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Git Commits -> Revision 56da28b
Revision 56da28b by Clément Foucault (vr_scene_inspection) February 20, 2020, 12:00 (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: 56da28b684f73f08049c963facfb81f96aa25e2e
Parent Commit: c30b932
Committed By: Julian Eisel
Lines Changed: +35, -15