Re: [w3ctag/design-reviews] Wide gamut support for Canvas/OffscreenCanvas/ImageBitmap (#315)

> For example, unlike XYZ or linear sRGB, , this is not a linear-light space. So computing, for example, the color that results from mixing two lights of different colors will not give the correct result. (It may still be useful to do, especially if performance is more important than accuracy, but note that the errors are significant and certainly visible).

Yes, we spent a while (independently on several different occasions) trying to push users to use a physically linear space, but that ended up backfiring on us. There's no one thing that people consistently want ... I found that
* Users (in my experience) want physical linear interpolation for...
  * anti-aliasing
  * decimation/magnification of images
  * physically-based rendering
* Users (in my experience) want perceptually linear interpolation for...
  *  gradients 
  * alpha blending transparency
And of note is that sRGB (and Extended-sRGB) are ... closer ... to perceptually linear than physically linear (if one doesn't change color hue it is pretty close to perceptually linear ... if one does change hue, horribleness results).

> This is probably enough to deal with WCG and _may_ be enough to deal with HDR.

We've done some experiments with the Windows 10 HDR support (on HDR TVs) in WebGL, and the results have been promising!

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Received on Thursday, 29 November 2018 21:51:08 UTC