Recently, I read an interesting Gamefest 2010 article from Monolith Productions detailing their Lighting Volumes technology. Basically, they store an ambient cube irradiance volume as a set of 3D textures, where each texture stores a color for a direction. In order to cut this down, they store an average color and six intensities. To accomplish this, they have to convert the data to Yuv space, do their calculations, then convert back.
Questions:
With all that having been said, can anyone point me toward resources on how to do the following:
- Convert linear colors to/from the Yuv color space?
- Average the uv components of 6 colors?
Any help would be most appreciated! ;)