Timeline for How to implement physically based unit in pbr renderer
Current License: CC BY-SA 4.0
6 events
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Aug 27 at 7:19 | history | edited | Tare | CC BY-SA 4.0 |
Corrected mathematical error
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Aug 27 at 7:13 | comment | added | Tare |
Yes, you are right. I got it mixed up with undoing the display's gamma, which is called correction and is pow(albedo, 1/2.2) .
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Aug 18 at 2:13 | comment | added | Owens | You have the gamma correction backwards. The OP was correct, you do pow(albedo, 2.2) to get into linear space, and pow(albedo, 1/2.2) to get back to sRGB. | |
Apr 5, 2019 at 12:14 | comment | added | Tare | The way I understand it, the color should not change, just your way of expressing the light. The same way that 2.54cm is the same as 1 inch. Thus, you have the same input for tonemapping, regardless of how you calculate your light. | |
Apr 5, 2019 at 10:00 | comment | added | kevinyu | Thanks for the correction for the gamma. About the answer number two. If I store light as color and luminous intensity. Then after I convert to radiometry unit, It is possible that the color will change right? Because each color contribute different amount of luminous intensity. Or should I just convert the intensity part by assuming efficiency is 100%?. I ask about tonemapping because I am not sure what unit should I deliver to the tonemapping operation. Radiance or luminance? Tonemapping will convert linear HDR to linear LDR. But not sure what unit is this linear HDR. | |
Apr 5, 2019 at 9:45 | history | answered | Tare | CC BY-SA 4.0 |