Gamma is how digital images are corrected to match human non-linear perception of brightness levels, and to avoid color banding in common image color depths.
Many digital image programs, and some game renderers, handle Gamma incorrectly which produces noticeable artifacts.
- What every coder should know about gamma by John Novak. Gamma clearly explained, with images.
- Be gamma correct! by Martin Breidt - an excellent explanation of what gamma is and how to work with it. Saved here: File:Martin Breidt - gamma correct v12.pdf
- Linear-Space Lighting (i.e. Gamma) by John Hable - another great description of how gamma works. Saved here: File:John Hable - Linear-Space Lighting (i.e. Gamma).pdf
- Linear Workflow - The Whole Shebang by Daniel 'coldside' Dye - how to setup and use gamma in 3ds Max, for output to compositing software like After Effects and Nuke. See the Polycount Forum thread.
- File:3dsMax Gamma JP.pdf by Jeff Patton - a quick rundown of gamma settings in 3ds Max.
- Help with the Equation for converting Gamma to Linear Polycount Forum topic.
- Yet another Gamma thread on the Polycount Forum has info on tool problems, and how sRGB can help.
- Texture Leveling Polycount forum thread - discussion about why some game textures are very dark, and how an understanding of gamma helps to explain this.