[gimp-help-2] Add new terms to glossary
- From: Elle Stone <ellestone src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gimp-help-2] Add new terms to glossary
- Date: Sun, 2 Apr 2017 13:06:25 +0000 (UTC)
commit 33968f105974f9fb23fc502e882adb314a8ef5f4
Author: Elle Stone <ellestone ninedegreesbelow com>
Date: Sun Apr 2 09:00:52 2017 -0400
Add new terms to glossary
Add the following terms to the glossary:
Channel encoding, including
linear gamma/linear light/linear/gamma=1.0
sRGB TRC/LAB TRC as almost/exactly perceptually uniform
Linear vs Perceptually uniform
Color
Display-referred
Display-referred white
Display-referred black
High Dynamic Range
Scene-referred
images/C/glossary/companding-curves-compared.png | Bin 0 -> 221691 bytes
src/glossary/glossary.xml | 293 ++++++++++++++++++++++
2 files changed, 293 insertions(+), 0 deletions(-)
---
diff --git a/images/C/glossary/companding-curves-compared.png
b/images/C/glossary/companding-curves-compared.png
new file mode 100644
index 0000000..580c157
Binary files /dev/null and b/images/C/glossary/companding-curves-compared.png differ
diff --git a/src/glossary/glossary.xml b/src/glossary/glossary.xml
index 6a3c9cf..9bbf7fb 100644
--- a/src/glossary/glossary.xml
+++ b/src/glossary/glossary.xml
@@ -231,6 +231,77 @@
</glossdef>
</glossentry>
+ <glossentry id="glossary-channel-encoding">
+ <glossterm>
+ <phrase>Channel encoding</phrase>
+ </glossterm>
+ <indexterm>
+ <primary>Channel encoding</primary>
+ </indexterm>
+ <glossdef>
+ <para>
+ Channel encoding refers to how fast the intensity (more technically
+ correct for grayscale and RGB images, the <ulink
url="https://en.wikipedia.org/wiki/Relative_luminance">relative
+ Luminance</ulink>) of a channel in a digital image progresses from dark
+ to light as the channel values progress from 0.0 to 1.0 floating point
+ (0 to 255 for 8-bit integer, 0 to 65535 for 16-bit integer).</para>
+ <para>Other ways of referring to "channel encoding" include
+ "companding curve", "gamma" (which is technically not correct unless the
+ channel encoding is an actual gamma curve), "tone reproduction curve"
+ ("TRC" for short), and "tone response curve" (also "TRC" for short).
+ </para>
+ <para>The linear light channel encoding reflects the way lightwaves
+ combine there in the real world. The linear light channel encoding is
+ also referred to as "gamma=1.0", "linear gamma" or simply "linear".</para>
+ <para>Perceptually uniform channel encodings reflects the way our eyes
+ respond to changes in luminance.</para>
+ <para>In ICC profile color managed workflows, the following channel
+ encodings are commonly used:</para>
+ <orderedlist>
+ <listitem><para>The LAB companding curve, which is exactly
+ perceptually uniform.</para></listitem>
+ <listitem><para>The linear light channel encoding, which of course is
+ exactly linear.</para></listitem>
+ <listitem><para>The sRGB channel encoding and the "gamma=2.2"
+ channel encoding, which are both approximately perceptually uniform
+ and approximately equal to each other.</para></listitem>
+ <listitem><para>The "gamma=1.8" channel encoding, which is neither
+ linear nor approximately perceptually uniform, though it's closer to
+ being perceptually uniform than it is to being linear.</para></listitem>
+ </orderedlist>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/glossary/companding-curves-compared.png" format="PNG"/>
+ </imageobject>
+ <caption>
+ <para>The Linear light, sRGB, and LAB channel encodings compared.</para>
+ </caption>
+ </mediaobject>
+
+ <para>Looking at the above image:</para>
+ <orderedlist>
+ <listitem><para>The Linear light channel encoding (top row) represents
+ how lightwaves combine out there in the real world.</para></listitem>
+ <listitem><para>The sRGB channel encoding (middle row) is almost
+ perceptually uniform.</para></listitem>
+ <listitem><para>The LAB channel encoding (bottom row) is exactly
+ perceptually uniform, which means it represents how our eyes respond to
+ changes in luminance.</para></listitem>
+ </orderedlist>
+ <para>In GIMP 2.10 two different channel encodings are used internally
+ for various editing operations, these being "Linear light" and
+ "Perceptually uniform (sRGB)".</para>
+ <para>The companding-curves-compared.png shown above is a slightly
+ modified version of an image from <ulink
url="http://ninedegreesbelow.com/photography/xyz-rgb.html#Color">
+ Completely Painless Programmer's Guide to XYZ, RGB, ICC, xyY, and TRCs
+ </ulink>, which is licensed as
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+ </glossentry>
+
<glossentry id="glossary-channels">
<glossterm>
<phrase>Channel</phrase>
@@ -297,6 +368,57 @@
</glossdef>
