Pure pigments reflect light in a very specific way that cannot be precisely duplicated by the discrete light emitters in a computer display. However, by making careful measurements of pigments, close approximations can be made. The Munsell Color System provides a good conceptual explanation of what is missing. Munsell devised a system that provides an objective measure of color in three dimensions: hue, value (or lightness), and chroma. Computer displays in general are unable to show the true chroma of many pigments, but the hue and lightness can be reproduced with relative accuracy. However, when the gamma of a computer display deviates from the reference value, the hue is also systematically biased. The following approximations assume a display device at gamma 2.2, using the sRGB color space. The further a display device deviates from these standards, the less accurate these swatches will be.[14] Swatches are based on the average measurements of several lots of single-pigment watercolor paints, converted from Lab color space to sRGB color space for viewing on a computer display. Different brands and lots of the same pigment may vary in color. Furthermore, pigments have inherently complex reflectance spectra that will render their color appearance greatly different depending on the spectrum of the source illumination; a property called metamerism. Averaged measurements of pigment samples will only yield approximations of their true appearance under a specific source of illumination. Computer display systems use a technique called chromatic adaptation transforms[15] to emulate the correlate color temperature of illumination sources, and cannot perfectly reproduce the intricate spectral combinations originally seen. In many cases the perceived color of a pigment falls outside of the gamut of computer displays and a method called gamut mapping is used to approximate the true appearance. Gamut mapping trades off any one of Lightness, Hue or Saturation accuracy to render the color on screen, depending on the priority chosen in the conversion's ICC rendering intent. sRGB is a standard RGB color space created cooperatively by HP and Microsoft in 1996 for use on monitors, printers, and the Internet. sRGB uses the ITU-R BT.709 primaries, the same as are used in studio monitors and HDTV,[1] and a transfer function (gamma curve) typical of CRTs. This specification allowed sRGB to be directly displayed on typical CRT monitors of the time, a factor which greatly aided its acceptance. Unlike most other RGB color spaces, the sRGB gamma cannot be expressed as a single numerical value. The overall gamma is approximately 2.2, consisting of a linear (gamma 1.0) section near black, and a non-linear section elsewhere involving a 2.4 exponent and a gamma (slope of log output versus log input) changing from 1.0 through about 2.3.The sRGB color space has been endorsed by the W3C, Exif, Intel, Pantone, Corel, and many other industry players. It is used in proprietary and open graphics file formats, such as SVG. The sRGB color space is well specified and is designed to match typical home and office viewing conditions, rather than the darker environment typically used for commercial color matching.