12. Appendix: Rationale (This appendix is not part of the formal PNG specification.) This appendix gives the reasoning behind some of the design decisions in PNG. Many of these decisions were the subject of considerable debate. The authors freely admit that another group might have made different decisions; however, we believe that our choices are defensible and consistent. 12.1. Why a new file format? Does the world really need yet another graphics format? We believe so. GIF is no longer freely usable, but no other commonly used format can directly replace it, as is discussed in more detail below. We might have used an adaptation of an existing format, for example GIF with an unpatented compression scheme. But this would require new code anyway; it would not be all that much easier to implement than a whole new file format. (PNG is designed to be simple to implement, with the exception of the compression engine, which would be needed in any case.) We feel that this is an excellent opportunity to design a new format that fixes some of the known limitations of GIF.
12.2. Why these features? The features chosen for PNG are intended to address the needs of applications that previously used the special strengths of GIF. In particular, GIF is well adapted for online communications because of its streamability and progressive display capability. PNG shares those attributes. We have also addressed some of the widely known shortcomings of GIF. In particular, PNG supports truecolor images. We know of no widely used image format that losslessly compresses truecolor images as effectively as PNG does. We hope that PNG will make use of truecolor images more practical and widespread. Some form of transparency control is desirable for applications in which images are displayed against a background or together with other images. GIF provided a simple transparent-color specification for this purpose. PNG supports a full alpha channel as well as transparent-color specifications. This allows both highly flexible transparency and compression efficiency. Robustness against transmission errors has been an important consideration. For example, images transferred across Internet are often mistakenly processed as text, leading to file corruption. PNG is designed so that such errors can be detected quickly and reliably. PNG has been expressly designed not to be completely dependent on a single compression technique. Although deflate/inflate compression is mentioned in this document, PNG would still exist without it. 12.3. Why not these features? Some features have been deliberately omitted from PNG. These choices were made to simplify implementation of PNG, promote portability and interchangeability, and make the format as simple and foolproof as possible for users. In particular:
* There is no uncompressed variant of PNG. It is possible to store uncompressed data by using only uncompressed deflate blocks (a feature normally used to guarantee that deflate does not make incompressible data much larger). However, PNG software must support full deflate/inflate; any software that does not is not compliant with the PNG standard. The two most important features of PNG---portability and compression---are absolute requirements for online applications, and users demand them. Failure to support full deflate/inflate compromises both of these objectives. * There is no lossy compression in PNG. Existing formats such as JFIF already handle lossy compression well. Furthermore, available lossy compression methods (e.g., JPEG) are far from foolproof --- a poor choice of quality level can ruin an image. To avoid user confusion and unintentional loss of information, we feel it is best to keep lossy and lossless formats strictly separate. Also, lossy compression is complex to implement. Adding JPEG support to a PNG decoder might increase its size by an order of magnitude. This would certainly cause some decoders to omit support for the feature, which would destroy our goal of interchangeability. * There is no support for CMYK or other unusual color spaces. Again, this is in the name of promoting portability. CMYK, in particular, is far too device-dependent to be useful as a portable image representation. * There is no standard chunk for thumbnail views of images. In discussions with software vendors who use thumbnails in their products, it has become clear that most would not use a "standard" thumbnail chunk. For one thing, every vendor has a different idea of what the dimensions and characteristics of a thumbnail ought to be. Also, some vendors keep thumbnails in separate files to accommodate varied image formats; they are not going to stop doing that simply because of a thumbnail chunk in one new format. Proprietary chunks containing vendor-specific thumbnails appear to be more practical than a common thumbnail format. It is worth noting that private extensions to PNG could easily add these features. We will not, however, include them as part of the basic PNG standard.
PNG also does not support multiple images in one file. This restriction is a reflection of the reality that many applications do not need and will not support multiple images per file. In any case, single images are a fundamentally different sort of object from sequences of images. Rather than make false promises of interchangeability, we have drawn a clear distinction between single-image and multi-image formats. PNG is a single-image format. (But see Multiple-image extension, Section 8.4.) 12.4. Why not use format X? Numerous existing formats were considered before deciding to develop PNG. None could meet the requirements we felt were important for PNG. GIF is no longer suitable as a universal standard because of legal entanglements. Although just replacing GIF's compression method would avoid that problem, GIF does not support truecolor images, alpha channels, or gamma correction. The spec has more subtle problems too. Only a small subset of the GIF89 spec is actually portable across a variety of implementations, but there is no codification of the most portable part of the spec. TIFF is far too complex to meet our goals of simplicity and interchangeability. Defining a TIFF subset would meet that objection, but would frustrate users making the reasonable assumption that a file saved as TIFF from their existing software would load into a program supporting our flavor of TIFF. Furthermore, TIFF is not designed for stream processing, has no provision for progressive display, and does not currently provide any good, legally unencumbered, lossless compression method. IFF has also been suggested, but is not suitable in detail: available image representations are too machine-specific or not adequately compressed. The overall chunk structure of IFF is a useful concept that PNG has liberally borrowed from, but we did not attempt to be bit-for-bit compatible with IFF chunk structure. Again this is due to detailed issues, notably the fact that IFF FORMs are not designed to be serially writable. Lossless JPEG is not suitable because it does not provide for the storage of indexed-color images. Furthermore, its lossless truecolor compression is often inferior to that of PNG.
