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@cmuratori Also some other links here: https://extremeistan.wordpress.com/2014/09/24/physically-based-camera-rendering/ … - most camera model based. - Show replies
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@cmuratori I had seen a different paper, but googling physiological bloom hdr turned this up: https://people.mpi-inf.mpg.de/~ritschel/Papers/TemporalGlare.pdf … -
@ThaLobsta@cmuratori Seidel and Myszkowski from MPI Saarbruken in both - see http://people.mpi-inf.mpg.de/~hpseidel/ and http://people.mpi-inf.mpg.de/~karol/
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@cmuratori one of the better refs, few details on how HDR is handled except for no initial threshold http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare … cc@iryoku1 -
@cmuratori This is still a nice reference: http://www.daionet.gr.jp/~masa/archives/GDC2004/GDC2004_PIoHDRR_EN.ppt … - and from Bungie on faking HDR: http://halo.bungie.net/images/Inside/publications/presentations/lighting_material.zip …
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@cmuratori Look at "Physically Based Glare Effects for Digital Images" - about scattering in the eye. -
@Reedbeta@cmuratori Sounds like what@meteotrix is working on. - Show replies
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@cmuratori Dunno. I know of three separate causes: 1. Haze/dirt in optics, 2. Focus, 3. Over saturation in sensor cell bleeding. -
@jwatte Focus doesn't cause bloom, it causes bokeh, no? I thought it was just errant rays (interior bounce) and dirty optics? - Show replies
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