Blender Git Commit Log

Git Commits -> Revision 852cdd4

Revision 852cdd4 by Clément Foucault (master)
February 17, 2020, 14:47 (GMT)
ColorManagement: Dithering Improvement

- Unlock property range.
- Use triangular noise to keep perceptual noise error more uniform.
Remap range to preserve perceptual intensity.
- Center noise distribution around 0 for GPU implementation because of
rounding.
- Do dithering after merging overlays.

Effect of using triangular noise is not really noticeable if you don't use
really low bitdepth. But doing a test in the shader were we artificially
reduce the bitdepth (`col = (col * 16) / 16;`) reveals the real difference.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6850

Commit Details:

Full Hash: 852cdd476b5572b56418d377e379c07253363eff
Parent Commit: 5231d06
Lines Changed: +35, -15

4 Modified Paths:

/intern/opencolorio/gpu_shader_display_transform.glsl (+17, -6) (Diff)
/source/blender/blenlib/intern/math_color_inline.c (+14, -6) (Diff)
/source/blender/imbuf/intern/divers.c (+2, -2) (Diff)
/source/blender/makesrna/intern/rna_scene.c (+2, -1) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021