12.5. Byte order It has been asked why PNG uses network byte order. We have selected one byte ordering and used it consistently. Which order in particular is of little relevance, but network byte order has the advantage that routines to convert to and from it are already available on any platform that supports TCP/IP networking, including all PC platforms. The functions are trivial and will be included in the reference implementation. 12.6. Interlacing PNG's two-dimensional interlacing scheme is more complex to implement than GIF's line-wise interlacing. It also costs a little more in file size. However, it yields an initial image eight times faster than GIF (the first pass transmits only 1/64th of the pixels, compared to 1/8th for GIF). Although this initial image is coarse, it is useful in many situations. For example, if the image is a World Wide Web imagemap that the user has seen before, PNG's first pass is often enough to determine where to click. The PNG scheme also looks better than GIF's, because horizontal and vertical resolution never differ by more than a factor of two; this avoids the odd "stretched" look seen when interlaced GIFs are filled in by replicating scanlines. Preliminary results show that small text in an interlaced PNG image is typically readable about twice as fast as in an equivalent GIF, i.e., after PNG's fifth pass or 25% of the image data, instead of after GIF's third pass or 50%. This is again due to PNG's more balanced increase in resolution. 12.7. Why gamma? It might seem natural to standardize on storing sample values that are linearly proportional to light intensity (that is, have gamma of 1.0). But in fact, it is common for images to have a gamma of less than 1. There are three good reasons for this: * For reasons detailed in Gamma Tutorial (Chapter 13), all video cameras apply a "gamma correction" function to the intensity information. This causes the video signal to have a gamma of about 0.5 relative to the light intensity in the original scene. Thus, images obtained by frame-grabbing video already have a gamma of about 0.5. * The human eye has a nonlinear response to intensity, so linear encoding of samples either wastes sample codes in bright areas of the image, or provides too few sample codes to avoid banding artifacts in dark areas of the image, or both. At least 12 bits per sample are needed to avoid
visible artifacts in linear encoding with a 100:1 image intensity range. An image gamma in the range 0.3 to 0.5 allocates sample values in a way that roughly corresponds to the eye's response, so that 8 bits/sample are enough to avoid artifacts caused by insufficient sample precision in almost all images. This makes "gamma encoding" a much better way of storing digital images than the simpler linear encoding. * Many images are created on PCs or workstations with no gamma correction hardware and no software willing to provide gamma correction either. In these cases, the images have had their lighting and color chosen to look best on this platform --- they can be thought of as having "manual" gamma correction built in. To see what the image author intended, it is necessary to treat such images as having a file_gamma value in the range 0.4-0.6, depending on the room lighting level that the author was working in. In practice, image gamma values around 1.0 and around 0.5 are both widely found. Older image standards such as GIF often do not account for this fact. The JFIF standard specifies that images in that format should use linear samples, but many JFIF images found on the Internet actually have a gamma somewhere near 0.4 or 0.5. The variety of images found and the variety of systems that people display them on have led to widespread problems with images appearing "too dark" or "too light". PNG expects viewers to compensate for image gamma at the time that the image is displayed. Another possible approach is to expect encoders to convert all images to a uniform gamma at encoding time. While that method would speed viewers slightly, it has fundamental flaws: * Gamma correction is inherently lossy due to quantization and roundoff error. Requiring conversion at encoding time thus causes irreversible loss. Since PNG is intended to be a lossless storage format, this is undesirable; we should store unmodified source data. * The encoder might not know the source gamma value. If the decoder does gamma correction at viewing time, it can adjust the gamma (change the displayed brightness) in response to feedback from a human user. The encoder has no such recourse. * Whatever "standard" gamma we settled on would be wrong for some displays. Hence viewers would still need gamma correction capability.
Since there will always be images with no gamma or an incorrect recorded gamma, good viewers will need to incorporate gamma adjustment code anyway. Gamma correction at viewing time is thus the right way to go. See Gamma Tutorial (Chapter 13) for more information. 12.8. Non-premultiplied alpha PNG uses "unassociated" or "non-premultiplied" alpha so that images with separate transparency masks can be stored losslessly. Another common technique, "premultiplied alpha", stores pixel values premultiplied by the alpha fraction; in effect, the image is already composited against a black background. Any image data hidden by the transparency mask is irretrievably lost by that method, since multiplying by a zero alpha value always produces zero. Some image rendering techniques generate images with premultiplied alpha (the alpha value actually represents how much of the pixel is covered by the image). This representation can be converted to PNG by dividing the sample values by alpha, except where alpha is zero. The result will look good if displayed by a viewer that handles alpha properly, but will not look very good if the viewer ignores the alpha channel. Although each form of alpha storage has its advantages, we did not want to require all PNG viewers to handle both forms. We standardized on non-premultiplied alpha as being the lossless and more general case. 12.9. Filtering PNG includes filtering capability because filtering can significantly reduce the compressed size of truecolor and grayscale images. Filtering is also sometimes of value on indexed-color images, although this is less common. The filter algorithms are defined to operate on bytes, rather than pixels; this gains simplicity and speed with very little cost in compression performance. Tests have shown that filtering is usually ineffective for images with fewer than 8 bits per sample, so providing pixelwise filtering for such images would be pointless. For 16 bit/sample data, bytewise filtering is nearly as effective as pixelwise filtering, because MSBs are predicted from adjacent MSBs, and LSBs are predicted from adjacent LSBs.
The encoder is allowed to change filters for each new scanline. This creates no additional complexity for decoders, since a decoder is required to contain defiltering logic for every filter type anyway. The only cost is an extra byte per scanline in the pre-compression datastream. Our tests showed that when the same filter is selected for all scanlines, this extra byte compresses away to almost nothing, so there is little storage cost compared to a fixed filter specified for the whole image. And the potential benefits of adaptive filtering are too great to ignore. Even with the simplistic filter-choice heuristics so far discovered, adaptive filtering usually outperforms fixed filters. In particular, an adaptive filter can change behavior for successive passes of an interlaced image; a fixed filter cannot. 12.10. Text strings Most graphics file formats include the ability to store some textual information along with the image. But many applications need more than that: they want to be able to store several identifiable pieces of text. For example, a database using PNG files to store medical X-rays would likely want to include patient's name, doctor's name, etc. A simple way to do this in PNG would be to invent new private chunks holding text. The disadvantage of such an approach is that other applications would have no idea what was in those chunks, and would simply ignore them. Instead, we recommend that textual information be stored in standard tEXt chunks with suitable keywords. Use of tEXt tells any PNG viewer that the chunk contains text that might be of interest to a human user. Thus, a person looking at the file with another viewer will still be able to see the text, and even understand what it is if the keywords are reasonably self- explanatory. (To this end, we recommend spelled-out keywords, not abbreviations that will be hard for a person to understand. Saving a few bytes on a keyword is false economy.) The ISO 8859-1 (Latin-1) character set was chosen as a compromise between functionality and portability. Some platforms cannot display anything more than 7-bit ASCII characters, while others can handle characters beyond the Latin-1 set. We felt that Latin-1 represents a widely useful and reasonably portable character set. Latin-1 is a direct subset of character sets commonly used on popular platforms such as Microsoft Windows and X Windows. It can also be handled on Macintosh systems with a simple remapping of characters. There is presently no provision for text employing character sets other than Latin-1. We recognize that the need for other character sets will increase. However, PNG already requires that
programmers implement a number of new and unfamiliar features, and text representation is not PNG's primary purpose. Since PNG provides for the creation and public registration of new ancillary chunks of general interest, we expect that text chunks for other character sets, such as Unicode, eventually will be registered and increase gradually in popularity. 12.11. PNG file signature The first eight bytes of a PNG file always contain the following values: (decimal) 137 80 78 71 13 10 26 10 (hexadecimal) 89 50 4e 47 0d 0a 1a 0a (ASCII C notation) \211 P N G \r \n \032 \n This signature both identifies the file as a PNG file and provides for immediate detection of common file-transfer problems. The first two bytes distinguish PNG files on systems that expect the first two bytes to identify the file type uniquely. The first byte is chosen as a non-ASCII value to reduce the probability that a text file may be misrecognized as a PNG file; also, it catches bad file transfers that clear bit 7. Bytes two through four name the format. The CR-LF sequence catches bad file transfers that alter newline sequences. The control-Z character stops file display under MS-DOS. The final line feed checks for the inverse of the CR-LF translation problem. A decoder may further verify that the next eight bytes contain an IHDR chunk header with the correct chunk length; this will catch bad transfers that drop or alter null (zero) bytes. Note that there is no version number in the signature, nor indeed anywhere in the file. This is intentional: the chunk mechanism provides a better, more flexible way to handle format extensions, as explained in Chunk naming conventions (Section 12.13). 12.12. Chunk layout The chunk design allows decoders to skip unrecognized or uninteresting chunks: it is simply necessary to skip the appropriate number of bytes, as determined from the length field. Limiting chunk length to (2^31)-1 bytes avoids possible problems for implementations that cannot conveniently handle 4-byte unsigned values. In practice, chunks will usually be much shorter than that anyway.
