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Tweak high_dynamic_range (#2048)

corrigentia 6 年之前
父節點
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6ee79089c3
共有 1 個文件被更改,包括 14 次插入14 次删除
  1. 14 14
      tutorials/3d/high_dynamic_range.rst

+ 14 - 14
tutorials/3d/high_dynamic_range.rst

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