2. Motivation

A blend operation such as this one is crucial for any kind of alpha channel manipulation one might come across. The naive approach here is to take two RGB triples and linearly interpolate. Doing this without being careful can lead to weird color inconsistencies, which often appear in the form of dark shadows and muddy looking colors.

The reason that this happens is because the colorspace itself is non-linear. Monolith framebuffers implicitely use the sRGB colorspace, which is used by default on pretty much every electronics device. This color space adds a non-linearity (warps) the gamma component (basically brightness) in order to better map colors on displays.

The solution to this problem is to perform color mixing operations in a linear space rather than the sRGB space. Krita provides a pretty decent overview on the issue and includes noticeable differences.

https://docs.krita.org/en/generaland_gamma.html

More examples of the kind of artifacts (and corrections) can be found in this article found here.



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