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Many thanks for submitting <3 Author here, in case of any questions.
by FrostKiwi 3y ago
Many thanks for submitting <3
Author here, in case of any questions.
- fbdab103 3y agoThere was a typo that was melting my brain until I confirmed that this was not some alternate plotting library. "Here is every single colormap that matlibplot supports,..."
- FrostKiwi 3y agoOhh, that's funny. I just realized, I always read it the wrong way around in my brain up until now! Corrected the typo.
- vsuperpower2020 3y agoAll these animated gifs are annoying and distracting, and I can do without the unfunny boomer memes from 2010. It's just annoying to try and read text with all these colorful gifs being spammed.
- johnnyanmac 3y agoMay I suggest reader view as a solution if you use Firefox? But this is a technical topic in a visual concept. I appreciate visualizations and absolutely praise shaders in contexts like these.
- alpaca128 3y agoUsually I'd agree but I can only see embedded videos which respect the disabled autoplay setting. Edit: nevermind, once started it's impossible to pause the videos, they always continue playing after scrolling.
- FrostKiwi 3y agoI was not sure how to handle that. Battery optimization disables the top video element of a muted video once you scroll past it, which stops the WebGL samples from playing. Landing in the middle of the article from another page also prevents the WebGL samples from working with video, which is supposed to illustrate the realtime processing aspect. But unmuted cannot be auto played. I'll rethink how I approach this for my next article. Maybe a pause button under every WebGL sample?
- Agentlien 3y agoHello and thank you for the great article! These uses of LUTs are great and I'm happy to see such a neat article describing them. Also love the use of webgl and the ability to upload your own data! I was a bit surprised however by the way colour grading using LUTs was presented. The article makes it sound like a cool niche solution used by L4D2, but it's been the industry standard for a long while and was used on every game I've worked on, from AAA games like NFS (2015) to larger indie games like Lost in Random.
- FrostKiwi 3y agoGlad you liked it! That's quite the incredible career. Lost in Random seems just like my taste. Guess who just bought it and is enjoining it tonight... > but it's been the industry standard for a long while Yeah, I mixed messages with my colorful writing style I guess, thought the passage "Using 3D LUTs to style your game’s colors via outside tools is a very well known workflow." was enough to state, that it's not niche use. Clarified now with an extra sentence.
- Agentlien 3y agoI really hope you'll enjoy the game! It's honestly my favourite project I've been on so far. If you want a little insight into my corner of the making of LiR, check out this post I wrote about the fog: https:// https:// agentlien.github.io/fog
- kllrnohj 3y agopreshaping before the 3d lut, such as with a 1d lut, is a common way to handle hdr tone mapping as well. See for example https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes....
- ronama 3y agoLoved your article! I just wanted to expand a bit on your last section. The Game Boy Advance did offer somewhat support for integer division, but it's not hardware-accelerated [1]. I suspect the LUT model was for performance reasons (and rightfully so!). [1] https://www.copetti.org/writings/consoles/game-boy-advance/#operating-system https://www.copetti.org/writings/consoles/game-boy-advance/#...
- aaaronic 3y agoThe GBA has native support for integer division, but it does not have any hardware support for floating point arithmetic at all — compilers will insert a virtual floating point unit that does IEEE 754 in software, which takes hundreds of CPU cycles for most operations. I believe the LUT you refer to is for floats.
- nonoesp 3y agoAmazing write-up. Thanks for sharing.