Regarding Colorimetry · Module 3 of 7

The Digital Image Pipeline

Scene-referred vs. display-referred workflows, color models, transfer functions, and the view transform.

“The camera does not take pictures. It collects data.”

In Module 2, we learned how to measure color (CIE XYZ). Now, we need to move that data from the sensor to the screen.

This journey—the Image Pipeline—is where 90% of workflow errors happen. Why does your RAW file look dark? Why does the fire look yellow instead of red? Why does the LUT break the image?

The answer lies in the fundamental divide between Physics (The Scene) and Perception (The Display).

3.1 Scene-Referred vs. Display-Referred

This is the “Old Testament” vs. “New Testament” of color science.

Scene-Referred (The Reality)

  • Definition: The data represents the actual light intensity in the physical world.
  • Math: Linear (1 photon + 1 photon = 2 photons).
  • Range: Unbounded. The sun is not “1.0”; it might be 16,000.0.
  • Who lives here? The Sensor, The Renderer (Blender/Unreal), The Compositor (Nuke).

Display-Referred (The Monitor)

  • Definition: The data represents the voltage sent to the screen to create a perceptual image.
  • Math: Non-Linear (Gamma Encoded).
  • Range: Bounded [0.0 to 1.0]. You cannot go brighter than “Maximum White” on the monitor.
  • Who lives here? The JPG, The ProRes export, The Monitor.

The Middle Grey Battle

The disconnect between these two worlds is best summarized by Middle Grey.

  • In Physics (Scene): An 18% grey card reflects 18% of the light. The value is 0.18.
  • In Perception (Display): To the human eye (Weber-Fechner Law), that card looks “halfway” between black and white. We encode it to ~0.50.

The Pivot: The job of a Color Pipeline (and the DIT) is to map that 0.18 Scene Value to the 0.50 Display Value without destroying the data in between.

Interactive figure in development. It will be published only when it has a cited source or an original, documented demonstration.

Figure 3.1: Scene-referred linear encoding vs display-referred gamma encoding

3.2 The Zoo of Color Models (And Why Some Bite)

Let’s talk about the “containers” we put color data into. Not all color models are created equal.

A. RGB (Red, Green, Blue)

  • Type: Device-Dependent.
  • The Trap:RGB” means nothing without a standard (sRGB, Rec.2020). $R=255$ on your phone is not the same color as $R=255$ on a projector.

B. YCbCr (Y’UV)

  • Type: Transmission.
  • The Logic: Since the eye is less sensitive to color detail (Module 1), we separate Brightness (Y) from Color (Cb, Cr) and compress the color (4:2:0 subsampling).
  • The Math: It’s just a matrix rotation of RGB.

C. HSL / HSV (Hue, Saturation, Lightness)

  • Type: The “Artist’s Lie.”
  • The Trap: HSL attempts to make color intuitive, but it is perceptually broken.
    • In HSL, Pure Blue $(0,0,255)$ and Pure Green $(0,255,0)$ both have Lightness = 50%.
    • Reality: Your eye sees Green as 5× brighter than Blue.
  • Consequence: If you desaturate an image using HSL controls, you will shift the perceived brightness unevenly. Never use HSL for critical grading. Use Lab* (from Module 2) or ICtCp instead. DaVinci Resolve’s Warper tool uses Lab* math under the hood specifically because it’s perceptually uniform.

Interactive figure in development. It will be published only when it has a cited source or an original, documented demonstration.

Figure 3.2: Comparing color models—RGB (device), HSL (artist), Lab* (perceptual)

3.3 The Transfer Functions (OETF & EOTF)

To move between Scene and Display, we use Transfer Functions. You likely know them as “Gamma Curves” or “Log Curves,” but let’s be precise.

OETF (Opto-Electronic Transfer Function)

  • Direction: Optical Light (Scene) $\rightarrow$ Electrical Signal (Data).
  • Example: ARRI LogC3.
  • Purpose: Compression. We don’t need 16,000 values for the sun. We need more values in the shadows where the human eye is sensitive. The OETF compresses the linear dynamic range into a usable file format.

EOTF (Electro-Optical Transfer Function)

  • Direction: Electrical Signal (Data) $\rightarrow$ Optical Light (Screen).
  • Example: a BT.1886-style gamma 2.4 display transform for SDR reference viewing, or ST.2084 PQ for HDR.
  • Purpose: Decoding. It tells the monitor: “When you see code value 0.5, emit X nits of light.”

The “Gamma” Myth

We often say “Gamma 2.2” because legacy CRT monitors naturally darkened the image (a physical EOTF of 2.2). We applied a “Gamma correction” (OETF of 1/2.2) to the signal to cancel it out.

Modern Reality: Today, display systems are more complex than CRT gamma. Power-law curves remain useful approximations because they allocate code values efficiently, but the exact behavior depends on the encoding, display transform, surround, and mastering target.

Transfer Function Mathematics

Let’s make this concrete. Here are the actual formulas for common transfer functions:

1. Gamma 2.2 (Simple Power Function):

\[V_{\text{display}} = V_{\text{encoded}}^{2.2}\]

Where $V$ is normalized (0-1). This is the EOTF. The OETF (encoding) is the inverse: $V_{\text{encoded}} = V_{\text{linear}}^{1/2.2}$.

