As John says, I think the first two parts of Mike's tutorial go into a lot of depth which might be beyond what is strictly essential to an understanding of gamma. I certainly wouldn't discourage Mike from a more wide-ranging view, which could be extremely interesting and valuable.
When Mike gets to the parts more directly about gamma curves, my suggestion would be to make sure the differnet uses of gamma curves in photography are clearly distinguished, which include:
- To provide perceptually-uniform coding (to minimse the number of bits used for a given noise level)
- To compensate for the non-linear response of monitors
- To apply a small contrast boost in terms of a "viewing gamma" to compensate for:
- The lower contrast of the monitor or print, compared to the original scene
- The different viewing conditions of the monitor or print, compared to the original scene
Thanks to John for the link to the sRGB paper (
http://www.w3.org/Graphics/Color/sRGB.html) which describes the "viewing gamma" very well.
With modern systems (especially colour-managed systems), the tone curve applied for encoding efficiency, the tone curve applied to compensate for non-linear output device, and any tone curve for a contrast boost are treated as separate processes. Historically, electronics were analogue and each processing step was a major cost, and could introduce additional noise. Even in the early days of digital, extra processing steps were avoided where possible. As a result, with careful choice of gamma, the TV systems (for which gamma curves were probably first used) could deal with all three purposes by the judicious choice of one tone curve. But they are quite separate purposes.