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I Was Being Irony

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I Was Being Irony | iwasbeingirony.blogspot.com Reviews
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Posts about Graphics and the Games Industry
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2 float3 decodergbm float4 rgbm
3 encoding rgbm
4 float4 encodergbm float3 rgb
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8 float4 encodergbd float3 rgb
9 distribution of values
10 rgbm
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I Was Being Irony | iwasbeingirony.blogspot.com Reviews

https://iwasbeingirony.blogspot.com

Posts about Graphics and the Games Industry

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1

I Was Being Irony: Approximating Film with Tonemapping

http://iwasbeingirony.blogspot.com/2010/04/approximating-film-with-tonemapping.html

I Was Being Irony. Posts about Graphics and the Games Industry. Monday, 19 April 2010. Approximating Film with Tonemapping. I now realise that a bunch of this post is a complete load of rubbish. The film approximation does have nice black compression. It's just subtle, and doesn't show up in the linear graph (doh! Recently, I finished up a big tutorial. For HDR rendering techniques. This tutorial covered Tone Mapping and Gamma Correction. If you are not aware of Gamma Correction or Tone Mapping:. Which i...

2

I Was Being Irony: May 2010

http://iwasbeingirony.blogspot.com/2010_05_01_archive.html

I Was Being Irony. Posts about Graphics and the Games Industry. Tuesday, 11 May 2010. Sometimes you mess up, sometimes it looks good. Previously I'd mentioned the film approximation tone mapping equation. film(colour). Well, this is what sqrt(film(colour*colour) looks. Saturday, 8 May 2010. The Incredible Importance of Shadow Mapping. He looks scary enough as it is! Subscribe to: Posts (Atom). I am a programmer at Geomerics, a graphics and lighting middleware company located in Cambridge, UK.

3

I Was Being Irony: June 2010

http://iwasbeingirony.blogspot.com/2010_06_01_archive.html

I Was Being Irony. Posts about Graphics and the Games Industry. Sunday, 20 June 2010. The difference between RGBM and RGBD. If you want to encode high dynamic range, but can't afford a high precision format (such as FP16), then RGBM is an great option. But what about it's often neglected brother, RGBD? What is the difference, and when should they be used? In this short post, I intend to highlight some of the subtle differences. First, and overview of RGBM:. Return rgbm.rgb * (rgbm.a * MaxRange);. On the ...

4

I Was Being Irony: Contemplating future Programming Languages, part 1

http://iwasbeingirony.blogspot.com/2010/04/contemplating-future-programming.html

I Was Being Irony. Posts about Graphics and the Games Industry. Thursday, 15 April 2010. Contemplating future Programming Languages, part 1. Here is a tricky question: What will the average CPU look like in 2020? Will it be,. A: An evolution of current desktop CPUs? A number of powerful cores, all very good at maintaining high efficiency. B: An evolution of console CPUs/Larrabee? A large number of cores that are very fast, but struggle with sub-optimal code. C: An evolution of the GPU? Contemplating futu...

5

I Was Being Irony: The difference between RGBM and RGBD

http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html

I Was Being Irony. Posts about Graphics and the Games Industry. Sunday, 20 June 2010. The difference between RGBM and RGBD. If you want to encode high dynamic range, but can't afford a high precision format (such as FP16), then RGBM is an great option. But what about it's often neglected brother, RGBD? What is the difference, and when should they be used? In this short post, I intend to highlight some of the subtle differences. First, and overview of RGBM:. Return rgbm.rgb * (rgbm.a * MaxRange);. On the ...

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I Was Being Irony. Posts about Graphics and the Games Industry. Sunday, 20 June 2010. The difference between RGBM and RGBD. If you want to encode high dynamic range, but can't afford a high precision format (such as FP16), then RGBM is an great option. But what about it's often neglected brother, RGBD? What is the difference, and when should they be used? In this short post, I intend to highlight some of the subtle differences. First, and overview of RGBM:. Return rgbm.rgb * (rgbm.a * MaxRange);. On the ...

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