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Nikko_Bertoa

Member Since 24 Feb 2008
Offline Last Active Today, 10:27 AM

Posts I've Made

In Topic: New Post about Gamma Correction

21 June 2016 - 10:33 AM

@MJP:

 

I would recommend being careful when explaining what sRGB is. A lot of people are under the mistaken impression that it's just the transfer function (AKA the "gamma curve"), but being a RGB color space it also specifies the chromaticities of the primaries. So you can have the situation where perhaps you use the primaries but not the transfer function, which is what people are usually using when they refer to "linear" space. Or you can have other standards (like Rec. 709) that use the same primaries, but have a different transfer function. You generally don't have to worry about that until you need to work in another color space, and then things can get confusing if you don't understand what the color space is actually specifying. 

Thanks, I will take that into account


In Topic: New Post about Gamma Correction

21 June 2016 - 10:20 AM

@Radikalizm:

 

Gamma correction in itself will not magically improve the quality of your images. Gamma correction is purely a tool to make sure you do operations on your images in linear space, and doing operations in linear space does not guarantee a better looking image. As a stylistic choice it might be completely OK to disregard gamma correction at all, depending on the title. If you want to do any kind of physically based lighting however it's in your best interest to get linear values as input.

 

I agree with respect to It will not necessarily guarantee a better looking image, because you could did a lot of hacks with your lights parameters and count. Those hacks will be exposed when you change to a gamma-corrected approach. On the other hand, I think it will really increase "image quality" because you will see how things should be, and not things that were altered by monitor.

 

If you want more information, John Hable wrote a good amount of articles on gamma correction a couple of years ago which go very in depth on the subject: http://filmicgames.com/archives/category/gamma

Thanks for the links, I will read them


In Topic: New Post about Gamma Correction

20 June 2016 - 12:40 PM

Hi Alectora

 

Today all common image formats (GIF, JPEG, PNG, etc) are assumed to be in gamma space. This is typically 2.2. With Photoshop you can adjust gamma manually. I think most image files you will find in Internet are already gamma-corrected, so you should not worry about.


In Topic: [D3D11] Vertex Shader vs Instancing vs Geometry Shader

30 April 2016 - 02:25 PM

Hi Dongleberry.

Having a large static buffer is a good idea. I should test that too. I think performance will not change too much because I am not moving a lot of data from GPU to CPU in Instancing Technique.

Source code is in https://github.com/nicolasbertoa/D3DBase. Feel free to modify and make your own tests.

In Topic: [D3D12] Initialization

30 April 2016 - 10:49 AM

@AdamMiles and @Alessio1989

 

Thanks for your comment! That is true. My article talks about MSAA but I am using 1U instead of 4U because boolean variable to enable MSAA is in false by default.

 

This post explains exactly what you said

 

http://www.gamedev.net/topic/675321-d3d12-enabling-msaa/

 

I will update the article. Thanks for teaching me about that.


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