It's a long lasting problem in SVG filter effects color transitions and blur smoothness too. It causes visible banding imperfections for example in Bevel filters and prevent to use them in many cases. And there are no true workarounds.

Of course in filters compositing too it's a big problem.

I discussed it a bit a very long time ago with Bulia Byak and others when I began to design filters. But the SVG state at this time didn't permit to solve that and that was very discouraging.

I hope so much that will be solved one day !

ivan




Le 20/04/15 07:04, Gez a écrit :
El vie, 17-04-2015 a las 19:39 +0200, Krzysztof Kosiński escribió:
8 bits is simply not enough for linear RGB compositing. IIRC, the 256
distinct linear RGB values that can be represented with 8 bits per
component are converted to less than 100 distinct color values in
sRGB, which results in completely unacceptable image quality and
visible banding. At least 16 bits per component are needed for
reasonable quality in linear RGB, and 16-bit floats (aka "half
floats") are optimal.
It would be a huge benefit for artists if all the compositing and color
blending was done in linear RGB, then gamma-correct.
Unfortunately, as you just pointed out, 8bpc is inadequate.
The first time I saw the property in SVG that Tav mentions, it called my
attention. It looked like somebody finally wanted to move away from the
legacy 8bpc compositing in sRGB gamma and do the right thing, but I
couldn't find more information about it.
Is there some consensus about switching to linear compositing for the
web? That would be great.
And if that's the case. What's the stance of inkscape developers about
it? Have you ever discussed about that possibility?
Moving to higher bit depth would not only allow linear compositing, but
also better gradients (there is at least one long standing bug report
about banding in gradients), among other things.

The transition seems complicated, though. If inkscape moves to linear
compositing, then browsers and SVG viewers should move to linear
compositing as well, otherwise there would be mismatches in the
rendering appearance.

Gez


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