</glossentry>
+ <glossentry id="glossary-color">
+ <glossterm>
+ <phrase>Color</phrase>
+ </glossterm>
+ <indexterm>
+ <primary>Color</primary>
+ </indexterm>
+ <glossdef>
+ <para>On the one hand, <ulink url="http://en.wikipedia.org/wiki/Light">
+ light</ulink> comes from the sun or other radiant sources, and is
+ <ulink url="https://en.wikipedia.org/wiki/Atmospheric_refraction">
+ refracted</ulink>by mediums (water, the atmosphere, glass) and
+ <ulink url="https://en.wikipedia.org/wiki/Diffuse_reflection">diffusely
+ </ulink> or
+ <ulink url="https://en.wikipedia.org/wiki/Specular_reflection">
+ specularly</ulink> reflected by surfaces.</para>
+
+ <para>On the other hand,
+ <ulink url="http://en.wikipedia.org/wiki/Color">color</ulink> isn't out
+ there in the world in the same tangible way that light is. Rather color
+ is part of how we sense the world around us. Light enters the eyes, is
+ processed by light receptors
+ (<ulink url="http://en.wikipedia.org/wiki/Cone_cell">cones</ulink> and
+ <ulink url="http://en.wikipedia.org/wiki/Rod_cell">rods</ulink>), and
+ sent via the optic nerves to the brain for further processing and
+ interpretation.</para>
+
+ <para>Light varies in
+ <ulink url="http://en.wikipedia.org/wiki/Wavelength">wavelengths</ulink>,
+ which our eyes and brain interpret as varying hues (reds, blues, greens,
+ and so on), and also in <ulink url="http://en.wikipedia.org/wiki/Luminance">intensity (aka
"luminance")</ulink>. So our
+ <ulink url="http://en.wikipedia.org/wiki/Color_vision">perception of
+ color</ulink> is composed of both intensity ("luminance") information and
+ chromaticity information.</para>
+
+ <para>The <ulink url="http://www1.icsi.berkeley.edu/wcs/">naming of colors
+ </ulink> carries one out of the narrow realm of color perception, and
+ into the larger realm of cultural and linguistic interpretation and
+ classification of color, and thence into even larger philosophical,
+ aesthetic, theological, and metaphysical considerations.</para>
+
+ <para>The above explanation of Color is a slightly modified excerpt from
+ the <ulink url="http://ninedegreesbelow.com/photography/xyz-rgb.html#Color">
+ Completely Painless Programmer's Guide to XYZ, RGB, ICC, xyY, and TRCs
+ </ulink>, which is licensed as
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+ </glossentry>
+
<glossentry id="glossary-cmyk">
<glossterm>
<phrase>CMY, CMYK</phrase>
@@ -447,6 +569,94 @@
</glossdef>
</glossentry>
+ <glossentry id="glossary-display-referred">
+ <glossterm>
+ <phrase>Display-referred</phrase>
+ </glossterm>
+ <indexterm significance="normal">
+ <primary>Display-referred</primary>
+ </indexterm>
+ <glossdef>
+ <para>The phrase "display-referred" refers to images that can be
+ displayed (either directly or by means of ICC profile color management)
+ on devices. The displaying device might be a monitor, or an image printed
+ on paper, or some other display technology.</para>
+
+ <para>Regardless of the technology, when you display an image on a
+ device, that device has a maximum and minimum brightness. The maximum
+ and minimum brightnesses are referred to as
+ <link linkend="glossary-display-referred-white">display-referred white</link>
+ and
+ <link linkend="glossary-display-referred-black">display-referred black</link>.
+ </para>
+
+ <para>The above explanation is a slightly modified excerpt from
+ <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
+ Models for image editing: Display-referred and scene-referred</ulink>.
+ The modified excerpt was written and quoted by permission of the
+ author, who has licensed the modified excerpt under the
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+ </glossentry>
+
+ <glossentry id="glossary-display-referred-white">
+ <glossterm>
+ <phrase>Display-referred white</phrase>
+ </glossterm>
+ <indexterm significance="normal">
+ <primary>Display-referred white</primary>
+ </indexterm>
+ <glossdef>
+ <para>"Display-referred white" (or for simplicity, "white")
+ means the floating point RGB color (1.0, 1.0, 1.0) and the integer
+ equivalents (255,255,255),(65535,65535,65535), etc, for 8-bit integer,
+ 16-bit integer, etc.</para>
+
+ <para>"Display-referred white" has the very special significance that
+ in display-referred editing there's no such thing as
+ "brighter than white". So in display-referred image editing, all RGB
+ channel values are less than or equal to 1.0 and no color is brighter
+ than "white", (1.0, 1.0, 1.0).</para>
+
+ <para>The above explanation is a slightly modified excerpt from
+ <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
+ Models for image editing: Display-referred and scene-referred</ulink>.
