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Git Commits -> Revision 56da28b

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

4 Modified Paths:

/intern/opencolorio/gpu_shader_display_transform.glsl (+17, -6) (Diff)
/source/blender/blenlib/intern/math_color_inline.c (+14, -6) (Diff)
/source/blender/imbuf/intern/divers.c (+2, -2) (Diff)
/source/blender/makesrna/intern/rna_scene.c (+2, -1) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021