Re: [Algorithms] Gamma correction an HDR images?
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From: Stephen J B. <sj...@li...> - 2005-06-01 21:35:42
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Jon Watte wrote: > Also, Stephen Baker wrote: > > Since the whole point of gamma correction is to allow for the > > non-linearity of the screen phosphors, doing any gamma correction > > *before* lighting is WRONG. > > Actually, part of the reason to gamma correct is to get a better dynamic > range out of your fixed-resolution texels. With that interpretation of > gamma correction, it makes perfect sense to gamma adjust before > lighting, because it's just a function for compressing and restoring > dynamic range. Yeah - I understand that using a non-linear representation within at texture is useful as a compression mechanism, but I wouldn't describe that as "gamma correction" - which is where this discussion started (see 'Subject' field). Let me clarify what I'm saying: I absolutely agree that it's interesting/useful to compress larger dynamic range textures into non-linear luminance spaces - and *perhaps* it even makes sense to use the mathematical function known as 'gamma' to do that (although I believe there are better choices). But I maintain that attempting to do 'gamma correction' (as in fixing the problem of non-linear display luminances) anywhere near the MIPmapping process is a really bad idea. ----------------------------------------------------------------------- The second law of Frisbee throwing states: "Never precede any maneuver by a comment more predictive than "Watch this!"...it turns out that this also applies to writing Fragment Shaders. ----------------------------------------------------------------------- Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://www.sjbaker.org |