2. sRGB (Piecewise for Shadow Detail):

\[V_{\text{srgb}} = \begin{cases} 12.92 \times V_{\text{linear}} & \text{if } V_{\text{linear}} \leq 0.0031308 \\ 1.055 \times V_{\text{linear}}^{1/2.4} - 0.055 & \text{otherwise} \end{cases}\]

Notice the linear segment below 0.0031308. It defines the low-end behavior near black; the often-quoted “gamma 2.2” is only an approximation of this hybrid function.

3. LogC3 (ARRI - Simplified):

\[y = c \times \log_{10}(a \times x + b) + d\]

Where $a=5.556$, $b=0.048$, $c=0.247$, $d=0.386$ (for ARRI Wide Gamut 3). This maps scene linear exposure $x$ to code value $y$ (0-1). Middle Grey (18% reflectance) → 0.39 (39% code value).

4. ST.2084 PQ (HDR - Absolute Luminance):

\[V = \left( \frac{\max[(L/10000)^{m_1} - c_1, 0]}{c_2 - c_3 (L/10000)^{m_1}} \right)^{m_2}\]

Where: $m_1 = 0.1593$, $m_2 = 78.8438$, $c_1 = 0.8359$, $c_2 = 18.8516$, $c_3 = 18.6875$, and $L$ is luminance in nits. PQ is designed to allocate code values perceptually across a reference range up to 10,000 nits.

Critical Insight: PQ is absolute: code value 0.7518 maps to approximately 1,000 nits on the reference EOTF. Gamma and log encodings are relative. A real display may still apply tone mapping when its capabilities differ from the mastered signal.

Interactive study

Transfer-curve explorer

Compare scene-linear, sRGB, and a simple power-law encoding. This is deliberately a formula study, not a camera-profile or display simulation.

  • Scene-linear
  • sRGB
  • Reference gamma

Figure 3.3: Transfer-function comparison using the sRGB encoding equation and a simple gamma power law.

3.4 Tone Mapping & The View Transform

Here is the problem: Your Scene data is High Dynamic Range (0 to 16,000). Your Display is Low Dynamic Range (0 to 1). How do you fit an Elephant into a Fridge?

You need a View Transform (or Tone Mapper). This is the “Development” stage.

Case Study: Blender’s AgX vs. Filmic

If you work in 3D or VFX, you’ve seen the shift from Filmic to AgX. This is a perfect lesson in Tone Mapping.

1. The “Notorious 6” Problem (Filmic)

Standard sRGB/Filmic transforms suffer from a digital artifact: as a color gets brighter, it skews toward the primary colors (Red, Green, Blue) and eventually hits White.

  • Visual Artifact: A bright fire looks Yellow → White. It loses the deep Red/Orange core.
  • Cause: The transform clips individual channels (R, G, B) as they hit 1.0.

2. The AgX Solution (Analog Emulation)

AgX (named after Silver Halide crystals) mimics film chemistry.

  • Method: As exposure increases, AgX desaturates the color towards white before it clips.
  • Visual Result: A bright fire looks Red → Orange → White. It looks “real” because it preserves the relationship between channels, even as they blow out.

3. Khronos PBR Neutral (The Product Viz Standard)

Sometimes “Filmic” is bad. If you are selling a sneaker, you don’t want “cinematic desaturation”; you want the exact brand color.

  • Method: A 1:1 mapping for most of the range, with a very soft rolloff only at the extreme highlights. It prioritizes Colorimetric Accuracy over Dynamic Range.

Takeaway: The View Transform is not just a technical setting; it is a creative choice. It defines how light “breaks” in your image.

Interactive figure in development. It will be published only when it has a cited source or an original, documented demonstration.

Figure 3.4: View transform comparison—how different tone mappers handle highlights

Gamut Mapping: The Color Boundary Problem

Even after tone mapping, you might have colors that don’t exist on your display. A laser-saturated cyan in Rec.2020 cannot be shown on a Rec.709 monitor.

This requires Gamut Mapping—the process of compressing out-of-gamut colors into the displayable range without creating visual artifacts.

  • Naive Clipping: Just clip the RGB values at 1.0. Result: Ugly, artificial-looking colors.
  • Perceptual Compression: Gradually compress colors as they approach the gamut boundary. Result: Smooth, natural-looking (but less saturated).
  • ACES Gamut Compress: A hybrid approach that preserves hue and luminance while compressing saturation in problematic regions (cyan, blue).

Next Module: We enter the standardized future. It is time to talk about ACES.

References & Further Reading

  • ITU-R Recommendation BT.709-6 (2015). Parameter values for the HDTV standards for production and international programme exchange.
  • IEC 61966-2-1:1999. Multimedia systems and equipment - Colour measurement and management - Part 2-1: Colour management - Default RGB colour space - sRGB.
  • ARRI (2017). ALEXA LogC Curve - Usage in VFX. ARRI Technical Note.
  • SMPTE ST 2084:2014. High Dynamic Range Electro-Optical Transfer Function of Mastering Reference Displays.
  • Duiker, H.P. & Heckbert, P. (2010). Academy Color Encoding System (ACES). AMPAS White Paper.
  • Sobotka, T. (2022). AgX - A New Film-Like Tone Mapper for Blender. Blender Foundation Documentation.
  • Poynton, C. (2012). Digital Video and HDTV: Algorithms and Interfaces, 2nd Ed. Morgan Kaufmann. ISBN: 978-0123919267.