Blender Git Commit Log
Git Commits -> Revision 852cdd4
Revision 852cdd4 by Clément Foucault (master) February 17, 2020, 14:47 (GMT) |
ColorManagement: Dithering Improvement - Unlock property range. - Use triangular noise to keep perceptual noise error more uniform. Remap range to preserve perceptual intensity. - Center noise distribution around 0 for GPU implementation because of rounding. - Do dithering after merging overlays. Effect of using triangular noise is not really noticeable if you don't use really low bitdepth. But doing a test in the shader were we artificially reduce the bitdepth (`col = (col * 16) / 16;`) reveals the real difference. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6850 |
Commit Details:
Full Hash: 852cdd476b5572b56418d377e379c07253363eff
Parent Commit: 5231d06
Lines Changed: +35, -15