That's right, the FLOAT here just means "give me the values as floats", and it 
does not imply any color space conversion.

So, the question is why the --colorconvert linear sRGB doesn't end up with a 
1x1 miplevel that's farther from 0.5. I also would have the same expectation as 
you.

Let me look a bit through the code...


> On Jan 10, 2021, at 3:41 PM, Søren Ragsdale <[email protected]> wrote:
> 
> I assumed oiio.FLOAT describes the data type and that script wouldn't know 
> whether the texture it was reading was UINT8 linear, gamma22, or sRGB.
> 
> That assumption seems to be correct. I changed the script to UINT8 and I'm 
> still getting basically the same result. Black is 0 and white is 255 but 50% 
> gray should be higher than 128 due to the nonlinear sRGB LUT:
> 
> $ python ~/scripts-dev/miplevels.py checker_uint8_sRGB.tx 
> 0 512x512=262144 min=0 med=255 max=255
> 1 256x256=65536 min=0 med=255 max=255
> 2 128x128=16384 min=0 med=255 max=255
> 3 64x64=4096 min=0 med=255 max=255
> 4 32x32=1024 min=127 med=127 max=155
> 5 16x16=256 min=127 med=127 max=142
> 6 8x8=64 min=127 med=127 max=135
> 7 4x4=16 min=127 med=129 max=131
> 8 2x2=4 min=128 med=129 max=129
> 9 1x1=1 min=129 med=129 max=129
> 
> As a sanity check I made a uniform 50% grey texture and the values are at 
> 188, consistent with sRGB 50% grey:
> 
> $ iinfo --stats grey_float32_lin.tif
> grey_float32_lin.tif :  512 x  512, 3 channel, float tiff
>     Stats Min: 0.500000 0.500000 0.500000 (float)
>     Stats Max: 0.500000 0.500000 0.500000 (float)
>     Stats Avg: 0.500000 0.500000 0.500000 (float)
>     Stats StdDev: 0.000000 0.000000 0.000000 (float)
>     Stats NanCount: 0 0 0
>     Stats InfCount: 0 0 0
>     Stats FiniteCount: 262144 262144 262144
>     Constant: Yes
>     Constant Color: 0.500000 0.500000 0.500000 (float)
>     Monochrome: Yes
>  
> $ maketx --oiio -d uint8 --unpremult --colorconvert linear sRGB 
> grey_float32_lin.tif -o grey_uint8_sRGB.tx
>  
> $ python ~/scripts-dev/miplevels.py grey_uint8_sRGB.tx 
> 0 512x512=262144 min=188 med=188 max=188
> 1 256x256=65536 min=188 med=188 max=188
> 2 128x128=16384 min=188 med=188 max=188
> 3 64x64=4096 min=188 med=188 max=188
> 4 32x32=1024 min=188 med=188 max=188
> 5 16x16=256 min=188 med=188 max=188
> 6 8x8=64 min=188 med=188 max=188
> 7 4x4=16 min=188 med=188 max=188
> 8 2x2=4 min=188 med=188 max=188
> 9 1x1=1 min=188 med=188 max=188
> 
> On Sun, 10 Jan 2021 at 18:48, Solomon Boulos <[email protected] 
> <mailto:[email protected]>> wrote:
> Doesn’t get as float convert from sRGB to Linear in your miplevels.py? If you 
> don’t want conversion, open it as int8.
> 
> On Sun, Jan 10, 2021 at 10:39 Søren Ragsdale <[email protected] 
> <mailto:[email protected]>> wrote:
> I have "checker_float32_lin.tif", a simple RGBA black and white checkerboard. 
> Each black or white square is 8 pixels wide, and every pixel value is either 
> 0.0 or 1.0.
> 
> I'm using OIIO to turn this float32 scene-linear TIFF into a uint8 sRGB 
> albedo texture:
> 
> maketx --oiio -d uint8 --unpremult --colorconvert linear sRGB 
> checker_float32_lin.tif -o checker_uint8_sRGB.tx
> 
> I've written miplevels.py (see attached) which prints the min, median, and 
> max values of the first color channel for each mipmap level of the texture. 
> Here's the output:
> 
> $ python ~/scripts-dev/miplevels.py checker_uint8_sRGB.tx
> 0 512x512=262144 min=0.0 med=1.0 max=1.0
> 1 256x256=65536 min=0.0 med=1.0 max=1.0
> 2 128x128=16384 min=0.0 med=1.0 max=1.0
> 3 64x64=4096 min=0.0 med=1.0 max=1.0
> 4 32x32=1024 min=0.498039245605 med=0.498039245605 max=0.607843160629
> 5 16x16=256 min=0.498039245605 med=0.498039245605 max=0.556862771511
> 6 8x8=64 min=0.498039245605 med=0.498039245605 max=0.529411792755
> 7 4x4=16 min=0.498039245605 med=0.505882382393 max=0.51372551918
> 8 2x2=4 min=0.501960813999 med=0.505882382393 max=0.505882382393
> 9 1x1=1 min=0.505882382393 med=0.505882382393 max=0.505882382393
> 
> As the mipmaps decrease in size the median value converges on 0.5. Except 
> this is a sRGB texture. The value for 50% grey should be around 0.737 in sRGB 
> space.
> 
> It appears maketx is converting the values from linear to sRGB then scaling 
> to create the mipmaps. When the source and destination color space are 
> specified I think maketx should scale in scene linear color space, then 
> convert to sRGB before saving each mipmap.
> 
> Is this a bug? Is there a flag or workaround that I should know about?
> 
> https://paroj.github.io/gltut/Texturing/Tut16%20Mipmaps%20and%20Linearity.html
>  
> <https://paroj.github.io/gltut/Texturing/Tut16%20Mipmaps%20and%20Linearity.html>
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--
Larry Gritz
[email protected]




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