We will resume online EfectoHD technical articles, trying to shed some light on a confusing concept that you sure sound: the gamma correction.
, a los dispositivos que la reproducen ya la luminosidad del entorno donde la estamos viendo. The gamma correction is responsible for the "feel" contrast of an image, and we feel it is not something inherent in the image, if not the registered devices, devices that reproduce the ambient brightness and where we are seeing.
That is why one image looks very different depending on the monitor or system that is playing as well as the surrounding brightness. A single image may appear white or "washed" in a system, while another can appear dark contrast, all due to the gamma correction is applied.
Although each system has its own intrinsic gamma correction, it is important to understand how it works.
To understand the concept of gamma applied to image processing, we must first understand the concepts of "linear", "logarithmic" and "dynamic range."
While the explanation of these concepts would take at least a long article for each one, yes we do here a little closer.
THE REAL WORLD DYNAMIC RANGE
The dynamic range of an image would be the scale between the maximum brightness and the darkest value. y el valor máximo de luminosidad posible, que sería, por supuesto, el Sol . If we apply this to the real world, the dynamic range situraría for example between the value of an opaque surface, black and reflects no light and the maximum value of light as possible, which would, of course, the Sun.
Thus the dynamic range of "reality", although the concept sounds a bit abstract, is incredibly broad, almost immeasurable.
But since this is not useful for practical purposes of this vast dynamic range, only take a fraction, the fraction of values that the human eye work.
DYNAMIC RANGE OF THE HUMAN EYE
(más allá de ese valor estariamos hablando de un espejo). Although the dynamic range of the human eye is also very large (at least 4 times more than the best film negative) could normalize their values and make a range of measures from a black surface that reflects only 1% of light and such a white surface that reflects 90% (beyond this value would be talking about a mirror.) The remaining 10% would be reserved for objects that produce their own light candles, lamps and finally the sun.
“, el ojo humano no percibe detalles en ellos, sólo una luminosidad cegadora , que no es sólo un 10% mayor que la superficie blanca antes citada, si no 1000, 10000 o 20000 más brillante. That is the human eye moves between the 1% -90%, which is where almost all the values perceived contrast and detail are above 90% and 100% until the maximum light provided by the sun, we can speak of "SUPERWHITE", the human eye does not perceive details in them, only a blinding light, which is only 10% higher than the white surface cited above, if not 1000, 10000 or 20000 brighter.
. Therefore we can say that the human eye has a nonlinear response with respect to the brightness of the real world: with increasing brightness, the perception of such light by the eye is not proportional. Mathematically this is a form of expression: a logarithmic function. Here, then, the three concepts: dynamic range, linear and logarithmic.
LOG RESPONSE
The negative film and photography are also a logarithmic response, similar to the human eye: the more light is exposed to the emulsion, the darker, but not in proportion as it has a cap that is determined by the density of negative.
Likewise the response of a CRT monitor is also logarithmic.
In particular the electron beam hitting the phosphors, it has a linear relationship with the voltage applied to it. Its intensity increases logarithmically, and so lienal no increases or decreases the contrast and brightness of the image reproduced.
This relationship between the applied voltage and light responses, or the relationship between the chemical emulsion and its response to light, must be quantified, and corrected if necessary in order to determine what the "look" of the resulting image.
GAMMA
This is where the concept comes into play GAMMA.
The GAMMA is a numeric value that provides the valuable information to know how much is obscured or shine an image to be reproduced by a device. This value is intrinsic and affects all the images that reproduce and thus altering its brightness.
It is therefore necessary to introduce a GAMMA CORRECTION OF avoid altering the image display and balancing devices with different gamma.
This is essential, for example if several people are working on the same image on different computers.
Here's something a little more complicated because in reality, we must speak of three different GAMMA.
- GAMMA monitor: is the numerical value increases the value of image pixels and converts the brightness of the image. It is intrinsic to the device because of the behavior of its components. It is invariable and must be provided by each manufacturer.
- Gamma Correction: it is the numerical value with which one must compensate for the gamma of a device to show the original, unaltered image.
- GAMMA resulting: the numerical value is obtained to compensate for monitor gamma correction with gamma. Is obtained by dividing the monitor gamma / gamma correction. Although in theory to avoid altering the image, its value should be 1, is usually no attempt to give a value of 1.1 or 1.2, so the image is perceived a little darker and contrasted, which is often preferred.
On the other hand is essential viewing environment for this image also alters perception. While darker the viewing environment (living in darkness, cinema ...) should be higher resulting gamma to achieve a correct view.
So for TV, often viewed in bright environments or in shadow, often resulting search for a gamma of 1.1 or 1.2, while in film the whole process is set to make it in 1.5 because the environment is completely dark.
Put this into practice.
. CRT monitors have an inherent gamma of 2.5.
In PC systems, gamma correction is set to 2.2
. Therefore the resulting gamma is: 2.5/2.2, which gives us a gamma of about 1.1. Just enough for a dim viewing environment
que se multiplica por gamma del proyector de revelado, que es 2.5 . The negative film has a gamma of 0.6 which is multiplied by gamma revealed projector, which is 2.5. . So with 0.6 × 2.5, a gamma of 1.5's overwhelming. Just enough for a room in darkness.
, que es más apropiada para imágenes impresas. With their share of MAC systems typically apply a correction to gamma 1.8, which is more appropriate for printed images. . Resulting in a final gamma of about 1.4, so the same image will look much more contrasted than in a PC.
The TFT, Plasma, LCD, etc but have a very different technology to CRTs, trying to imitate his response, so the gamma correction of 2.2 would also be suitable to them.
The domestic TVs do not apply any gamma correction. For this reason the correction is applied directly on the camera to record. That is, every image is recorded with a camera for gamma correction of 2.2.
It is therefore important to control the gamma correction in the whole network device goes through an image (camera, monitors, projection systems ...). For this there are the so-called LUT (look up table or lookup table) that are shared between devices and simulate the image would look like in each system.
It is a complex and confusing concept but of enormous importance. Inadequate management of gamma correction can lead to undesirable effects, yet is a relatively easy problem to solve, re-adjusting the gamma correction of the system until it resembles the gamma that was created.
Bbliografía:
Digital compositing for Film and Video (Steve Wright)
Charles Poynton, Color technology