Timeline for Ray tracing scene with 2 lights and sphere
Current License: CC BY-SA 4.0
15 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Nov 25, 2019 at 12:11 | history | suggested | fospathi | CC BY-SA 4.0 | Update the outdated hyperlink. |
| Nov 25, 2019 at 9:42 | comment | added | Simon F | A couple of very minor points: 1) The monitor/display system is probably using sRGB which is a slightly different curve to the pow(colour, gamma_val) (BUT you might be able to avoid that with stackoverflow.com/q/56204242/626644 ) 2) if you are concerned about the performance, you might be able to get away with the approximation of using "2" for the gamma power. You can then use squaring and square roots which are relatively cheap. | |
| Nov 22, 2019 at 16:57 | review | Suggested edits | |||
| S Nov 25, 2019 at 12:11 | |||||
| Aug 23, 2016 at 5:18 | comment | added | Valerii Boldakov | Nope, I clamp to 1.0f every component when it becomes more than 1.0f. I thought about this case that's why I specially check it in my tests. | |
| Aug 23, 2016 at 2:44 | comment | added | Alan Wolfe | Could your colors be overflowing? | |
| Aug 22, 2016 at 9:47 | vote | accept | Valerii Boldakov | ||
| Aug 22, 2016 at 7:43 | comment | added | PaulHK | I think the left image is the correct one looking at the function, although you may need to adjust your light colours to something a bit darker. | |
| Aug 22, 2016 at 5:05 | comment | added | Valerii Boldakov | I understand it. Don't have any complaints about color. Just about dark parts at the left part of the second image in the updated post. The right one is good without them. But why should I make transformation to the linear space after multiplication. | |
| Aug 22, 2016 at 4:54 | comment | added | PaulHK | Don't forget, you picked the orange/green colours by eye (presumably) using a gamma-space monitor, so likely these are the correct/intended colours. | |
| Aug 22, 2016 at 4:51 | comment | added | PaulHK | I'd be interested to see your new image output if you can post an update | |
| Aug 22, 2016 at 4:50 | comment | added | PaulHK | The most important thing is the output is converted to gamma (meaning your light accumulation is linear). Because your inputs are constant colours it doesn't affect shading as much as the output conversion. | |
| Aug 22, 2016 at 4:40 | comment | added | Valerii Boldakov | Sorry for kind of spamming. Didn't use to sending commentary with Enter button. There is continuation. In the left one I make at first gamma to linear conversion and then multiplying it on the max(0, scalar multiplication of light and normal) and after that summing results in pixel. And convert results into gamma space again. At the right one I convert colour into linear space only after multiplying it on on the max(0, scalar multiplication of light and normal). I don't quite get the reason why should I multiply in the gamma space. !img | |
| Aug 22, 2016 at 4:27 | comment | added | Valerii Boldakov | Done it. It looks like the problem is really with hamma. But I still has a question. There are to results of my ray tracing. In the first one I | |
| Aug 22, 2016 at 3:02 | history | edited | PaulHK | CC BY-SA 3.0 | mention material colour + spelling fix |
| Aug 22, 2016 at 2:30 | history | answered | PaulHK | CC BY-SA 3.0 |