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Probably best if I try to answer questions framed from a place that makes sense to you. I have converted this to a discussion. |
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Actually, I am pretty far from this topic. We have an old game with gamma-incorrect rendering (basically Doom 3) but float16 color framebuffer. First I see sRGB to linear conversion (component-wise) which does this. It is a bit more complicated than typical Then there is multiplication by some magic matrix which definitely lacks proper explanation: The matrix is close to 0.79 * Identity + 0.07 * AllOnes, but in reality some off-diagonal elements are about 0.078 while others are 0.042. Then color components are converted to logarithmic scale (base 2) then linearly rescaled so that [-12..4] logarithm turns into [0..1] interval. Supposedly the logarithm alone is not a good tonemap, so it is followed by applying some weird-looking curve. Then there is "look" function with parameters slope, power, sat. After that the color is multiplied by inverse of the magic matrix described above. |
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Hello!
Thank you from sharing this with everyone =)
Some people would like to include AgX tonemap into a game (TheDarkMod). They gave me some shader composed of many pieces from different places over the internet, with various hardcoded numbers included. I'm trying to understand what it is all about and if it is even correct... And all references lead me to this repo.
Is there any kind of scientific article, website article, blog article, forum post, etc. --- anything that derives AgX and explain why and how it works? Could you please add such a link into readme?
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