Hi,

> So it's not a platform difference, but a rounding error that affects  
> all platforms? For 8-bit editing, the error makes no difference. But  
> for 16-bit editing, 0.0003162277 times 65535 is 20.7240. So it looks  
> like at 16-bit integer, errors up to nearly 21 can be expected when  
> converting zero and near-zero channel values between different ICC  
> profiles, yes?

No, 16 bit have 16 bit of precision, 32 bit floating point have 7  
digit precision and a wide domain, that is, you have +/-0.000001 but  
you also have the exponent. The range is huge and this is useful for  
things like raw photo where intensity varies broadly, and also have  
the negative numbers. But still, 16 bits gives you 1/65535 which is  
0.00001 and just one order of magnitude below. If you want to go  
always from 0 to 1.0 with no negatives and no highlights, maybe 16  
bits is more adequate. On float you can have an epsilon of +-0.000001  
and this means zero can be slightly negative.

I did some investigation on how to better the float precision. I think  
it can be done in some cases, for example in transforms holding only  
matrix to matrix, both matrices can be multiplied and this would avoid  
the quantization in the middle. This would greatly enhance some kind  
of transforms, but still the main problem is in CLUT based transforms  
which involves profile elements using floating point extension. This  
is quite uncommon as per today.

In November, at DevCon we at the ICC are going to announce iccMAX,  
what would correspond to ICC V5. This new spec will handle floating  
point area more in depth. Right now in V4 is a sort of experimental  
thing that IMHO is not very well solved. The degree lcms will support  
iccMAX is still an unknown.

http://www.color.org/DevCon/


But of course those are long term plans.

Best regards
Marti

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