3 ms·
> I am a graphics engineer, I've had a lot of colleagues learn the aphorism "don't do math in linear" once they get first burned. I'm not sure what you mean by
by redox99 5y ago
> I am a graphics engineer, I've had a lot of colleagues learn the aphorism "don't do math in linear" once they get first burned.
I'm not sure what you mean by this. I work with game engines and everything is calculated with linear color. Not only anything else would be completely physically inaccurate, it would be unfeasible for modern HDR rendering which supports extreme dynamic ranges with physical units (ie 100000 lux sun).
Maybe you work with mobile devices, where they still haven't fully moved to HDR?
- rnvannatta 5y agoI do cross platform development, I have to keep mobile/console in mind though most of my work in on PC, other people work on mobile/console and tell me when the shaders I write are too slow or break mobile :). You work with 100,000 lux sun? Damn! We did physical values for sun/moon lighting when I did flight simulator stuff but that painfully required full float rendertargets, which is fine when you can tell Uncle Sam the minspec gpu is a 1080, but unacceptable for console and mobile. Anyway we do full linear HDR for the 3D scene of course, as it's simulating physical light transport. Though not exact sun/moon values as we want to do half float rendertargets. The UI does compositing in SDR sRGB. Some of our textures are tinted with this rather cursed lab model I cooked up for speed, which is gamma encoded srgb linearly transformed so that 'l' = average of rgb and 'chroma' is rgb equally weighted but placed 120 degrees apart in the unit circle. Was designed to make HSV transforms linear operations (ie matrix multiply) and have great performance with acceptable quality with not too many imaginary colors. Nicer color spaces were too expensive, and it works good enough to make the artists like it.