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- <h1>Color Management</h1>
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- <div class="lesson">
- <div class="lesson-main">
-
- <h2>What is a color space?</h2>
- <p>
- Every color space is a collection of several design decisions, chosen together to support a
- large range of colors while satisfying technical constraints related to precision and display
- technologies. When creating a 3D asset, or assembling 3D assets together into a scene, it is
- important to know what these properties are, and how the properties of one color space relate
- to other color spaces in the scene.
- </p>
- <figure class="float">
- <img src="../resources/srgb_gamut.png" alt="">
- <figcaption>
- sRGB colors and white point (D65) displayed in the reference CIE 1931 chromaticity
- diagram. Colored region represents a 2D projection of the sRGB gamut, which is a 3D
- volume. Source: <a href="https://en.wikipedia.org/wiki/SRGB" target="_blank" rel="noopener">Wikipedia</a>
- </figcaption>
- </figure>
- <ul>
- <li>
- <b>Color primaries:</b> Primary colors (e.g. red, green, blue) are not absolutes; they are
- selected from the visible spectrum based on constraints of limited precision and
- capabilities of available display devices. Colors are expressed as a ratio of the primary colors.
- </li>
- <li>
- <b>White point:</b> Most color spaces are engineered such that an equally weighted sum of
- primaries <i>R = G = B</i> will appear to be without color, or "achromatic". The appearance
- of achromatic values (like white or grey) depend on human perception, which in turn depends
- heavily on the context of the observer. A color space specifies its "white point" to balance
- these needs. The white point defined by the sRGB color space is
- [link:https://en.wikipedia.org/wiki/Illuminant_D65 D65].
- </li>
- <li>
- <b>Transfer functions:</b> After choosing the color gamut and a color model, we still need to
- define mappings ("transfer functions") of numerical values to/from the color space. Does <i>r = 0.5</i>
- represent 50% less physical illumination than <i>r = 1.0</i>? Or 50% less bright, as perceived
- by an average human eye? These are different things, and that difference can be represented as
- a mathematical function. Transfer functions may be <i>linear</i> or <i>nonlinear</i>, depending
- on the objectives of the color space. sRGB defines nonlinear transfer functions. Those
- functions are sometimes approximated as <i>gamma functions</i>, but the term "gamma" is
- ambiguous and should be avoided in this context.
- </li>
- </ul>
- These three parameters — color primaries, white point, and transfer functions — define a color
- space, with each chosen for particular goals. Having defined the parameters, a few additional terms
- are helpful:
- <ul>
- <li>
- <b>Color model:</b> Syntax for numerically identifying colors within chosen the color gamut —
- a coordinate system for colors. In three.js we're mainly concerned with the RGB color
- model, having three coordinates <i>r, g, b ∈ [0,1]</i> ("closed domain") or
- <i>r, g, b ∈ [0,∞]</i> ("open domain") each representing a fraction of a primary
- color. Other color models (HSL, Lab, LCH) are commonly used for artistic control.
- </li>
- <li>
- <b>Color gamut:</b> Once color primaries and a white point have been chosen, these represent
- a volume within the visible spectrum (a "gamut"). Colors not within this volume ("out of gamut")
- cannot be expressed by closed domain [0,1] RGB values. In the open domain [0,∞], the gamut is
- technically infinite.
- </li>
- </ul>
- <p>
- Consider two very common color spaces: `SRGBColorSpace` ("sRGB") and
- `LinearSRGBColorSpace` ("Linear-sRGB"). Both use the same primaries and white point,
- and therefore have the same color gamut. Both use the RGB color model. They differ only in
- the transfer functions — Linear-sRGB is linear with respect to physical light intensity.
- sRGB uses the nonlinear sRGB transfer functions, and more closely resembles the way that
- the human eye perceives light and the responsiveness of common display devices.
- </p>
- <p>
- That difference is important. Lighting calculations and other rendering operations must
- generally occur in a linear color space. However, a linear colors are less efficient to
- store in an image or framebuffer, and do not look correct when viewed by a human observer.
