Search found 37 matches

by Serendipity
Thu May 31, 2012 10:33 am
Forum: General Development
Topic: Anti aliasing question, advices, councils...
Replies: 34
Views: 19465

Re: Anti aliasing question, advices, councils...

You can´t use a char for the upscaled image, you will need floating point values. After all, you are really rendering a HDR image at a 9 times (3x3) higher resolution and you can´t tonemap each individual sample, otherwise your results will be just totally wrong which will be especially visible in D...
by Serendipity
Tue May 29, 2012 3:18 pm
Forum: General Development
Topic: Anti aliasing question, advices, councils...
Replies: 34
Views: 19465

Re: Anti aliasing question, advices, councils...

a simple post process edge blur will do the trick. I second that, especially since a real camera is sort of doing the same. Also rendering large resolutions and scaling them down becomes very unusable once you want to render out 30k or higher print resolutions. And last but not least: There are HDR...
by Serendipity
Tue May 15, 2012 9:41 am
Forum: Links & Papers
Topic: Vertex Merging
Replies: 21
Views: 17201

Re: Vertex Merging

The limit is what is never reached in real life applications since no one wants to wait that long :D
by Serendipity
Tue May 08, 2012 4:23 pm
Forum: General Development
Topic: Pixel filters with negative weights - is there a solution?
Replies: 22
Views: 15644

Re: Pixel filters with negative weights - is there a solutio

A box filter is really the worst reconstruction filter and produces a lot of aliasing so it would really surprise me if they use that one. However, I second not to use any filters that use negative weights, in my opinion a triangle or gaussian filter is the best option. If you really want to use the...
by Serendipity
Thu May 03, 2012 9:20 pm
Forum: General Development
Topic: Best color space for rendering
Replies: 6
Views: 5242

Re: Best color space for rendering

ypoissant wrote: Not sure what you mean by that but sRGB is not linear by definition.
Of course you´re right if you want to be accurate. It is just a Photoshop-term and basicly means it uses the same gamut as sRGB - so sRGB without the gamma which essentially makes is a linear sRGB colorspace.
by Serendipity
Thu May 03, 2012 10:57 am
Forum: General Development
Topic: Best color space for rendering
Replies: 6
Views: 5242

Re: Best color space for rendering

linearRGB tells you basicly nothing, all it says is that 1+1=2 and not 1+1=3, that´s all linearRGB tells you. What color RGB(1,0,0) represents is totally undefined. That´s why you need to thing about what colorspace you are actually working in. If you don´t think about all this, you are most likely ...
by Serendipity
Thu May 03, 2012 6:59 am
Forum: General Development
Topic: Best color space for rendering
Replies: 6
Views: 5242

Re: Best color space for rendering

The best colorspace for rendering would be spectral :) Other than that, a linear RGB colorspace is a good choice, I am not shure if it is even possible to render in XYZ. The more interesting question is: Which RGB colorspace should one use? sRGB? AdobeRGB? WideGamut? I guess most people just use sRG...
by Serendipity
Fri Apr 27, 2012 11:11 am
Forum: General Development
Topic: Tone mapping theory ?
Replies: 20
Views: 13988

Re: Tone mapping theory ?

Yes, by clamping :D No, seriously, this is not really what tonemapping operators usually do, they usually are just a sort of range compression. Applying color profiles and handling out of gamut colors ist usually done in a seperate step.
by Serendipity
Wed Apr 25, 2012 10:27 am
Forum: General Development
Topic: Tone mapping theory ?
Replies: 20
Views: 13988

Re: Tone mapping theory ?

No, actually you just need to convert the colors the user inputs to linear rgb by using sRGB->rgb transformation, render your scene and apply rgb->sRGB for the final result, just like you said.
by Serendipity
Wed Apr 25, 2012 10:01 am
Forum: General Development
Topic: Tone mapping theory ?
Replies: 20
Views: 13988

Re: Tone mapping theory ?

Looks to me like your gamma might be applied twice.
How does your sRGB->rgb conversion look like? sRGB usually has a gamma already build in, to be more exact, it is linear for values less than 0.055 and has a gamma of 2.4 for the rest.