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author | Clément Foucault <foucault.clem@gmail.com> | 2020-02-17 16:14:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-02-17 17:47:17 +0300 |
commit | 852cdd476b5572b56418d377e379c07253363eff (patch) | |
tree | 14467e0c649819e95f4de6913dfc0ac7edf4d8b8 /COPYING | |
parent | 5231d06d4cd4a613b0493965893ae17df43c0f22 (diff) |
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
Diffstat (limited to 'COPYING')
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