Standard RGB  
Native name 


Status  Published 
First published  October 18, 1999  ^{[1]}
Organization  IEC^{[1]} 
Committee  TC/SC: TC 100/TA 2^{[1]} 
Domain  Color space, color model 
Abbreviation  sRGB 
Website  webstore 
sRGB is a standard^{[2]} RGB (red, green, blue) color space that HP and Microsoft created cooperatively in 1996 to use on monitors, printers, and the Web. It was subsequently standardized by the IEC as IEC 6196621:1999.^{[1]} Its predecessor NIF RGB was used in FlashPix and was almost the same.^{[3]} It is often the "default" color space for images that contain no color space information, especially if the images' pixels are stored in 8bit integers per color channel.
sRGB uses the ITUR BT.709 primaries, the same as in studio monitors and HDTV,^{[4]} a transfer function (gamma) typical of CRTs, and a viewing environment designed to match typical home and office viewing conditions. This specification allowed sRGB to be directly displayed on typical CRT monitors of the time, which greatly aided its acceptance. sYCC uses BT.601 YCbCr matrix to encode into extendedgamut space, negative R'G'B' values are decoded using extended transfer function.
Chromaticity  Red  Green  Blue  White point 

x  0.6400  0.3000  0.1500  0.3127 
y  0.3300  0.6000  0.0600  0.3290 
Y  0.2126  0.7152  0.0722  1.0000 
sRGB defines the chromaticities of the red, green, and blue primaries, the colors where one of the three channels is nonzero and the other two are zero. The gamut of chromaticities that can be represented in sRGB is the color triangle defined by these primaries. As with any RGB color space, for nonnegative values of R, G, and B it is not possible to represent colors outside this triangle, which is well inside the range of colors visible to a human with normal trichromatic vision.
The primaries come from HDTV (Rec. 709), which in turn is based on Color TV (Rec. 601). These values reflect the approximate color of consumer CRT phosphors.
sRGB also defines a nonlinear transfer function between the intensity of these primaries and the actual number stored. The curve is similar to the gamma response of a CRT display. This nonlinear conversion means that sRGB is a reasonably efficient use of the values in an integerbased image file to display humandiscernible light levels.
Unlike most other RGB color spaces, the sRGB gamma cannot be expressed as a single numerical value. The overall gamma is approximately 2.2, consisting of a linear (gamma 1.0) section near black, and a nonlinear section elsewhere involving a 2.4 exponent and a gamma (slope of log output versus log input) changing from 1.0 through about 2.3. The purpose of the linear section is so the curve does not have an infinite slope at zero, which could cause numerical problems.
The CIE XYZ values must be scaled so that the Y of D65 ("white") is 1.0 (X, Y, Z = 0.9505, 1.0000, 1.0890). This is usually true but some color spaces use 100 or other values (such as in CIELAB, when using specified white points).
The first step in the calculation of sRGB from CIE XYZ is a linear transformation, which may be carried out by a matrix multiplication. (The numerical values below match those in the official sRGB specification,^{[1]}^{[5]} which corrected small rounding errors in the original publication^{[2]} by sRGB's creators, and assume the 2° standard colorimetric observer for CIE XYZ.^{[2]})
It is actually matrix for BT.709 primaries, not just for sRGB (and second row of the sRGB to XYZ in the next paragraph is BT.7092 matrix coefficients):
These linear RGB values are not the final result; gamma correction must still be applied. The following formula transforms the linear values into sRGB:
These gammacompressed values (sometimes called "nonlinear values") are usually clipped to the 0 to 1 range. This clipping can be done before or after the gamma calculation, or done as part of converting to 8 bits. If values in the range 0 to 255 are required, e.g. for video display or 8bit graphics, the usual technique is to multiply by 255 and round to an integer.
Again the sRGB component values , , are in the range 0 to 1. (Values in the range of 0 to 255 can simply be divided by 255.0).
These gammaexpanded values (sometimes called "linear values" or "linearlight values") are multiplied by a matrix to obtain CIE XYZ:
As was defined in Amendment 1 to IEC 6196621:1999 the YCbCr transformation uses BT.601 matrix, but with 4 decimal places.
.
sYCC also extends sRGB transfer function. It is extendedgamut (compared to sRGB),^{[6]} just like xvYCC: outofgamut YCbCr values that map to negative , and can be used to further extend gamut by using the very same XYZ sRGB matrix. Cb and Cr that are out of limited range 16240 are not used though, like they are used in xvYCC, thus it can be full range and limited range.
It can be used in JPEG (part of JEITA CP3451 standard) and JPEG 2000, that use only full range sYCC. HDMI can use sYCC digital YCbCr format (in full or limited range), and Nvidia, AMD and Intel support it, if display signals it in Colorimetry block of EDID. 0 and 255 values are reserved in HDMI interface for limited range formats (RGB and YCbCr).^{[7]}
Amendment 1 also recommends to use XYZ to RGB matrix with higher precision (7 decimal points) that has enough accuracy for the case of 16bit per channel. You need to invert the very same 4 decimal places RGB to XYZ matrix to 7 decimal places, not further define RGB to XYZ matrix:
.^{[8]}
It is often casually stated that the decoding gamma for sRGB data is 2.2, yet the above transform shows an exponent of 2.4. This is because the net effect of the piecewise decomposition is necessarily a changing instantaneous gamma at each point in the range: it goes from gamma = 1 at zero to a gamma of 2.4 at maximum intensity with a median value being close to 2.2. The transformation was designed to approximate a gamma of about 2.2, but with a linear portion near zero to avoid having an infinite slope at K = 0, which can cause numerical problems. The continuity condition for the curve , which is defined above as a piecewise function of , is
Solving with and the standard value yields two solutions, ? or . The IEC 6196621 standard uses the rounded value , which yields . However, if we impose the condition that the slopes match as well then we must have
We now have two equations. If we take the two unknowns to be and then we can solve to give
Substituting or and gives and , with the corresponding lineardomain threshold at . These values, rounded to , and , sometimes describe sRGB conversion.^{[9]} Publications by sRGB's creators^{[2]} rounded to and , hence (this was also used in FlashPix), resulting in a small discontinuity in the curve. Some authors adopted these values in spite of the discontinuity.^{[10]} For the standard, the rounded value was kept and the value was recomputed to make the resulting curve continuous, as described above, resulting in a slope discontinuity from 12.92 below the intersection to 12.70 above.
Parameter  Value 

