiles or any other information, that any 8-bit-per-channel image file or any 8-bit-per-channel image API or device interface can be treated as being in the sRGB color space. When an RGB color space with a larger gamut is needed, color management usually must be employed to map image data to appear correctly on the display.
sRGB also defines a nonlinear transformation between the intensity of these primaries and the actual number stored. The curve is similar to the gamma response of a CRT display. It is more important to replicate this curve than the primaries to get correct display of an sRGB image. This nonlinear conversion means that sRGB is a reasonably efficient use of the values in an integer-based image file to display human-discernible light levels.
sRGB is sometimes avoided by high-end print publishing professionals because its color gamut is not big enough, especially in the blue-green colors, to include all the colors that can be reproduced in CMYK printing.
:
Note also, that if the CIE xyY color space values are given (where x, y are the chromaticity coordinates and Y is the luminance), they must first be transformed to CIE XYZ tristimulus values by:
: :
The intermediate parameters , and for in-gamut colors are defined to be in the range [0,1], which means that the initial X, Y, and Z values need to be similarly scaled (if you start with XYZ values going to 100 or so, divide them by 100 first, or apply the matrix and then scale by a constant factor to the [0,1] range). The linear RGB values are usually clipped to that range, with display white represented as (1,1,1); the corresponding original XYZ values are such that white is D65 with unit luminance (X,Y,Z = 0.9505, 1.0000, 1.0890). Calculations assume the 2° standard colorimetric observer.
sRGB was designed to reflect a typical real-world monitor with a gamma of 2.2, and the following formula transforms the linear values into sRGB. Let be , , or , and be , or :
:
(where is , , or ). Followed by a matrix multiplication of the linear values to get XYZ:
:
:
Solving with and the standard value yields two solutions, ≈ or ≈ . The IEC 61966-2-1 standard uses the rounded value . However, if we impose the condition that the slope match as well then we must have
:
We now have two equations. If we take the two unknowns to be and then we can solve to give
:
Substituting and gives ≈ and ≈ , with the corresponding linear-domain threshold at ≈ . These values, rounded to , , and , are sometimes used to describe sRGB conversion. Publications by sRGB's creators For the standard, the rounded value was kept and the value was recomputed to make the resulting curve continuous, as described above, resulting in a slope discontinuity from 12.92 below the intersection to 12.70 above.
For optimal results, the ICC recommends using the encoding viewing environment (i.e., dim, diffuse lighting) rather than the less-stringent typical viewing environment. a profile conforming to version 4 of the ICC specification, which they recommend, and two profiles conforming to version 2, which is still commonly used.
Images intended for professional printing via a fully color-managed workflow, e.g. prepress output, sometimes use another color space such as Adobe RGB (1998), which allows for a wider gamut. If such images are to be used on the Internet they may be converted to sRGB using color management tools that are usually included with software that works in these other color spaces.
The two dominant programming interfaces for 3D graphics, OpenGL and Direct3D, have both incorporated support for the sRGB gamma curve. OpenGL supports the textures with sRGB-encoded color components (first introduced with EXT_texture_sRGB extension, added to the core in OpenGL 2.1) and rendering into sRGB-encoded framebuffers (first introduced with EXT_framebuffer_sRGB extension, added to the core in OpenGL 3.0). Direct3D supports sRGB textures and rendering into sRGB surfaces starting with DirectX 9. Correct mipmaping and interpolation of textures in sRGB format according to above interfaces, have direct hardware support in texturing units of most modern GPUs (for example nVidia GeForce 8 or newer, performs conversion from 8-bit texture before actual interpolation acts on linear values), and do not have any performance penalty.
This text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.
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