A separate CRC is provided for each chunk in order to detect badly-transferred images as quickly as possible. In particular, critical data such as the image dimensions can be validated before being used. The chunk length is excluded from the CRC so that the CRC can be calculated as the data is generated; this avoids a second pass over the data in cases where the chunk length is not known in advance. Excluding the length from the CRC does not create any extra risk of failing to discover file corruption, since if the length is wrong, the CRC check will fail: the CRC will be computed on the wrong set of bytes and then be tested against the wrong value from the file. 12.13. Chunk naming conventions The chunk naming conventions allow safe, flexible extension of the PNG format. This mechanism is much better than a format version number, because it works on a feature-by-feature basis rather than being an overall indicator. Decoders can process newer files if and only if the files use no unknown critical features (as indicated by finding unknown critical chunks). Unknown ancillary chunks can be safely ignored. We decided against having an overall format version number because experience has shown that format version numbers hurt portability as much as they help. Version numbers tend to be set unnecessarily high, leading to older decoders rejecting files that they could have processed (this was a serious problem for several years after the GIF89 spec came out, for example). Furthermore, private extensions can be made either critical or ancillary, and standard decoders should react appropriately; overall version numbers are no help for private extensions. A hypothetical chunk for vector graphics would be a critical chunk, since if ignored, important parts of the intended image would be missing. A chunk carrying the Mandelbrot set coordinates for a fractal image would be ancillary, since other applications could display the image without understanding what the image represents. In general, a chunk type should be made critical only if it is impossible to display a reasonable representation of the intended image without interpreting that chunk.
The public/private property bit ensures that any newly defined public chunk type name cannot conflict with proprietary chunks that could be in use somewhere. However, this does not protect users of private chunk names from the possibility that someone else may use the same chunk name for a different purpose. It is a good idea to put additional identifying information at the start of the data for any private chunk type. When a PNG file is modified, certain ancillary chunks may need to be changed to reflect changes in other chunks. For example, a histogram chunk needs to be changed if the image data changes. If the file editor does not recognize histogram chunks, copying them blindly to a new output file is incorrect; such chunks should be dropped. The safe/unsafe property bit allows ancillary chunks to be marked appropriately. Not all possible modification scenarios are covered by the safe/unsafe semantics. In particular, chunks that are dependent on the total file contents are not supported. (An example of such a chunk is an index of IDAT chunk locations within the file: adding a comment chunk would inadvertently break the index.) Definition of such chunks is discouraged. If absolutely necessary for a particular application, such chunks can be made critical chunks, with consequent loss of portability to other applications. In general, ancillary chunks can depend on critical chunks but not on other ancillary chunks. It is expected that mutually dependent information should be put into a single chunk. In some situations it may be unavoidable to make one ancillary chunk dependent on another. Although the chunk property bits are insufficient to represent this case, a simple solution is available: in the dependent chunk, record the CRC of the chunk depended on. It can then be determined whether that chunk has been changed by some other program. The same technique can be useful for other purposes. For example, if a program relies on the palette being in a particular order, it can store a private chunk containing the CRC of the PLTE chunk. If this value matches when the file is again read in, then it provides high confidence that the palette has not been tampered with. Note that it is not necessary to mark the private chunk unsafe-to-copy when this technique is used; thus, such a private chunk can survive other editing of the file.
12.14. Palette histograms A viewer may not be able to provide as many colors as are listed in the image's palette. (For example, some colors could be reserved by a window system.) To produce the best results in this situation, it is helpful to have information about the frequency with which each palette index actually appears, in order to choose the best palette for dithering or to drop the least-used colors. Since images are often created once and viewed many times, it makes sense to calculate this information in the encoder, although it is not mandatory for the encoder to provide it. Other image formats have usually addressed this problem by specifying that the palette entries should appear in order of frequency of use. That is an inferior solution, because it doesn't give the viewer nearly as much information: the viewer can't determine how much damage will be done by dropping the last few colors. Nor does a sorted palette give enough information to choose a target palette for dithering, in the case that the viewer needs to reduce the number of colors substantially. A palette histogram provides the information needed to choose such a target palette without making a pass over the image data.
13. Appendix: Gamma Tutorial (This appendix is not part of the formal PNG specification.) It would be convenient for graphics programmers if all of the components of an imaging system were linear. The voltage coming from an electronic camera would be directly proportional to the intensity (power) of light in the scene, the light emitted by a CRT would be directly proportional to its input voltage, and so on. However, real-world devices do not behave in this way. All CRT displays, almost all photographic film, and many electronic cameras have nonlinear signal-to-light-intensity or intensity-to-signal characteristics. Fortunately, all of these nonlinear devices have a transfer function that is approximated fairly well by a single type of mathematical function: a power function. This power function has the general equation output = input ^ gamma where ^ denotes exponentiation, and "gamma" (often printed using the Greek letter gamma, thus the name) is simply the exponent of the power function. By convention, "input" and "output" are both scaled to the range 0..1, with 0 representing black and 1 representing maximum white (or red, etc). Normalized in this way, the power function is completely described by a single number, the exponent "gamma". So, given a particular device, we can measure its output as a function of its input, fit a power function to this measured transfer function, extract the exponent, and call it gamma. We often say "this device has a gamma of 2.5" as a shorthand for "this device has a power-law response with an exponent of 2.5". We can also talk about the gamma of a mathematical transform, or of a lookup table in a frame buffer, so long as the input and output of the thing are related by the power-law expression above. How do gammas combine? Real imaging systems will have several components, and more than one of these can be nonlinear. If all of the components have transfer characteristics that are power functions, then the transfer function of the entire system is also a power function. The exponent (gamma) of the whole system's transfer function is just the product of all of the individual exponents (gammas) of the separate stages in the system.
