| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 7 months |
| seen | 16 hours ago | |
| stats | profile views | 8 |
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Apr 10 |
comment |
gbuffer - how to store an integer data Please see Edit |
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Apr 10 |
revised |
gbuffer - how to store an integer data added 1676 characters in body |
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Apr 9 |
asked | gbuffer - how to store an integer data |
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Apr 6 |
accepted | HDR / Tone Mapping - choosing parameters |
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Apr 6 |
accepted | Reinhard tone mapping and color space |
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Apr 5 |
asked | Reinhard tone mapping and color space |
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Apr 5 |
revised |
HDR / Tone Mapping - choosing parameters deleted 192 characters in body |
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Apr 3 |
accepted | RGB to xyY color space conversion and luminance |
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Apr 3 |
revised |
RGB to xyY color space conversion and luminance added 94 characters in body |
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Apr 3 |
comment |
RGB to xyY color space conversion and luminance I think that both luminances should have the same value. |
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Apr 3 |
asked | RGB to xyY color space conversion and luminance |
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Mar 19 |
comment |
deferred rendering and point light radius Please see Edit1 |
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Mar 19 |
revised |
deferred rendering and point light radius added 601 characters in body |
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Mar 19 |
awarded | Commentator |
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Mar 19 |
comment |
deferred rendering and point light radius Ok. Attenuation is calculated and scaled based on luminance so maybe light color (Li) should be convert to CIE xyY space and Y component should be used during calculations ? After that a result can be converted back to RGB space. |
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Mar 19 |
comment |
deferred rendering and point light radius What do you mean by cut off each of the RGB channels at slightly different places ? illumination I at distance d = intensity (rgb) Li * attenuation (defined as above) so where does it take place ? |
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Mar 18 |
accepted | deferred rendering and point light radius |
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Mar 18 |
comment |
deferred rendering and point light radius Can I also express kl and kq as here: [link] (imdoingitwrong.wordpress.com/2011/01/31/light-attenuation) ? Then attenuation = 1 / ((d/r) + 1) ^ 2 and is scaled this way: attenuation = (attenuation - cutoff) / (1 - cutoff) where cutoff = minLuminance, right ? |
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Mar 18 |
asked | deferred rendering and point light radius |
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Feb 28 |
asked | HDR / Tone Mapping - choosing parameters |