|
|
|
|
|
by herf
18 days ago
|
|
I'll argue for the +0.5 solution. First, I don't like half-sized intervals at the edges, and second, a 255-based representation is typically a SDR (not HDR) image. RGB values represent luminances against some adapted state, and a "zero" in a daylit scene is not "zero luminance" - it's just about 0.001x as bright as the brightest point - it's millions of photons, way more than zero. In a sense our eyes experience contrast on a sliding scale, and there is no absolute zero in the system. For example, broadcast systems historically used 16-235 as their luminance range for SDR. I think any argument that says "we must have zero" is going to have a bias, but I don't think zero is needed for most things. |
|
Also, a lot of workflows for image processing and compositing do assume that 0 means zero, whether correctly or not (often incorrectly). So there are often assumptions that for 8-bit, 0u maps to 0.0f and 255 maps to 1.0f for things like masking or alpha: as soon as you have 0 values which become just over 0.0, you then have artifacts because some code somewhere is using a hard threshold of 0.0 to mask some other operation, and vice-versa for 1.0 with alpha, where suddenly because the 255 values are no longer 1.0f, you have very slightly see-through objects (often only visible in certain situations or when pixel-peeping) after pre-multiplication.
(Same thing can happen when 254 becomes 1.0f after +0.5 with masking).