Also, stages that are linear pose no problem, since a power function with an exponent of 1.0 is really a linear function. So a linear transfer function is just a special case of a power function, with a gamma of 1.0. Thus, as long as our imaging system contains only stages with linear and power-law transfer functions, we can meaningfully talk about the gamma of the entire system. This is indeed the case with most real imaging systems. What should overall gamma be? If the overall gamma of an imaging system is 1.0, its output is linearly proportional to its input. This means that the ratio between the intensities of any two areas in the reproduced image will be the same as it was in the original scene. It might seem that this should always be the goal of an imaging system: to accurately reproduce the tones of the original scene. Alas, that is not the case. When the reproduced image is to be viewed in "bright surround" conditions, where other white objects nearby in the room have about the same brightness as white in the image, then an overall gamma of 1.0 does indeed give real-looking reproduction of a natural scene. Photographic prints viewed under room light and computer displays in bright room light are typical "bright surround" viewing conditions. However, sometimes images are intended to be viewed in "dark surround" conditions, where the room is substantially black except for the image. This is typical of the way movies and slides (transparencies) are viewed by projection. Under these circumstances, an accurate reproduction of the original scene results in an image that human viewers judge as "flat" and lacking in contrast. It turns out that the projected image needs to have a gamma of about 1.5 relative to the original scene for viewers to judge it "natural". Thus, slide film is designed to have a gamma of about 1.5, not 1.0. There is also an intermediate condition called "dim surround", where the rest of the room is still visible to the viewer, but is noticeably darker than the reproduced image itself. This is typical of television viewing, at least in the evening, as well as subdued-light computer work areas. In dim surround conditions, the reproduced image needs to have a gamma of about 1.25 relative to the original scene in order to look natural.
The requirement for boosted contrast (gamma) in dark surround conditions is due to the way the human visual system works, and applies equally well to computer monitors. Thus, a PNG viewer trying to achieve the maximum realism for the images it displays really needs to know what the room lighting conditions are, and adjust the gamma of the displayed image accordingly. If asking the user about room lighting conditions is inappropriate or too difficult, just assume that the overall gamma (viewing_gamma as defined below) should be 1.0 or 1.25. That's all that most systems that implement gamma correction do. What is a CRT's gamma? All CRT displays have a power-law transfer characteristic with a gamma of about 2.5. This is due to the physical processes involved in controlling the electron beam in the electron gun, and has nothing to do with the phosphor. An exception to this rule is fancy "calibrated" CRTs that have internal electronics to alter their transfer function. If you have one of these, you probably should believe what the manufacturer tells you its gamma is. But in all other cases, assuming 2.5 is likely to be pretty accurate. There are various images around that purport to measure gamma, usually by comparing the intensity of an area containing alternating white and black with a series of areas of continuous gray of different intensity. These are usually not reliable. Test images that use a "checkerboard" pattern of black and white are the worst, because a single white pixel will be reproduced considerably darker than a large area of white. An image that uses alternating black and white horizontal lines (such as the "gamma.png" test image at ftp://ftp.uu.net/graphics/png/images/suite/gamma.png) is much better, but even it may be inaccurate at high "picture" settings on some CRTs. If you have a good photometer, you can measure the actual light output of a CRT as a function of input voltage and fit a power function to the measurements. However, note that this procedure is very sensitive to the CRT's black level adjustment, somewhat sensitive to its picture adjustment, and also affected by ambient light. Furthermore, CRTs spread some light from bright areas of an image into nearby darker areas; a single bright spot against a black background may be seen to have a "halo". Your measuring technique will need to minimize the effects of this.
Because of the difficulty of measuring gamma, using either test images or measuring equipment, you're usually better off just assuming gamma is 2.5 rather than trying to measure it. What is gamma correction? A CRT has a gamma of 2.5, and we can't change that. To get an overall gamma of 1.0 (or somewhere near that) for an imaging system, we need to have at least one other component of the "image pipeline" that is nonlinear. If, in fact, there is only one nonlinear stage in addition to the CRT, then it's traditional to say that the CRT has a certain gamma, and that the other nonlinear stage provides "gamma correction" to compensate for the CRT. However, exactly where the "correction" is done depends on circumstance. In all broadcast video systems, gamma correction is done in the camera. This choice was made in the days when television electronics were all analog, and a good gamma-correction circuit was expensive to build. The original NTSC video standard required cameras to have a transfer function with a gamma of 1/2.2, or about 0.45. Recently, a more complex two-part transfer function has been adopted [SMPTE-170M], but its behavior can be well approximated by a power function with a gamma of 0.5. When the resulting image is displayed on a CRT with a gamma of 2.5, the image on screen ends up with a gamma of about 1.25 relative to the original scene, which is appropriate for "dim surround" viewing. These days, video signals are often digitized and stored in computer frame buffers. This works fine, but remember that gamma correction is "built into" the video signal, and so the digitized video has a gamma of about 0.5 relative to the original scene. Computer rendering programs often produce linear samples. To display these correctly, intensity on the CRT needs to be directly proportional to the sample values in the frame buffer. This can be done with a special hardware lookup table between the frame buffer and the CRT hardware. The lookup table (often called LUT) is loaded with a mapping that implements a power function with a gamma of 0.4, thus providing "gamma correction" for the CRT gamma. Thus, gamma correction sometimes happens before the frame buffer, sometimes after. As long as images created in a particular environment are always displayed in that environment, everything is fine. But when people try to exchange images, differences in gamma correction conventions often result in images that seem far too bright and washed out, or far too dark and contrasty.
