After spending the past two weeks dealing with color (tonemapping, gamma correction, blending, interpolation, etc) this is the conclusion I have come to.pic.twitter.com/ScuUGliPDe
Voit lisätä twiitteihisi sijainnin, esimerkiksi kaupungin tai tarkemman paikan, verkosta ja kolmannen osapuolen sovellusten kautta. Halutessasi voit poistaa twiittisi sijaintihistorian myöhemmin. Lue lisää
Gamma: Always convert from sRGB to linear before doing any math on color ever. This explains why: https://youtu.be/LKnqECcg6Gw For graphics programming, this means make proper use of your sRGB formats.
Premultiplied Alpha: I'm still wrestling with all the implications of this and what it means for rules in an art asset pipeline. http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/ …
Physically Based Rendering is hard to get right. Two very useful resources: 1. Filament: https://google.github.io/filament/Filament.md.html … 2. glTF-Sample-Viewer. Kinda a ref implementation for glTF. https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/master/src/shaders …
For the glTF-Sample-Viewer, bear in mind that it is for webgl, and doesn't support sRGB formats. So it gets sRGB "wrong", but it's the best it can do given the tech. In OpenGL/Vulkan, you should use sRGB formats and not do sRGBToLinear() conversion in the shader.
More Tonemapping: Here is a desmos graph comparing some common tonemap ops. https://www.desmos.com/calculator/8rjrop48io … Additional tonemapping resources referenced in the above link.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.