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@@ -11,7 +11,7 @@ looks at their awesome looking model in the 3D DCC and says "looks
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fantastic, ready for integration!" then goes into the game, lighting is
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setup and the game runs.
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-So where does all this HDR stuff thing come from? The idea is that
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+So at what point does all this HDR business come into play? The idea is that
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instead of dealing with colors that go from black to white (0 to 1), we
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use colors whiter than white (for example, 0 to 8 times white).
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@@ -19,7 +19,7 @@ To be more practical, imagine that in a regular scene, the intensity
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of a light (generally 1.0) is set to 5.0. The whole scene will turn
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very bright (towards white) and look horrible.
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-After this the luminance of the scene is computed by averaging the
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+After this, the luminance of the scene is computed by averaging the
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luminance of every pixel of it, and this value is used to bring the
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scene back to normal ranges. This last operation is called
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tone-mapping. Finally, we are at a similar place from where we
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@@ -46,7 +46,7 @@ gamma curve to adapt better to the way the human eye sees. Artists
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create their art on the screen too, so their art has an implicit gamma
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curve applied to it.
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-The color space where images created in computer monitors exist is
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+The color space where images created on computer monitors exist is
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called "sRGB". All visual content that people have on their computers
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or download from the internet (such as pictures, movies, etc.)
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is in this colorspace.
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@@ -55,7 +55,7 @@ is in this colorspace.
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The mathematics of HDR require that we multiply the scene by different
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values to adjust the luminance and exposure to different light ranges,
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-and this curve gets in the way as we need colors in linear space for
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+and this curve gets in the way, as we need colors in linear space for
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this.
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Linear color space & asset pipeline
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@@ -65,17 +65,17 @@ Working in HDR is not just pressing a switch. First, imported image
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assets must be converted to linear space on import. There are two ways
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to do this:
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-SRGB -> linear conversion on image import
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+sRGB -> linear conversion on image import
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This is the most compatible way of using linear-space assets, and it will
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-work everywhere including all mobile devices. The main issue with this
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+work everywhere, including all mobile devices. The main issue with this
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is loss of quality, as sRGB exists to avoid this same problem. Using 8
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bits per channel to represent linear colors is inefficient from the
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-point of view of the human eye. These textures might be later compressed
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-too which makes the problem worse.
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+point of view of the human eye. These textures might later be compressed
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+too, which makes the problem worse.
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-In any case though, this is the easy solution that works everywhere.
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+In any case, though, this is the easy solution that works everywhere.
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Hardware sRGB -> linear conversion
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -118,9 +118,9 @@ tonemappers are provided:
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brightness, but if the differences in light are too big, it will
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cause colors to be too saturated.
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- **Log:** Similar to linear but not as extreme.
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-- **Reinhardt:** Classical tonemapper (modified so it will not desaturate
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+- **Reinhardt:** Classical tonemapper (modified, so it will not desaturate
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as much)
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-- **ReinhardtAutoWhite:** Same as above but uses the max scene luminance
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+- **ReinhardtAutoWhite:** Same as above, but uses the max scene luminance
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to adjust the white value.
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Exposure
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@@ -138,13 +138,13 @@ Maximum value of white.
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Glow threshold
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~~~~~~~~~~~~~~
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-Determine above which value (from 0 to 1 after the scene is tonemapped),
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+Determines above which value (from 0 to 1 after the scene is tonemapped)
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light will start bleeding.
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Glow scale
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~~~~~~~~~~
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-Determine how much light will bleed.
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+Determines how much light will bleed.
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Min luminance
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~~~~~~~~~~~~~
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@@ -162,4 +162,4 @@ Exposure adjustment speed
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Auto-exposure will change slowly and will take a while to adjust (like
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-in real cameras). Bigger values means faster adjustment.
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+in real cameras). Bigger values mean faster adjustment.
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