Gamma-encoded samples are good So, is it better to do gamma correction before or after the frame buffer? In an ideal world, sample values would be stored in floating point, there would be lots of precision, and it wouldn't really matter much. But in reality, we're always trying to store images in as few bits as we can. If we decide to use samples that are linearly proportional to intensity, and do the gamma correction in the frame buffer LUT, it turns out that we need to use at least 12 bits for each of red, green, and blue to have enough precision in intensity. With any less than that, we will sometimes see "contour bands" or "Mach bands" in the darker areas of the image, where two adjacent sample values are still far enough apart in intensity for the difference to be visible. However, through an interesting coincidence, the human eye's subjective perception of brightness is related to the physical stimulation of light intensity in a manner that is very much like the power function used for gamma correction. If we apply gamma correction to measured (or calculated) light intensity before quantizing to an integer for storage in a frame buffer, we can get away with using many fewer bits to store the image. In fact, 8 bits per color is almost always sufficient to avoid contouring artifacts. This is because, since gamma correction is so closely related to human perception, we are assigning our 256 available sample codes to intensity values in a manner that approximates how visible those intensity changes are to the eye. Compared to a linear-sample image, we allocate fewer sample values to brighter parts of the tonal range and more sample values to the darker portions of the tonal range. Thus, for the same apparent image quality, images using gamma- encoded sample values need only about two-thirds as many bits of storage as images using linear samples.
General gamma handling When more than two nonlinear transfer functions are involved in the image pipeline, the term "gamma correction" becomes too vague. If we consider a pipeline that involves capturing (or calculating) an image, storing it in an image file, reading the file, and displaying the image on some sort of display screen, there are at least 5 places in the pipeline that could have nonlinear transfer functions. Let's give each a specific name for their characteristic gamma: camera_gamma the characteristic of the image sensor encoding_gamma the gamma of any transformation performed by the software writing the image file decoding_gamma the gamma of any transformation performed by the software reading the image file LUT_gamma the gamma of the frame buffer LUT, if present CRT_gamma the gamma of the CRT, generally 2.5 In addition, let's add a few other names: file_gamma the gamma of the image in the file, relative to the original scene. This is file_gamma = camera_gamma * encoding_gamma display_gamma the gamma of the "display system" downstream of the frame buffer. This is display_gamma = LUT_gamma * CRT_gamma viewing_gamma the overall gamma that we want to obtain to produce pleasing images --- generally 1.0 to 1.5.
The file_gamma value, as defined above, is what goes in the gAMA chunk in a PNG file. If file_gamma is not 1.0, we know that gamma correction has been done on the sample values in the file, and we could call them "gamma corrected" samples. However, since there can be so many different values of gamma in the image display chain, and some of them are not known at the time the image is written, the samples are not really being "corrected" for a specific display condition. We are really using a power function in the process of encoding an intensity range into a small integer field, and so it is more correct to say "gamma encoded" samples instead of "gamma corrected" samples. When displaying an image file, the image decoding program is responsible for making the overall gamma of the system equal to the desired viewing_gamma, by selecting the decoding_gamma appropriately. When displaying a PNG file, the gAMA chunk provides the file_gamma value. The display_gamma may be known for this machine, or it might be obtained from the system software, or the user might have to be asked what it is. The correct viewing_gamma depends on lighting conditions, and that will generally have to come from the user. Ultimately, you should have file_gamma * decoding_gamma * display_gamma = viewing_gamma Some specific examples In digital video systems, camera_gamma is about 0.5 by declaration of the various video standards documents. CRT_gamma is 2.5 as usual, while encoding_gamma, decoding_gamma, and LUT_gamma are all 1.0. As a result, viewing_gamma ends up being about 1.25. On frame buffers that have hardware gamma correction tables, and that are calibrated to display linear samples correctly, display_gamma is 1.0. Many workstations and X terminals and PC displays lack gamma correction lookup tables. Here, LUT_gamma is always 1.0, so display_gamma is 2.5.
On the Macintosh, there is a LUT. By default, it is loaded with a table whose gamma is about 0.72, giving a display_gamma (LUT and CRT combined) of about 1.8. Some Macs have a "Gamma" control panel that allows gamma to be changed to 1.0, 1.2, 1.4, 1.8, or 2.2. These settings load alternate LUTs that are designed to give a display_gamma that is equal to the label on the selected button. Thus, the "Gamma" control panel setting can be used directly as display_gamma in decoder calculations. On recent SGI systems, there is a hardware gamma-correction table whose contents are controlled by the (privileged) "gamma" program. The gamma of the table is actually the reciprocal of the number that "gamma" prints, and it does not include the CRT gamma. To obtain the display_gamma, you need to find the SGI system gamma (either by looking in a file, or asking the user) and then calculating display_gamma = 2.5 / SGI_system_gamma You will find SGI systems with the system gamma set to 1.0 and 2.2 (or higher), but the default when machines are shipped is 1.7. A note about video gamma The original NTSC video standards specified a simple power-law camera transfer function with a gamma of 1/2.2 or 0.45. This is not possible to implement exactly in analog hardware because the function has infinite slope at x=0, so all cameras deviated to some degree from this ideal. More recently, a new camera transfer function that is physically realizable has been accepted as a standard [SMPTE-170M]. It is Vout = 4.5 * Vin if Vin < 0.018 Vout = 1.099 * (Vin^0.45) - 0.099 if Vin >= 0.018 where Vin and Vout are measured on a scale of 0 to 1. Although the exponent remains 0.45, the multiplication and subtraction change the shape of the transfer function, so it is no longer a pure power function. If you want to perform extremely precise calculations on video signals, you should use the expression above (or its inverse, as required). However, PNG does not provide a way to specify that an image uses this exact transfer function; the gAMA chunk always assumes a pure power-law function. If we plot the two-part transfer function above along with the family of pure power functions, we find that a power function with a gamma of about 0.5 to 0.52 (not 0.45) most closely approximates the transfer function. Thus, when writing a
PNG file with data obtained from digitizing the output of a modern video camera, the gAMA chunk should contain 0.5 or 0.52, not 0.45. The remaining difference between the true transfer function and the power function is insignificant for almost all purposes. (In fact, the alignment errors in most cameras are likely to be larger than the difference between these functions.) The designers of PNG deemed the simplicity and flexibility of a power-law definition of gAMA to be more important than being able to describe the SMPTE-170M transfer curve exactly. The PAL and SECAM video standards specify a power-law camera transfer function with a gamma of 1/2.8 or 0.36 --- not the 1/2.2 of NTSC. However, this is too low in practice, so real cameras are likely to have their gamma set close to NTSC practice. Just guessing 0.45 or 0.5 is likely to give you viewable results, but if you want precise values you'll probably have to measure the particular camera. Further reading If you have access to the World Wide Web, read Charles Poynton's excellent "Gamma FAQ" [GAMMA-FAQ] for more information about gamma. 14. Appendix: Color Tutorial (This appendix is not part of the formal PNG specification.) About chromaticity The cHRM chunk is used, together with the gAMA chunk, to convey precise color information so that a PNG image can be displayed or printed with better color fidelity than is possible without this information. The preceding chapters state how this information is encoded in a PNG image. This tutorial briefly outlines the underlying color theory for those who might not be familiar with it. Note that displaying an image with incorrect gamma will produce much larger color errors than failing to use the chromaticity data. First be sure the monitor set-up and gamma correction are right, then worry about chromaticity. The problem The color of an object depends not only on the precise spectrum of light emitted or reflected from it, but also on the observer --- their species, what else they can see at the same time, even what