Screen luminance level  80 cd/m^{2} 
Illuminant white point  x = 0.3127, y = 0.3290 (D65) 
Image surround reflectance  20% (~medium gray) 
Encoding ambient illuminance level  64 lux 
Encoding ambient white point  x = 0.3457, y = 0.3585 (D50) 
Encoding viewing flare  1.0% 
Typical ambient illuminance level  200 lux 
Typical ambient white point  x = 0.3457, y = 0.3585 (D50) 
Typical viewing flare  5.0% 
The sRGB specification assumes a dimly lit encoding (creation) environment with an ambient correlated color temperature (CCT) of 5003 K. This differs from the CCT of the illuminant (D65). Using D50 for both would have made the white point of most photographic paper appear excessively blue.^{[11]} The other parameters, such as the luminance level, are representative of a typical CRT monitor.
For optimal results, the ICC recommends using the encoding viewing environment (i.e., dim, diffuse lighting) rather than the lessstringent typical viewing environment.^{[2]}
Due to the standardization of sRGB on the Internet, on computers, and on printers, many low to mediumend consumer digital cameras and scanners use sRGB as the default (or only available) working color space. However, consumerlevel CCDs are typically uncalibrated, meaning that even though the image is being labeled as sRGB, one can't conclude that the image is coloraccurate sRGB.
If the color space of an image is unknown and it is an 8 to 16bit image format, assuming it is in the sRGB color space is a safe choice. An ICC profile may be used; the ICC distributes three such profiles:^{[12]} two profiles conforming to version 4 of the ICC specification, which they recommend, and one profile conforming to version 2, which is still commonly used. Version 2 of ICC profile does not support parametric curve encoding,^{[13]} that is why to approximate the EOTF it uses 1024 points 1DLUT, which may be not obvious to see that it is piecewise.
As the sRGB gamut meets or exceeds the gamut of a lowend inkjet printer, an sRGB image is often regarded as satisfactory for home use and printing. sRGB is sometimes avoided by highend print publishing professionals because its color gamut is not big enough, especially in the bluegreen colors, to include all the colors that can be reproduced in CMYK printing. Images intended for professional printing via a fully colormanaged workflow, e.g. prepress output, sometimes use another color space such as Adobe RGB (1998), which accommodates a wider gamut. Such images used on the Internet may be converted to sRGB using color management tools that are usually included with software that works in these other color spaces.
The two dominant programming interfaces for 3D graphics, OpenGL and Direct3D, have both incorporated support for the sRGB gamma curve. OpenGL supports textures with sRGB gamma encoded color components (first introduced with EXT_texture_sRGB extension,^{[14]} added to the core in OpenGL 2.1) and rendering into sRGB gamma encoded framebuffers (first introduced with EXT_framebuffer_sRGB extension,^{[15]} added to the core in OpenGL 3.0). Direct3D supports both textures and rendering starting with DirectX 9.^{[]} Correct mipmapping and interpolation of sRGB gamma textures has direct hardware support in texturing units of most modern GPUs (for example nVidia GeForce 8 performs conversion from 8bit texture to linear values before interpolating those values), and does not have any performance penalty.^{[16]}
Why Calibrate Monitor to D65 When Light Booth is D50
(Wayback Machine copy)