+ The modified excerpt was written and quoted by permission of the
+ author, who has licensed the modified excerpt under the
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+
+ </glossentry>
+ <glossentry id="glossary-display-referred-black">
+ <glossterm>
+ <phrase>Display-referred black</phrase>
+ </glossterm>
+ <indexterm significance="normal">
+ <primary>Display-referred black </primary>
+ </indexterm>
+ <glossdef>
+ <para>"Display-referred black" (or for simplicity, "black") means the
+ floating point RGB color (0.0, 0.0, 0.0) and its integer equivalents. This
+ color has the very special significance that there's no such thing as
+ "less bright than black". So in display-referred image editing, all RGB
+ channel values are greater than or equal to 0.0 and no color is less
+ bright than "black", (0.0, 0.0, 0.0).</para>
+
+ <para>The above explanation is a slightly modified excerpt from
+ <ulink url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html">
+ Models for image editing: Display-referred and scene-referred</ulink>.
+ The modified excerpt was written and quoted by permission of the
+ author, who has licensed the modified excerpt under the
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+ </glossentry>
+
<glossentry id="glossary-dithering">
<glossterm>
<phrase>Dithering</phrase>
@@ -864,6 +1074,64 @@
</glossdef>
</glossentry>
+ <glossentry id="glossary-high-dynamic-range">
+ <glossterm>
+ <phrase>High Dynamic Range</phrase>
+ </glossterm>
+ <indexterm significance="normal">
+ <primary>High Dynamic Range</primary>
+ </indexterm>
+ <glossdef>
+ <para>With
+ <link linkend="glossary-display-referred">display-referred</link> data
+ you have roughly two and half stops of head room above middle gray and
+ maybe six and a half useable stops below middle gray, at which point the
+ data is too densely packed into too few tonal steps to accurately display
+ differences between solid black and "just barely gray". So at best you
+ have 9 stops of dynamic range, compared to the 20 or more stops of
+ dynamic range you might find in some (certainly not all!) real world
+ scenes.</para>
+
+ <para>The usual solution to the dynamic range limitations of
+ display-referred data is to allow channel values to be however high as is
+ needed to encode the scene data. This means allowing channel values that
+ are above display-referred white.</para>
+
+ <para>Several file formats currently supported by GIMP 2.10 can be used
+ to import and export high dynamic range images, including floating point
+ tiffs, OpenEXR, and FITS.</para>
+
+ <para>When working with high dynamic range data in GIMP 2.10, the
+ <link linkend="glossary-channel-encoding">channel encoding</link> does
+ need to be linear to avoid gamma artifacts.</para>
+
+ <para>Editing high dynamic range data requires that there isn't any
+ clamping code in editing operations and blend modes. At floating point
+ precision:</para>
+ <orderedlist>
+ <listitem><para>Many (but not all) GIMP 2.10 blend modes are unclamped,
+ including Normal, Addition, Subtract, Multiply, Lighten Only,
+ Darken Only, Difference, and the LCH and Luminance blend modes.
+ Blend modes such as Screen, Soft Light, and Overlay are not unclamped
+ as these operations are designed to work with display-referred data.
+ </para></listitem>
+ <listitem><para>Many (too many to list but certainly not all, as some
+ editing operations are designed to work with display-referred data)
+ GIMP 2.10 editing operations also are unclamped, including Levels,
+ Exposure, transforms such as scaling and rotating, and various filter
+ operations such as Gaussian blur.</para></listitem>
+ </orderedlist>
+
+ <para>Portions of the above explanation of "high dynamic range" are
+ slightly modified excerpts from the <ulink
url="http://ninedegreesbelow.com/photography/display-referred-scene-referred.html#scene-referred">Models for
image editing: Display-referred and scene-referred</ulink>.
+ These excerpts are quoted by permission and the modified excerpts are
+ licensed as
+ <ulink url="http://creativecommons.org/licenses/by-sa/3.0/deed.en_US">
+ Creative Commons Attribution-ShareAlike 3.0 Unported License</ulink>.
+ </para>
+ </glossdef>
+ </glossentry>
+
<glossentry id="glossary-histogram">
<glossterm>
<phrase>Histogram</phrase>
@@ -1803,6 +2071,31 @@
</glossdef>
</glossentry>
+ <glossentry id="glossary-scene-referred">
+ <glossterm>
+ <phrase>Scene-referred</phrase>
+ </glossterm>
+ <indexterm significance="normal">
+ <primary>Scene-referred</primary>
+ </indexterm>
+ <glossdef>
+ <para>When speaking of images captured by a camera, scene-referred means
+ that the intensities in the image RGB channels are proportional to the
+ intensities in the scene that was photographed.</para>
+
+ <para>"Scene-referred" is not the same as
+ <link linkend="glossary-high-dynamic-range">high dynamic range</link>,
+ as the camera might have been aimed at a low dynamic range scene such as
+ a foggy early morning view. However, adding a light source to the
+ captured frame (eg the moon breaking through the clouds or a street lamp)
+ will turn even a foggy morning into a high dynamic range scene.</para>
+
+ <para>As lightwaves do combine linearly, by definition a scene-referred
+ image (whether real or imaginary) must be encoded linearly to preserve
+ the scene-referred nature of the data.</para>
+ </glossdef>
+ </glossentry>
+
<glossentry id="glossary-supersampling">
<glossterm>
<phrase>Supersampling</phrase>
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