A problem with sRGB for line art is that drawing an inverted drawing will not look correct to users. White lines and text will look much too thin, while black lines and text look thicker. This appears to be because humans invert images in perceptual space. It is possible this could be compensated for by adjusting font weights and line widths depending on the current fg/bg colors so they always look perceptually the same thickness.

Other than that sRGB is usually a win, as your demo shows composites look better and directly-calculated antialiasing works right.

I have never seen images stored as described in the paper. In all cases the red is multiplied by whatever number is in the file for the alpha. So if "red" and "alpha" are the true linear values, the file either has this:

        red^(1/2.2)*alpha, alpha (probably more common)

or:

        (red * alpha)^(1/2.2), alpha^(1/2.2)

The paper appears to describe:

        (red * alpha)^(1/2.2), alpha

Estimating the gamma as 2 is easily close enough considering all the other unknowns and the fact that data has been rounded to 8 bits, and it does make the resulting compositing functions much simpler so they can be done without lookup tables.

OpenGL also supports sRGB compositing, and exactly how it does it should be investigated and copied if it makes any sense, since only that way could Cairo use it for acceleration on a gl backend.

On 06/09/2012 04:16 AM, Antti S. Lankila wrote:
Hello everyone,

I have worked out a tentative patch to pixman which adds capability for
processing images in sRGB color space. This is still somewhat a
work-in-progress, but the basic functionality should be there.
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