they have recently looked at! Furthermore, two very different spectra can produce exactly the same color sensation. Color is not an objective property of real-world objects; it is a subjective, biological sensation. However, by making some simplifying assumptions (such as: we are talking about human vision) it is possible to produce a mathematical model of color and thereby obtain good color accuracy. Device-dependent color Display the same RGB data on three different monitors, side by side, and you will get a noticeably different color balance on each display. This is because each monitor emits a slightly different shade and intensity of red, green, and blue light. RGB is an example of a device-dependent color model --- the color you get depends on the device. This also means that a particular color --- represented as say RGB 87, 146, 116 on one monitor --- might have to be specified as RGB 98, 123, 104 on another to produce the same color. Device-independent color A full physical description of a color would require specifying the exact spectral power distribution of the light source. Fortunately, the human eye and brain are not so sensitive as to require exact reproduction of a spectrum. Mathematical, device- independent color models exist that describe fairly well how a particular color will be seen by humans. The most important device-independent color model, to which all others can be related, was developed by the International Lighting Committee (CIE, in French) and is called XYZ. In XYZ, X is the sum of a weighted power distribution over the whole visible spectrum. So are Y and Z, each with different weights. Thus any arbitrary spectral power distribution is condensed down to just three floating point numbers. The weights were derived from color matching experiments done on human subjects in the 1920s. CIE XYZ has been an International Standard since 1931, and it has a number of useful properties: * two colors with the same XYZ values will look the same to humans * two colors with different XYZ values will not look the same * the Y value represents all the brightness information (luminance) * the XYZ color of any object can be objectively measured
Color models based on XYZ have been used for many years by people who need accurate control of color --- lighting engineers for film and TV, paint and dyestuffs manufacturers, and so on. They are thus proven in industrial use. Accurate, device-independent color started to spread from high-end, specialized areas into the mainstream during the late 1980s and early 1990s, and PNG takes notice of that trend. Calibrated, device-dependent color Traditionally, image file formats have used uncalibrated, device- dependent color. If the precise details of the original display device are known, it becomes possible to convert the device- dependent colors of a particular image to device-independent ones. Making simplifying assumptions, such as working with CRTs (which are much easier than printers), all we need to know are the XYZ values of each primary color and the CRT_gamma. So why does PNG not store images in XYZ instead of RGB? Well, two reasons. First, storing images in XYZ would require more bits of precision, which would make the files bigger. Second, all programs would have to convert the image data before viewing it. Whether calibrated or not, all variants of RGB are close enough that undemanding viewers can get by with simply displaying the data without color correction. By storing calibrated RGB, PNG retains compatibility with existing programs that expect RGB data, yet provides enough information for conversion to XYZ in applications that need precise colors. Thus, we get the best of both worlds. What are chromaticity and luminance? Chromaticity is an objective measurement of the color of an object, leaving aside the brightness information. Chromaticity uses two parameters x and y, which are readily calculated from XYZ: x = X / (X + Y + Z) y = Y / (X + Y + Z) XYZ colors having the same chromaticity values will appear to have the same hue but can vary in absolute brightness. Notice that x,y are dimensionless ratios, so they have the same values no matter what units we've used for X,Y,Z.
The Y value of an XYZ color is directly proportional to its absolute brightness and is called the luminance of the color. We can describe a color either by XYZ coordinates or by chromaticity x,y plus luminance Y. The XYZ form has the advantage that it is linearly related to (linear, gamma=1.0) RGB color spaces. How are computer monitor colors described? The "white point" of a monitor is the chromaticity x,y of the monitor's nominal white, that is, the color produced when R=G=B=maximum. It's customary to specify monitor colors by giving the chromaticities of the individual phosphors R, G, and B, plus the white point. The white point allows one to infer the relative brightnesses of the three phosphors, which isn't determined by their chromaticities alone. Note that the absolute brightness of the monitor is not specified. For computer graphics work, we generally don't care very much about absolute brightness levels. Instead of dealing with absolute XYZ values (in which X,Y,Z are expressed in physical units of radiated power, such as candelas per square meter), it is convenient to work in "relative XYZ" units, where the monitor's nominal white is taken to have a luminance (Y) of 1.0. Given this assumption, it's simple to compute XYZ coordinates for the monitor's white, red, green, and blue from their chromaticity values. Why does cHRM use x,y rather than XYZ? Simply because that is how manufacturers print the information in their spec sheets! Usually, the first thing a program will do is convert the cHRM chromaticities into relative XYZ space. What can I do with it? If a PNG file has the gAMA and cHRM chunks, the source_RGB values can be converted to XYZ. This lets you: * do accurate grayscale conversion (just use the Y component) * convert to RGB for your own monitor (to see the original colors) * print the image in Level 2 PostScript with better color fidelity than a simple RGB to CMYK conversion could provide * calculate an optimal color palette * pass the image data to a color management system * etc.
How do I convert from source_RGB to XYZ? Make a few simplifying assumptions first, like the monitor really is jet black with no input and the guns don't interfere with one another. Then, given that you know the CIE XYZ values for each of red, green, and blue for a particular monitor, you put them into a matrix m: Xr Xg Xb m = Yr Yg Yb Zr Zg Zb Here we assume we are working with linear RGB floating point data in the range 0..1. If the gamma is not 1.0, make it so on the floating point data. Then convert source_RGB to XYZ by matrix multiplication: X R Y = m G Z B In other words, X = Xr*R + Xg*G + Xb*B, and similarly for Y and Z. You can go the other way too: R X G = im Y B Z where im is the inverse of the matrix m. What is a gamut? The gamut of a device is the subset of visible colors which that device can display. (It has nothing to do with gamma.) The gamut of an RGB device can be visualized as a polyhedron in XYZ space; the vertices correspond to the device's black, blue, red, green, magenta, cyan, yellow and white. Different devices have different gamuts, in other words one device will be able to display certain colors (usually highly saturated ones) that another device cannot. The gamut of a particular RGB device can be determined from its R, G, and B chromaticities and white point (the same values given in the cHRM chunk). The gamut of a color printer is more complex and can only be determined by measurement. However, printer gamuts are typically smaller than monitor gamuts, meaning that there can be many colors in a displayable image that cannot physically be printed.
