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Clarifications: Gamma Correction, sRGB

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So from my readings, images authored and stored on the hard disk are typically gamma corrected.  So (x^1/2.2) is applied to them and they would appear brighter on disk to compensate for the monitors gamma curve x^2.2. 


In DirectX, to convert to linear space, we specify an SRGB format like DXGI_FORMAT_R8G8B8A8_UNORM_SRGB. 


When people talk about "sRGB" space, is that synonomous with "linear space"?  What space do they call the gamma corrected images (with the x^1/2.2 applied?  "Gamma corrected space"? 


Second, the GPU Gems article (http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html) says:


Alpha channels, normal maps, displacement values (and so on) are almost certainly already linear and should not be corrected further, nor should any textures that you were careful to paint or capture in a linear fashion.


I can see this for procedurally generated data maps.  But artists often use photoshop to make/edit height maps, alpha maps, and use tools like crazy bump to make normal maps.  When these maps are saved to disk, they will be gamma corrected, too, right (unless care was taken to save them as sRGB (linear format)?  So shouldn't they be converted to linear space as well?



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