- As a result, input textures and the final rendered image will generally use the nonlinear
- sRGB color space.
- </p>
- <blockquote>
- <p>
- ℹ️ <i><b>NOTICE:</b> While some modern displays support wider gamuts like Display-P3,
- the web platform's graphics APIs largely rely on sRGB. Applications using three.js
- today will typically use only the sRGB and Linear-sRGB color spaces.</i>
- </p>
- </blockquote>
- <h2>Roles of color spaces</h2>
- <p>
- Linear workflows — required for modern rendering methods — generally involve more than
- one color space, each assigned to a particular role. Linear and nonlinear color spaces are
- appropriate for different roles, explained below.
- </p>
- <h3>Input color space</h3>
- <p>
- Colors supplied to three.js — from color pickers, textures, 3D models, and other sources —
- each have an associated color space. Those not already in the Linear-sRGB working color
- space must be converted, and textures be given the correct <i>texture.colorSpace</i> assignment.
- Certain conversions (for hexadecimal and CSS colors in sRGB) can be made automatically if
- the THREE.ColorManagement API is enabled before initializing colors:
- </p>
- <code>
- THREE.ColorManagement.enabled = true;
- </code>
- <p>
- THREE.ColorManagement is enabled by default.
- </p>
- <ul>
- <li>
- <b>Materials, lights, and shaders:</b> Colors in materials, lights, and shaders store
- RGB components in the Linear-sRGB working color space.
- </li>
- <li>
- <b>Vertex colors:</b> `BufferAttribute` store RGB components in the
- Linear-sRGB working color space.
- </li>
- <li>
- <b>Color textures:</b> PNG or JPEG `Texture` containing color information
- (like .map or .emissiveMap) use the closed domain sRGB color space, and must be annotated with
- <i>texture.colorSpace = SRGBColorSpace</i>. Formats like OpenEXR (sometimes used for .envMap or
- .lightMap) use the Linear-sRGB color space indicated with <i>texture.colorSpace = LinearSRGBColorSpace</i>,
- and may contain values in the open domain [0,∞].
- </li>
- <li>
- <b>Non-color textures:</b> Textures that do not store color information (like .normalMap
- or .roughnessMap) do not have an associated color space, and generally use the (default) texture
- annotation of <i>texture.colorSpace = NoColorSpace</i>. In rare cases, non-color data
- may be represented with other nonlinear encodings for technical reasons.
- </li>
- </ul>
- <blockquote>
- <p>
- ⚠️ <i><b>WARNING:</b> Many formats for 3D models do not correctly or consistently
- define color space information. While three.js attempts to handle most cases, problems
- are common with older file formats. For best results, use glTF 2.0 (`GLTFLoader`)
- and test 3D models in online viewers early to confirm the asset itself is correct.</i>
- </p>
- </blockquote>
- <h3>Working color space</h3>
- <p>
- Rendering, interpolation, and many other operations must be performed in an open domain
- linear working color space, in which RGB components are proportional to physical
- illumination. In three.js, the working color space is Linear-sRGB.
- </p>
- <h3>Output color space</h3>
- <p>
- Output to a display device, image, or video may involve conversion from the open domain
- Linear-sRGB working color space to another color space. The conversion is defined by
- (`WebGLRenderer.outputColorSpace`). When using post-processing, this requires OutputPass.
- </p>
- <ul>
- <li>
- <b>Display:</b> Colors written to a WebGL canvas for display should be in the sRGB
- color space.
- </li>
- <li>
- <b>Image:</b> Colors written to an image should use the color space appropriate for
- the format and usage. Fully-rendered images written to PNG or JPEG textures generally
- use the sRGB color space. Images containing emission, light maps, or other data not
- confined to the [0,1] range will generally use the open domain Linear-sRGB color space,
- and a compatible image format like OpenEXR.