Converting image data from one device to another generally results in gamut mismatches --- colors that cannot be represented exactly on the destination device. The process of making the colors fit, which can range from a simple clip to elaborate nonlinear scaling transformations, is termed gamut mapping. The aim is to produce a reasonable visual representation of the original image. Further reading References [COLOR-1] through [COLOR-5] provide more detail about color theory. 15. Appendix: Sample CRC Code The following sample code represents a practical implementation of the CRC (Cyclic Redundancy Check) employed in PNG chunks. (See also ISO 3309 [ISO-3309] or ITU-T V.42 [ITU-V42] for a formal specification.) The sample code is in the ANSI C programming language. Non C users may find it easier to read with these hints: & Bitwise AND operator. ^ Bitwise exclusive-OR operator. (Caution: elsewhere in this document, ^ represents exponentiation.) >> Bitwise right shift operator. When applied to an unsigned quantity, as here, right shift inserts zeroes at the left. ! Logical NOT operator. ++ "n++" increments the variable n. 0xNNN 0x introduces a hexadecimal (base 16) constant. Suffix L indicates a long value (at least 32 bits). /* Table of CRCs of all 8-bit messages. */ unsigned long crc_table[256]; /* Flag: has the table been computed? Initially false. */ int crc_table_computed = 0;
/* Make the table for a fast CRC. */ void make_crc_table(void) { unsigned long c; int n, k; for (n = 0; n < 256; n++) { c = (unsigned long) n; for (k = 0; k < 8; k++) { if (c & 1) c = 0xedb88320L ^ (c >> 1); else c = c >> 1; } crc_table[n] = c; } crc_table_computed = 1; } /* Update a running CRC with the bytes buf[0..len-1]--the CRC should be initialized to all 1's, and the transmitted value is the 1's complement of the final running CRC (see the crc() routine below)). */ unsigned long update_crc(unsigned long crc, unsigned char *buf, int len) { unsigned long c = crc; int n; if (!crc_table_computed) make_crc_table(); for (n = 0; n < len; n++) { c = crc_table[(c ^ buf[n]) & 0xff] ^ (c >> 8); } return c; } /* Return the CRC of the bytes buf[0..len-1]. */ unsigned long crc(unsigned char *buf, int len) { return update_crc(0xffffffffL, buf, len) ^ 0xffffffffL; }
16. Appendix: Online Resources (This appendix is not part of the formal PNG specification.) This appendix gives the locations of some Internet resources for PNG software developers. By the nature of the Internet, the list is incomplete and subject to change. Archive sites The latest released versions of this document and related information can always be found at the PNG FTP archive site, ftp://ftp.uu.net/graphics/png/. The PNG specification is available in several formats, including HTML, plain text, and PostScript. Reference implementation and test images A reference implementation in portable C is available from the PNG FTP archive site, ftp://ftp.uu.net/graphics/png/src/. The reference implementation is freely usable in all applications, including commercial applications. Test images are available from ftp://ftp.uu.net/graphics/png/images/. Electronic mail The maintainers of the PNG specification can be contacted by e- mail at png-info@uunet.uu.net or at png-group@w3.org. PNG home page There is a World Wide Web home page for PNG at http://quest.jpl.nasa.gov/PNG/. This page is a central location for current information about PNG and PNG-related tools. 17. Appendix: Revision History (This appendix is not part of the formal PNG specification.) The PNG format has been frozen since the Ninth Draft of March 7, 1995, and all future changes are intended to be backwards compatible. The revisions since the Ninth Draft are simply clarifications, improvements in presentation, and additions of supporting material. On 1 October 1996, the PNG specification was approved as a W3C (World Wide Web Consortium) Recommendation.
Changes since the Tenth Draft of 5 May, 1995 * Clarified meaning of a suggested-palette PLTE chunk in a truecolor image that uses transparency * Clarified exact semantics of sBIT and allowed sample depth scaling procedures * Clarified status of spaces in tEXt chunk keywords * Distinguished private and public extension values in type and method fields * Added a "Creation Time" tEXt keyword * Macintosh representation of PNG specified * Added discussion of security issues * Added more extensive discussion of gamma and chromaticity handling, including tutorial appendixes * Clarified terminology, notably sample depth vs. bit depth * Added a glossary * Editing and reformatting 18. References [COLOR-1] Hall, Roy, Illumination and Color in Computer Generated Imagery. Springer-Verlag, New York, 1989. ISBN 0-387-96774-5. [COLOR-2] Kasson, J., and W. Plouffe, "An Analysis of Selected Computer Interchange Color Spaces", ACM Transactions on Graphics, vol 11 no 4 (1992), pp 373-405. [COLOR-3] Lilley, C., F. Lin, W.T. Hewitt, and T.L.J. Howard, Colour in Computer Graphics. CVCP, Sheffield, 1993. ISBN 1-85889-022-5. Also available from <URL:http://info.mcc.ac.uk/CGU/ITTI/Col/colour_announce.html> [COLOR-4] Stone, M.C., W.B. Cowan, and J.C. Beatty, "Color gamut mapping and the printing of digital images", ACM Transactions on Graphics, vol 7 no 3 (1988), pp 249-292. [COLOR-5] Travis, David, Effective Color Displays --- Theory and Practice. Academic Press, London, 1991. ISBN 0-12-697690-2. [GAMMA-FAQ] Poynton, C., "Gamma FAQ". <URL:http://www.inforamp.net/%7Epoynton/Poynton-colour.html>
