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authorClément Foucault <foucault.clem@gmail.com>2020-02-17 16:14:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-17 17:47:17 +0300
commit852cdd476b5572b56418d377e379c07253363eff (patch)
tree14467e0c649819e95f4de6913dfc0ac7edf4d8b8 /COPYING
parent5231d06d4cd4a613b0493965893ae17df43c0f22 (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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