- </li>
- </ul>
- <blockquote>
- <p>
- ⚠️ <i><b>WARNING:</b> Render targets may use either sRGB or Linear-sRGB. sRGB makes
- better use of limited precision. In the closed domain, 8 bits often suffice for sRGB
- whereas ≥12 bits (half float) may be required for Linear-sRGB. If later pipeline
- stages require Linear-sRGB input, the additional conversions may have a small
- performance cost.</i>
- </p>
- </blockquote>
- <p>
- Custom materials based on `ShaderMaterial` and `RawShaderMaterial` have to implement their own output color space conversion.
- For instances of `ShaderMaterial`, adding the `colorspace_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
- </p>
- <h2>Working with THREE.Color instances</h2>
- <p>
- Methods reading or modifying `Color` instances assume data is already in the
- three.js working color space, Linear-sRGB. RGB and HSL components are direct
- representations of data stored by the Color instance, and are never converted
- implicitly. Color data may be explicitly converted with <i>.convertLinearToSRGB()</i>
- or <i>.convertSRGBToLinear()</i>.
- </p>
- <pre class="prettyprint notranslate lang-js" translate="no">
- // RGB components (no change).
- color.r = color.g = color.b = 0.5;
- console.log( color.r ); // → 0.5
- // Manual conversion.
- color.r = 0.5;
- color.convertSRGBToLinear();
- console.log( color.r ); // → 0.214041140
- </pre>
- <p>
- With <i>ColorManagement.enabled = true</i> set (recommended), certain conversions
- are made automatically. Because hexadecimal and CSS colors are generally sRGB, `Color`
- methods will automatically convert these inputs from sRGB to Linear-sRGB in setters, or
- convert from Linear-sRGB to sRGB when returning hexadecimal or CSS output from getters.
- </p>
- <pre class="prettyprint notranslate lang-js" translate="no">
- // Hexadecimal conversion.
- color.setHex( 0x808080 );
- console.log( color.r ); // → 0.214041140
- console.log( color.getHex() ); // → 0x808080
- // CSS conversion.
- color.setStyle( 'rgb( 0.5, 0.5, 0.5 )' );
- console.log( color.r ); // → 0.214041140
- // Override conversion with 'colorSpace' argument.
- color.setHex( 0x808080, LinearSRGBColorSpace );
- console.log( color.r ); // → 0.5
- console.log( color.getHex( LinearSRGBColorSpace ) ); // → 0x808080
- console.log( color.getHex( SRGBColorSpace ) ); // → 0xBCBCBC
- </pre>
- <h2>Common mistakes</h2>
- <p>
- When an individual color or texture is misconfigured, it will appear darker or lighter than
- expected. When the renderer's output color space is misconfigured, the entire scene may appear
- darker (e.g. missing conversion to sRGB) or lighter (e.g. a double conversion to sRGB with
- post-processing). In each case the problem may not be uniform, and simply increasing/decreasing
- lighting does not solve it.
- </p>
- <p>
- A more subtle issue appears when <i>both</i> the input color spaces and the output color
- spaces are incorrect — the overall brightness levels may be fine, but colors may change
- unexpectedly under different lighting, or shading may appear more blown-out and less soft
- than intended. These two wrongs do not make a right, and it's important that the working
- color space be linear ("scene referred") and the output color space be nonlinear
- ("display referred").
- </p>
- <h2>Further reading</h2>
- <ul>
- <li>
- <a href="https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-24-importance-being-linear" target="_blank" rel="noopener">GPU Gems 3: The Importance of Being Linear</a>, by Larry Gritz and Eugene d'Eon
- </li>
- <li>
- <a href="https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/" target="_blank" rel="noopener">What every coder should know about gamma</a>, by John Novak
- </li>
- <li>
- <a href="https://hg2dc.com/" target="_blank" rel="noopener">The Hitchhiker's Guide to Digital Color</a>, by Troy Sobotka
- </li>
- <li>
- <a href="https://docs.blender.org/manual/en/latest/render/color_management.html" target="_blank" rel="noopener">Color Management</a>, Blender
- </li>
- </ul>
- </div>
- </div>
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