[ISO-3309] International Organization for Standardization, "Information Processing Systems --- Data Communication High-Level Data Link Control Procedure --- Frame Structure", IS 3309, October 1984, 3rd Edition. [ISO-8859] International Organization for Standardization, "Information Processing --- 8-bit Single-Byte Coded Graphic Character Sets --- Part 1: Latin Alphabet No. 1", IS 8859-1, 1987. Also see sample files at ftp://ftp.uu.net/graphics/png/documents/iso_8859-1.* [ITU-BT709] International Telecommunications Union, "Basic Parameter Values for the HDTV Standard for the Studio and for International Programme Exchange", ITU-R Recommendation BT.709 (formerly CCIR Rec. 709), 1990. [ITU-V42] International Telecommunications Union, "Error-correcting Procedures for DCEs Using Asynchronous-to-Synchronous Conversion", ITU-T Recommendation V.42, 1994, Rev. 1. [PAETH] Paeth, A.W., "Image File Compression Made Easy", in Graphics Gems II, James Arvo, editor. Academic Press, San Diego, 1991. ISBN 0-12-064480-0. [POSTSCRIPT] Adobe Systems Incorporated, PostScript Language Reference Manual, 2nd edition. Addison-Wesley, Reading, 1990. ISBN 0-201-18127-4. [PNG-EXTENSIONS] PNG Group, "PNG Special-Purpose Public Chunks". Available in several formats from ftp://ftp.uu.net/graphics/png/documents/pngextensions.* [RFC-1123] Braden, R., Editor, "Requirements for Internet Hosts --- Application and Support", STD 3, RFC 1123, USC/Information Sciences Institute, October 1989. <URL:ftp://ds.internic.net/rfc/rfc1123.txt>
[RFC-2045] Freed, N., and N. Borenstein, "Multipurpose Internet Mail Extensions (MIME) Part One: Format of Internet Message Bodies", RFC 2045, Innosoft, First Virtual, November 1996. <URL:ftp://ds.internic.net/rfc/rfc2045.txt> [RFC-2048] Freed, N., Klensin, J., and J. Postel, "Multipurpose Internet Mail Extensions (MIME) Part Four: Registration Procedures", RFC 2048, Innosoft, MCI, USC/Information Sciences Institute, November 1996. <URL:ftp://ds.internic.net/rfc/rfc2048.txt> [RFC-1950] Deutsch, P. and J-L. Gailly, "ZLIB Compressed Data Format Specification version 3.3", RFC 1950, Aladdin Enterprises, May 1996. <URL:ftp://ds.internic.net/rfc/rfc1950.txt> [RFC-1951] Deutsch, P., "DEFLATE Compressed Data Format Specification version 1.3", RFC 1951, Aladdin Enterprises, May 1996. <URL:ftp://ds.internic.net/rfc/rfc1951.txt> [SMPTE-170M] Society of Motion Picture and Television Engineers, "Television --- Composite Analog Video Signal --- NTSC for Studio Applications", SMPTE-170M, 1994.
19. Credits Editor Thomas Boutell, boutell@boutell.com Contributing Editor Tom Lane, tgl@sss.pgh.pa.us Authors Authors' names are presented in alphabetical order. * Mark Adler, madler@alumni.caltech.edu * Thomas Boutell, boutell@boutell.com * Christian Brunschen, cb@df.lth.se * Adam M. Costello, amc@cs.berkeley.edu * Lee Daniel Crocker, lee@piclab.com * Andreas Dilger, adilger@enel.ucalgary.ca * Oliver Fromme, fromme@rz.tu-clausthal.de * Jean-loup Gailly, gzip@prep.ai.mit.edu * Chris Herborth, chrish@qnx.com * Alex Jakulin, Aleks.Jakulin@snet.fri.uni-lj.si * Neal Kettler, kettler@cs.colostate.edu * Tom Lane, tgl@sss.pgh.pa.us * Alexander Lehmann, alex@hal.rhein-main.de * Chris Lilley, chris@w3.org * Dave Martindale, davem@cs.ubc.ca * Owen Mortensen, 104707.650@compuserve.com * Keith S. Pickens, ksp@swri.edu * Robert P. Poole, lionboy@primenet.com * Glenn Randers-Pehrson, glennrp@arl.mil or randeg@alumni.rpi.edu * Greg Roelofs, newt@pobox.com * Willem van Schaik, willem@gintic.gov.sg * Guy Schalnat * Paul Schmidt, pschmidt@photodex.com * Tim Wegner, 71320.675@compuserve.com * Jeremy Wohl, jeremyw@anders.com The authors wish to acknowledge the contributions of the Portable Network Graphics mailing list, the readers of comp.graphics, and the members of the World Wide Web Consortium (W3C).
The Adam7 interlacing scheme is not patented and it is not the intention of the originator of that scheme to patent it. The scheme may be freely used by all PNG implementations. The name "Adam7" may be freely used to describe interlace method 1 of the PNG specification. Trademarks GIF is a service mark of CompuServe Incorporated. IBM PC is a trademark of International Business Machines Corporation. Macintosh is a trademark of Apple Computer, Inc. Microsoft and MS-DOS are trademarks of Microsoft Corporation. PhotoCD is a trademark of Eastman Kodak Company. PostScript and TIFF are trademarks of Adobe Systems Incorporated. SGI is a trademark of Silicon Graphics, Inc. X Window System is a trademark of the Massachusetts Institute of Technology. COPYRIGHT NOTICE Copyright (c) 1996 by: Massachusetts Institute of Technology (MIT) This W3C specification is being provided by the copyright holders under the following license. By obtaining, using and/or copying this specification, you agree that you have read, understood, and will comply with the following terms and conditions: Permission to use, copy, and distribute this specification for any purpose and without fee or royalty is hereby granted, provided that the full text of this NOTICE appears on ALL copies of the specification or portions thereof, including modifications, that you make. THIS SPECIFICATION IS PROVIDED "AS IS," AND COPYRIGHT HOLDERS MAKE NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR IMPLIED. BY WAY OF EXAMPLE, BUT NOT LIMITATION, COPYRIGHT HOLDERS MAKE NO REPRESENTATIONS OR WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF THE SPECIFICATION WILL NOT INFRINGE ANY THIRD PARTY PATENTS, COPYRIGHTS, TRADEMARKS OR OTHER RIGHTS. COPYRIGHT HOLDERS WILL BEAR NO LIABILITY FOR ANY USE OF THIS SPECIFICATION.
The name and trademarks of copyright holders may NOT be used in advertising or publicity pertaining to the specification without specific, written prior permission. Title to copyright in this specification and any associated documentation will at all times remain with copyright holders. Security Considerations Security issues are discussed in Security considerations (Section 8.5). Author's Address Thomas Boutell PO Box 20837 Seattle, WA 98102 Phone: (206) 329-4969 EMail: boutell@boutell.com