In part one of four articles, Elliott takes a look at
linear workflows and gamma correction, and explains why both are so
important.
What is it and why do I need to care?
Light intensity works linearly, whereas electronic displays do
not. In the real world, two lights of the same intensity directed
on the same spot will illuminate the area with twice the intensity
of a single light. This can be expressed as a simple graph, as
shown in figure 1 (below left).

This is perfectly sensible and is to be expected but a problem
arises when light is displayed on electronic equipment. If you
double the voltage running over a liquid crystal (Liquid Crystal
Display), the intensity of light emitting from that crystal doesn't
double, as it does in nature, and therefore isn't linear. Because
of this, computer monitors cannot display images and video without
a certain amount of pre-processing.
Both hardware and software typically apply what is known as a
gamma correction curve to images and video so that they can be
displayed on monitors within a sensible colour range. This gamma
correction curve typically has a value of 2.2 and can be seen in
figure 2 (above right).
So, if the manufacturers of hardware already correct the
deficiencies of the monitor, why do I need to care?
Because any manipulation of any image or colour you make on a
computer is simply a change to an already gamma corrected image,
which is itself only a best guess, resulting in images that aren't
physically accurate and are generally of poorer quality.
The linear workflow method tries to address this issue. The
process involves applying an inverse gamma curve (de-gamma) to all
input images and video so that the footage is converted back into a
linear format and is then ready to be worked on and manipulated.
This is shown in figure 3 (below left). The value of this curve is
obtained by dividing the target gamma value of 1 by the current
gamma value of 2.2, therefore the value of the inverse gamma curve
is 1 / 2.2 = 0.4545.

The linear workflow for the 3D industry boils down to image
input and output. As you now know, images will almost always need
an inverse gamma curve applied to them when they are brought into a
3D application. This will ensure that you are working in a linear
workspace. When the image has been rendered, post-processed and
finalised, a gamma correction curve needs to be applied so that it
can be displayed on computer monitors. This process is demonstrated
in figure 4 (above right).
I'm actually quite satisfied with the images that I'm
producing. Is it really worth all the trouble?
Yes! Below are just some of the benefits of working in a linear
workspace.
- You will spend less time tinkering your images to get realistic
results as working in a linear workspace yields physically accurate
results.
- There should be no need to render out different channels and
composite them later in post, as again the rendered image will be
physically accurate. (It is also worth pointing out that any
blending of layers together in post, such as Add or Multiply, is
completely inaccurate and mathematically insane, when not working
in a linear workspace. This is because you are blending together
layers that themselves have been 'corrected'.)
- Effects, like fog, lights and motion blur, work better in a
linear workspace.
- Eliminates unrealistically strong reflections.
- Smoother gradients in darker areas.
- Less artifacting around specular highlights.
- Fewer blown out or overexposed areas.
- You can use lower intensity lights in your scene and push them
further.
- Smaller file sizes, as there is no need to add all the
individual render channels.
In parts two and three of the series, I will look at 3ds
Max's built-in gamma correction, 3ds Max and VRay, and 3ds Max and
Mental Ray. In the meantime, if you want to find out more, give the
team a call on 03332 409 309 or email 3D@Jigsaw24.com.