@egonelbre @handmade_hero We haven't gotten to gamma yet. Chances are we won't do gamma in the software pipeline, though - only hardware.
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Replying to @cmuratori
@cmuratori@egonelbre But, it depends on how it falls out. In AVX we could probably do gamma but in SSE, I think it'd be tough :/1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre Maybe that won't turn out to be the case though.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre That said, even hardware technically does gamma wrong in premultiplied alpha :/1 reply 0 retweets 0 likes -
Replying to @cmuratori
@egonelbre At least as far as I understand it. I'm not exactly the world's leading gamma expert :)2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@egonelbre Do you think it is a compute or a storage/precision issue? Could approximate, e.g. gamma=23 replies 0 retweets 0 likes -
Replying to @won3d
@won3d@egonelbre Well, it depends whether we're float or S16 for compute. Obviously we'll be U8 for storage.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@won3d@egonelbre But yeah, if we do a CLUT for gamma, then with AVX that's easy but with SSE it sucks (no wide lookups).1 reply 0 retweets 0 likes -
Replying to @cmuratori
@won3d@egonelbre It we do compute for gamma, then we can stay wide but we've gotta do a bunch of approximations, and is that a win?3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@won3d@egonelbre Gamma 2.0 is a great approximation!2 replies 0 retweets 0 likes
@jwatte @won3d @egonelbre Well, FINE, if it will make Won happy, I can do a gamma 2.0 curve. That's not particularly expensive in SSE.
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Replying to @cmuratori
@cmuratori@jwatte@egonelbre This does please me!0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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