Talk:High-dynamic-range rendering: Difference between revisions

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:But in this way you will get colours graying, because orange colour will become almost like yellow, so algorithm should be this:
:<math>final.rgb=color.rgb / sqrt(max(color.r, max(color.g, color.b)));</math> 0<color.rgb<1. Function "sqrt()" is square root in programing language (HLSL). Function "max(,)" choosing bigger number from two numbers. Compressed luminance is good for adding weak and strong light and don't get overbright light; and weak light still be looking pretty strong alone. But then why need such things like light attenuation so perhaps better use normal HDR without compressed luminance. BTW sky light is blue, lamp light is yellow, together white, thats how they not overbirighting each over perhaps. <small><span class="autosigned">— Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Versatranitsonlywaytofly|Versatranitsonlywaytofly]] ([[User talk:Versatranitsonlywaytofly|talk]] • [[Special:Contributions/Versatranitsonlywaytofly|contribs]]) 14:13, 7 December 2011 (UTC)</span></small><!-- Template:Unsigned --> <!--Autosigned by SineBot-->
::Funny thing is, that if there is 3x3 grid, then each of 9 squares getting 10 Watts light energy. And if light is at same distance, but 10 times stronger, then each of 9 squares of same 3x3 grid getting 10 times more energy and not 100 times! I don't know clear reason why decibels measured sometimes with square root and why in logarithm plot, but this reason must be very stupid. I even sow how in HDR there are tryings to use square. And so I want to correct myself, and I tell you that gamma for monitor is very bad thing, because all weak colours almost are at identical level - no space between them, so almost the same like kill all weak colours, for example <math>\sqrt{0.1}=0.3162</math> and <math>\sqrt{0.2}=0.4472</math>. So 0.2 is two times stronger than 0.1, but 0.4472/0.3162=1.4142 times stronger. So actually big contrast like 1000:1 monitors say 255 colour is 3 times stronger than 128, and 128 is 3 times stronger than 64 and 64 is 3 times stronger than 32 and so on. And on normal (perhaps cheaper) contrast monitors like 300:1, the colour 255 is 2 times stronger than 128, and 128 is 2 times stronger than 64 and so on. For say really very big contrast monitors like 10000:1, the colour 255 is 5 times stronger than colour 128, and 128 is 5 times stronger than 64, and 64 is 5 times stronger than 32 and so on. Of course there can be, that such big contrast like 100000:1 can mean, that 255 is 100000 times stronger than 0 and not than 1. But you know how with those LCD colours, if there is strong led light behind, then you get strong and 0 and 1, at least it should be in most cases, but who knows, maybe really 1 can be 10-1000 times stronger than 0 and this is the whole point and quality of big contrast ratio monitors. From here not hard to see the whole point of contrast ratio of monitors. It depends in what contrast ratio videocamera recoreder recording, I mean, how much times 1 is weaker than 255. Or is it about 300 times weaker or 1000 or 10000, because colours will be wrong and textures if they not match each over. <small><span class="autosigned">— Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Versatranitsonlywaytofly|Versatranitsonlywaytofly]] ([[User talk:Versatranitsonlywaytofly|talk]] • [[Special:Contributions/Versatranitsonlywaytofly|contribs]]) 22:11, 8 December 2011 (UTC)</span></small><!-- Template:Unsigned --> <!--Autosigned by SineBot-->
:Brightness and contrast combination algorithm "contrast=100-brightness/2.55"